Posts Tagged ‘Future’

My 2009 Predictions

Thursday, January 1st, 2009

I don’t have to tell you things are bad. Everybody knows things are bad. It’s a depression. Everybody’s out of work or scared of losing their job. The dollar buys a nickel’s worth; banks are going bust; shopkeepers keep a gun under the counter; punks are running wild in the street, and there’s nobody anywhere who seems to know what to do, and there’s no end to it.

We know the air is unfit to breathe and our food is unfit to eat. And we sit watching our TVs while some local newscaster tells us that today we had fifteen homicides and sixty-three violent crimes, as if that’s the way it’s supposed to be!

We all know things are bad — worse than bad — they’re crazy.

It’s like everything everywhere is going crazy, so we don’t go out any more. We sit in the house, and slowly the world we’re living in is getting smaller, and all we say is, “Please, at least leave us alone in our living rooms. Let me have my toaster and my TV and my steel-belted radials, and I won’t say anything. Just leave us alone.”

Well, I’m not going to leave you alone.

I want you to get mad!

I don’t want you to protest. I don’t want you to riot. I don’t want you to write to your Congressman, because I wouldn’t know what to tell you to write. I don’t know what to do about the depression and the inflation and the Russians and the crime in the street.

All I know is that first, you’ve got to get mad.

You’ve gotta say, “I’m a human being, goddammit! My life has value!”

So, I want you to get up now. I want all of you to get up out of your chairs. I want you to get up right now and go to the window, open it, and stick your head out and yell,

“I’m as mad as hell, and I’m not going to take this anymore!!”

[source]

Almost at the Minority Report event horizon

Sunday, July 27th, 2008

With all the iPhones and iTouches floating about (and the hordes of copycats coming), as well as new touch-screen computers like the HP Touchsmart, we’re beginning to learn to use our hands to interact with technology.

Beyond the physical touching of a screen, we’re also being trained to move in physical space to affect a virtual thing: for example, if you attached a Wiimote and PS3 SIXAXIS controller to my arm, and fastened it with duct tape, I’m able to point at an electronic eye and change the rotation (on six degrees) of what’s happening on the display. Granted, the display isn’t quite yet a hologram, but hey, give it time.

Then there is the issue of interactive art and game titles that use the Playstation Eye camera– simply moving in front of the camera can move fish, ambient art, birds, and monster through their native environments.

We’re a ways off from having wearable technology in a way that’s socially acceptable– one of the biggest hurdles in the adoption of new technology (and trust me, I own a Segway, I fully get the trainwreck that is the collision of awesome technology and ridiculous form factor).

Finally, there’s voice recognition, something the owners of GM cars equipped with OnStar are familiar with. Speaking “Call” or “Dial” aloud forces the system to engage in two separate behaviors: getting ready for an address book request, or getting ready for a series of numbers.

The event horizon is here, more or less.

Baby Steps to an Augmented Future

Thursday, July 17th, 2008

What do the new iPhone, fashion industry, and video games have in common? They might be baby steps towards a future world where the virtual overlaps the real.

The general definition of augmented reality is the combination of computer-generated data (images, videos, etc) with real, tangible things that are located in our ‘real’ world. Most early ventures with augmented reality involve overly-geeky headsets and contraptions to accomplish a simple augmentation of what we see in front of us.

Let’s pretend you are visiting Rome, exploring the ruins of an empire long gone. What is seen today are the fragments of stone columns, typically accompanied by a brochure or public sign that presents an artist’s interpretation of how they once were when built (or in more modern examples, old photographs). To augment this reality, a visitor might have a sort of headset or visor that maps a computer-generated Rome over the real Rome, in order to walk through Rome as it once was.

How do we get to this point in the not-so-distant future? Look at what we have now, and connect the dots toward the then.

iPhone 2.0 – Apple’s second major release of iPhone hardware included GPS and access to high speed mobile networks. The hardware release happened at the same time as their 2.0 operating system release, providing the ability of developers to write software of all varieties, for this popular multimedia device. Additionally, the existence of the iPhone (as well as the iTouch) prior to this release, was the first step in introducing human-touch interfaces to a wide audience in everyday situations. Apple wasn’t the first to introduce the technology, but are one of the key players in bringing it to the mainstream.

Why is this important? The answer is two-fold: First, we have familiarity with interfaces that we touch. Second, we have location-aware software and services available by the dozens. The timing for this is perfect. Software that is aware of its location, by way of GPS or user-shared, is arriving during a time when social networks like Facebook and MySpace have established themselves as tremendously popular vehicles for public and private sharing of activity and relationships. We are coming to terms with a world of maps and phonebooks and relationships that come to us and are aware of us.

Video Games – The video game industry is another place to look for future innovation– its foundation in entertainment means that consumers willingly participate in something for fun. This includes motion-control by way of controllers like the Nintendo Wii Remote, and visual motion-control by way of various web cam games and interactive art. Even more nuanced than just the control of interfaces with our movement, is our collective history of interacting with environments that contain overlays-Heads up Displays (HUDs)- as well as realtime maps that constantly update with our location, as well as the location of things ‘around’ us (enemies, teammates and such). These are by far, nothing new at all– and for those that actively play, the exposure to those interfaces are subconsciously training us to move and maintain location-awareness. And sometimes, ‘moving’ is quite a literal term.

Why is this important? We are being trained to navigate with the aid of realtime maps and interfaces that are overlays onto our field of view. We’re increasingly using the motion of our real bodies to control something virtual. This ‘training’ is multi-generational.

Fashion – This is perhaps one of the oddest items to be included on this list, however, as noted above: “Most early ventures with augmented reality involve overly-geeky headsets and contraptions to accomplish a simple augmentation of what we see in front of us.”

To power portable systems to view the world with an augmented eye, we involve a lot more than just energy (batteries) or wireless transmitters and radios. We bring the issue of display technology– most likely some that hasn’t clearly been defined yet. To avoid a cyborg-ish look, minimalism and discretion must be considered. Style, for many, is important. No where else is that apparent than the endless arrays of cellphone personalization kits, cases, straps, bags, and more.

Fashion, however, already puts a lot of accessories on the human body– hats, glasses, belts, hip bags, purses and man-bags, bracelets, rings, watches, chain necklaces, ear buds and headphones. Not all of these are worn by everyone -all- the time, but they are certainly comfortable accessories for many to wear. Some accessories are regulated– California drivers must use a handsfree device with their mobile phones when in a car, often in the form of a wireless ear piece.

Why is this important? There are plenty of attachment points to the human body. Some companies have made attempts to normalize this (think Oakley with the MP3 headphone glasses–interesting concept, very few styles), yet we’re still a way off. Fashion is trendy, disposable and constantly evolving. Yet it remains a vital part of our bodies–even when purely functional–and a stepping stone to cultural acceptance.

Each day that passes, we’re being trained for the future– little by little– by the mundane and regular things, that when stitched together over time, lead us into new territories like the navigation of data and visualized history in the real, tangible spaces of life.

I’m excited.

Heads-Up Display (HUD) design

Monday, June 16th, 2008

Some of my spare time is being spent working on prototype HUD user interfaces (UI) for augmented reality. Those familiar with all sorts of games from racing to first-person shooters are part of the generations being conditioned to understand and navigate in a location-aware map. From Warcraft to Halo and everything in between, we have learned to have an augmented awareness of fellow players and objects in a map-based environment.

If there was an ‘overlay’ (a consumer-friendly term for the HUD) for all that we see in life, what would it look like in various scenarios? Running, driving, shopping (especially shopping, yum, think of all the stuff that doesn’t move on the shelves).

First steps for me in something quite a long way out. Exciting!