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Vision Based Augmented Reality (AR) in Smart Phones – Qualcomm’s AR SDK: Interview with Jay Wright

Thu, Aug 5, 2010

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Screen shot 2010-08-05 at 6.07.36 PM

Recently, Qualcomm announced an SDK for vision based augmented reality – currently in private beta and open to the public this fall. The Qualcomm augmented reality (AR) bonanza will launch with a $200,000 developer challenge and a SDK that will put vision based augmented reality into the hands of developers without licensing fees.

This is a big step forward for augmented reality and a very important move made by an industry giant to support the rapidly evolving AR industry. Innovation at all levels of the AR stack, particularly at the hardware level (CPU/GPU optimization) is vital for the full vision of augmented reality – media tightly registered to physical space, to take center stage. Vision based AR takes mobile AR beyond compass/GPS based AR post-its, which are only loosely connected to the world (but the staple of most current AR apps), towards the holy grail of AR – markerless tracking with the whole world as the platform.

Click on the image above or see here for a video demo of an AR version of Rock’em Sock’em Robots game.  Mattel, one of the first companies working with the SDK demoed AR Rock’em Sock’em, at the Uplinq 2010 conference (see Chris Cameron’s ReadWriteWeb write-up on Uplinq 2010).

The Qualcomm AR stack, which reaches from the metal to developer APIs, will give Android developers an important edge in AR development. And, when vision based AR starts getting integrated with visual search capabilities, and combined with cool tools like Unity, we will start to see the augmented world get really interesting.

Visual search is already an area of AR getting a lot of attention, with Google Goggles, Point and Find, Japan’s NTT DoCoMo set to launch “chokkan nabi,” or “intuitive navigation,” in September, and the recent partnership between Layar and Kooaba. Metaio’s mobile augmented reality platform Junaio is already integrated with Kooaba’s computer vision capabilities.

And, of course, I am particularly excited about including open distributed real time communications for AR in this stack, which is why I asked a group of developers who have been inputting into the ARWave project if they had questions for Jay Wright, Qualcomm.  Thank you Yohan Baillot, Gene Becker, Anselm Hook, Patrick O’Shaughnessey, Thomas Wrobel, Markus Strickler, and Davide Carnovale for your input.  [Note: see my upcoming post, about the future of ARWave and real time distributed communications for AR following this Google announcement.]

Jay Wright, “is responsible for developing and driving Qualcomm’s augmented reality commercialization strategy.” He “handles partnerships with leading innovators in industry and academia and leads Qualcomm’s efforts in enabling augmented reality within the mobile ecosystem.” In the interview below, Jay very generously answers our questions in detail.

A key contributor of questions for this interview is Yohan Baillot. Yohan is working on a full vision of AR – integrating computer vision, visual search, open distributed real time communications and AR eyewear. Yohan Baillot is founder of Simulation3D, a consulting and system integration company specializing in interactive visualization systems and eyewear-based AR systems. (I hope to bring you an interview with Yohan soon!).

Qualcomm was the title sponsor for are2010, Augmented Reality Event, and played a vital role in making this event an historic gathering of the talent and creative minds at the heart of the emerging AR industry. Watch out for the videos of the are2010 sessions to be posted at the end of August. My are2010 co-chair, Ori Inbar, is preparing them to go online while kicking his newly funded start up, Ogmento, into high gear! Ogmento is also one of the start ups pioneering vision based AR.

Metaio, (with Total Immersion, they are one of the first augmented reality companies), has played a key role in bringing a vision component to smart phone augmented reality apps with their Unifeye mobile SDK.  Junaio, Metaio’s own mobile augmented reality platform has gone beyond location based AR with “junaio glue” – “the camera’s eye is now able to identify objects and “glue” object specific real-time, dynamic, social and 3D information onto the object itself,” (see my upcoming interview with Metaio founder, Thomas Alt).  Also, recently, Layar – who continue to innovate at a breathtaking pace, announced a partnership with the computer vision company Kooaba.

Both Maarten Lens-FitzGerald, Layar, and Thomas Alt, Metaio, when I spoke to them recently, saw the Qualcomm SDK as a very positive development for AR, and they look forward to exploring its capabilities and integrating it where appropriate with their AR tools.  See more about Layar’s upcoming visit, to the US here – August 10th NYC, and August 12th SF.  Also save the date, Sept 27th, Munich, for InsideAR, Metaio’s upcoming conference.

It is clear that vision based AR will be driving the next wave of AR apps. And, as Maarten and Thomas both pointed out, it will be interesting to see which use cases capture the imagination of users the most. Having more tools freely available to AR developers will certainly be a boost to creativity. And, Qualcomm’s SDK is going to give Android developers, in particular, a big opportunity to take the lead.


Interview with Jay Wright, Director, Business Development, Qualcomm

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Tish Shute: Before I start with questions on the new Qualcomm vision based augmented reality SDK, I want to briefly look ahead to what many people feel is vital for the full realization of augmented reality – head mounted displays, or more specifically, comfortable, sexy AR eye wear. Is Qualcomm going to be involved in the development of augmented eye wear and wearable displays?

Jay Wright: I think there’s some core technology that needs to come together so we can have what we think needs to be a see-through head mounted display with a decent field of view. And that looks like something that is quite possibly further than a three to five year horizon.

Tish Shute: Gene Becker asked some interesting general questions about the Qualcomm AR initiatives. He said, “I’m unclear exactly what Qualcomm’s goal is.” It would be interesting to hear from you the Qualcomm view, from the top down.

Jay Wright: Our largest revenue stream comes from sales of chipsets. And we see augmented reality as a technology that drives demand for increasing amounts of processing power. So we want to create demand for chips, higher-end chips, and augmented reality does that. Specifically vision based augmented reality because it is so computationally intensive.

Tish Shute: Yes. And I think that is why people are very excited by the Qualcomm SDK. It is not only the first free toolkit for developers to build vision apps from, isn’t it? There’s been nothing freely available before this, has there? But also Qualcomm is paying attention to the complete AR stack to support vision based AR development, from the chips to game/app development tools like Unity.

Jay Wright: That’s really the goal. We’re not here to be in the augmented reality applications business. Qualcomm’s role in the ecosystem has been to serve as an enabler. And that’s what we want to do with augmented reality: provide the enabling technology that allows the entire ecosystem to flourish.



“Augmented Reality has a number of attributes that make it a great fit for Qualcomm’s core competencies”



Augmented Reality has a number of attributes that make it a great fit for Qualcomm’s core competencies. It’s very computationally intensive, algorithmically complex, requires tight integration of hardware and software, and benefits from tight integration of multiple hardware components. And that’s the kind of problem we like here, where we can apply our core competence of really optimizing complex systems for performance, while at the same time minimizing power consumption.

And as you know Tish, mobile AR is really extremely power sensitive. We sometimes talk about it as a battery’s worst nightmare. It’s roughly equivalent to playing a 3D game and recording a video all at the same time.

Whenever there is something that takes a lot of power, that’s a definite opportunity for us to optimize it.

Tish Shute: Right. One of the core business is chips right, but for Qualcomm there’s basically a lot of profit in licensing. When I talked to the developer community about the Qualcomm SDK developers first question was, “What’s the licensing? What’s this going to cost us in the long run to develop on this SDK re licensing?” And they had all different takes on this. So everyone had different ideas about what your approach to licensing might or might not be. Could you clarify the approach to licensing, as I think this is a core concern for developers.

Jay Wright: Anytime you see something for free, you kind of say, “Hey, what’s the hook?” So yes, it’s definitely a logical question. Our intent is not to generate licensing revenue from application developers using the SDK. So the SDK will be made available free of charge for development, and it will also be free of charge for developers to deploy applications.

Tish Shute: Now, this is another question. You also include not just image recognition capabilities but Unity in the package you are offering developers. Unity products usually involve a license. They do have some free products too, I think. But how does this work? And how do you separate your part from their part, or don’t you?

Jay Wright: That’s a good question. What we’re trying to do with the platform is incorporate it into tools that people already know how to use. So we’re actually going to have the SDK support two different tool chains. One of them is the Android SDK and NDK. And then the other one, is Unity.

We’re working with Unity to create an extension to the Unity environment that will be available as part of the Unity installer when you install Unity from the Unity website. Developers will still be paying whatever license fees are associated with Unity’s products on their existing pricing schedule.

Tish Shute: One of Thomas Wrobel’s question is whether developers can just use the image recognition without Unity? Your answer is yes, you can work with the computer vision component of the SDK separate from Unity?

Jay Wright: Yes, you can.

Tish Shute: Good because we would like to build a completely open Android client for ARWave, and not tie it to Unity unless people choose to. He’s using the open Android JPCT 3D engine, which he’s adapting for AR. So he could actually use the part of the SDK that does image recognition and association with that, right?

Jay Wright: That’s correct. You are not required to use Unity. Unity is just one option for building the application.

Tish Shute: Great! That’s very good. But I’m sure many developers are going to jump on the chance to use Unity. But I mean it’s nice to be flexible because it’s so early for AR that people have different ideas and new use cases coming up all the time. I think it’s excellent you’ve divided that.

Another of Thomas’s questions was, “Can developers use their own positioning data sharing solution?” He’s really talking about AR blips.

Jay Wright: With data sharing solutions, I am assuming that by data he means referring to augmentation data or graphics?

Tish Shute: Yes, and I’ll ask him to elaborate. But, at the moment, everyone is using different ideas for POI, aren’t they?



“The goal with our platform is to make it just as easy for a developer to create 3D content for the real world as it is for a game world or a virtual world.”



Jay Wright: Yes. So let me answer it this way, Tish. The goal with our platform is to make it just as easy for a developer to create 3D content for the real world as it is for a game world or a virtual world. So all we’re really trying to do is provide the computer vision piece that makes the real world look like a bunch of geometric surfaces and potentially some meta data that is associated with this so you know what you are looking at.

So that means from a developer’s perspective, you are still doing all of the 3D content, all of the animations, all of the game logic, all of the rendering. You are still doing that all yourself. So if you think about doing an AR game, you are doing everything you used to do, except you are not creating a virtual terrain. You are just going to map it in the real world.

So if you want to do a browser that is doing POI’s, your POI data, or augmentation, or meta data, or whatever it is, that can be in your application, it can be in the cloud, it can be wherever you want to put it. We’re not putting any constraints on what that content is or where it’s stored.

Tish Shute: Right, and that’s what I hoped for. And I think that does answer the question. People are interested to know how far Qualcomm is going with this. For instance, Gene Becker asked: “do they see a business at a certain level in the AR stack?” As you said AR development basically feeds into the core business of chip development, right? But does Qualcomm also see some new business models developing?

Jay Wright: I think it’s foreseeable that Qualcomm could identify other business opportunities down the line. But we’re certainly not there today. Today, our motivation for the investment in AR is to create technology that is going to advance the chipset business.

Tish Shute: When the news came out about Qualcomm’s support of a game development studio at Georgia Tech at the same time as the SDK I think I wondered what was the scope of Qualcomm’s interest [for more on using Unity for AR development see Vision-Based Augmented Reality Technical Super Session video from Uplinq 2010].  For example, I am interested to know how the Qualcomm initiative in developing an AR stack connects to the effort to introduce an AR browser based on web standards, i.e., the Kharma/Kamra KML/HTML Augmented Reality Mobile Architecture from Blair MacIntyre and the Georgia Tech team (image below)? Are you supporting the open standards based browser development too?

Jay Wright: Blair is going to continue to work on the browser effort. And it’s our expectation that he will use our SDK and technologies for vision pieces of the browser effort where appropriate. So they are certainly not mutually exclusive. I would just think about our technology as one element of what may be used in that browser, as I expect it would be an element of what any other app developer would put in their application, whether it be browser, or game, or whatever.

Tish Shute: Yes Now, this is an interesting question, which is sort of connected…I’m trying to keep some form of narrative for this! It follows from the question about Blair’s web-based standards browser. A few people have asked me why we haven’t heard more from Qualcomm in all these various standard discussions that are starting to come up. I mean is it just too early, or are you too busy, or what?

Jay Wright: No, let me explain. The type of standards that have come up so far have been around how HTML should be extended for geo-browser type applications. And while that’s interesting, I think the standards efforts that Qualcomm would be more likely to be associated with in the near term are those related to API’s that are hardware accelerated.

So one of the things that we are in the process of doing right now, Tish – because as you know, Qualcomm is a company that adheres to standards and strives to produce a leading implementation of those standards on our hardware and software – is we are in the process of determining what API set within the existing SDK should be standardized.

Tish Shute: Right.

Now, my next question is, “Who are the other players at this level of the AR stack in the standards conversation? Who else is working at that level?” Obviously, the AR Lab in Graz was, but now they are Qualcomm, right?

Jay Wright: They are still independent. Qualcomm is the exclusive industrial partner of the Christian Doppler Handheld AR LAB in Graz.

Tish Shute: Does this compete with, say, the work that other AR start ups are doing?

Jay Wright: Our intent is not to compete with companies that have done augmented reality technology. Our intent is to enable the entire ecosystem. So we would like to work with both Metaio and Total Immersion to find ways that they can benefit from our technology. That would be the hope – that our technology can kind of lift and float all boats in the ecosystem.

Tish Shute: There are not many implementations of vision based AR right now? I mean obviously Microsoft is doing stuff because they have Georg Klein now, right, and there is Google Goggles, Total Immersion, Metaio, and it will be interesting to see where Layar’s partnership with Kooaba will lead?

Jay Wright: Yes. I think there are relatively few commercial implementations of vision based AR stacks.

Tish Shute: One of Patrick O’Shaughnessey’s question is he wants to understand what features are going to be in the vision component, very specifically. Patrick O’Shaughnessy, Patched Reality, working with Circ.us, Edelman, and Metaio used the Unifeye SDK to do a vision based AR app for Ben and Jerry’s that’s been getting all the attention lately. He was a speaker at are2010.

He very specifically wants to know what features will be included in the computer vision component. He says, “I’m most interested in understanding what features are going to be in the vision component. Is it marker based?” Well I know it’s more than marker based. I saw some of it in Chris Cameron’s ReadWriteWeb write-up on Uplinq 2010. Is it “NFT? PTAM? other? Also, are you are integrating any backend services.” That is an interesting question!

Jay Wright: So let’s get to the features on the client side, the vision based features. There’s support for, what AR aficionados would know as natural feature targets, or image based targets. And we use those to represent, obviously, 2D planar surfaces.

The other thing that we are trying to do to set expectations, Tish, about where these can be used is to let people know that they work best in what we’re calling near-field environments. So the idea isn’t that you use the system to create a large scale AR system that can recognize buildings indoors and outdoors. It’s the idea where I can recreate 3D experiences that take place on surfaces that are in my immediate field of view, whether that be on the table in front of me, or on the floor, or on the wall, or on the shelf.

Also, when you talk about near field experiences, there are some other constraints that are implied. Like, if it’s in front of me and my immediate field of view is probably going to be pretty well lit. And lighting, of course, is an important requirement.

So we’ll support these natural feature targets, or image targets. And we also have support for sort of a hybrid marker image type. It’s something called a frame marker, which has kind of a black border with some dots on it.

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Click on the image above or here to view Vision-Based Augmented Reality Technical Super Session video from Uplinq 2010

Jay Wright: So there’s this additional type. And the reason for this additional hybrid marker type is it has a lower computational requirement than a natural feature target. So the idea is these things can be used as game pieces or elements of play where I want to have a large number of them detected and tracked simultaneously.

So you can have, for example, one big natural feature target that serves as a game board or game surface, and you can use these other things as smaller game pieces. And when you put them out, different types of content can appear on them and do different things.

Tish Shute: Yes, that’s nice! And the other thing I noticed was the virtual buttons. How well developed is that?

Jay Wright: The idea behind virtual buttons is, in addition to supporting augmentation, we want to support interaction. And we think there are going to be different types of user interaction with augmented reality content. It may be hand tracking and finger tracking, but another compelling form we’ve identified so far is the ability for me to touch particular surfaces and have an event fire within the application..

So virtual buttons are rectangular areas on image targets that a developer can define, and they serve as buttons. So you can create a target that is a game board, for example, and define certain regions. And when the user covers that region with his hand, like pushing a button, your application can detect that event and take some action.

Tish Shute: Nice! And what is the documentation on these capabilities that is offered by Qualcomm…For example Yohan Baillot, who is interested in integrating eyewear-based AR systems with smartphones asked. How deep does this go? Will there be full documentation on Snapdragon, people who want to work at that level? Is there a chip SDK?

Jay Wright: . Qualcomm’s model is to work with providers of the operating systems and deliver functionality of the chip through the operating system. So many operating systems APIs will take advantage of functionality that’s in the chip. But there is no separate chip SDK per se.

Tish Shute: I suppose that does come up a little bit with one of Anselm Hook’s questions, because there is some overlap with Google Goggles here, isn’t there, in terms of what you’re doing, right? Are you going to work closely with Google Goggles ?

Jay Wright: Google Goggles is performing what we’ve described ‘visual search’. So the idea is you take a picture, send it to the cloud and identify it and the results come back. I think if we see Google Goggles go in a direction where there’s an AR experience that would be a good area for us to collaborate with Google.

Tish Shute: Anselm Hook is very interested in having some kind of open standard around this physical tagging of the world, right, – the physical world as a platform. But I suppose that’s down the road but is there a plan to start talking about open standards here – visual search with image recognition? That’s a very powerful combination. (see my interview with Anselm Hook here).

Jay Wright: I think it is. And we’re very interested to hear from developers and others that have ideas about how they would want to integrate with the functionality that we have to best enable those kinds of combined experiences.

Tish Shute: Well, I know Anselm has a lot of very important ideas on that.

Jay Wright: I’d be very interested in hearing those because we want to do everything we can to enable the maximum number of applications and best user experience for anything that people want to do.

Tish Shute: Let’s go back to some specific questions about the platform, right? For example Yohan Baillot asked, “Is it arbitrary image/tag recognition supported? Is the tag / image specifiable by user? Is face recognition supported?” Not yet, face recognition, right?

Jay Wright: Not yet.

Tish Shute: What are the plans with that?

Jay Wright: I think we’ve identified it as an interesting area and something that there’s some interest in, but have not made a decision on a particular technology direction.

Tish Shute: You’ve answered some of these but 3D model based vision tracking. Yohan’s question was, “Is 3D model based vision tracking supported (that is recover the pose of the camera using a known 3D model and a 2D camera view of this model)?”

Jay Wright: That’s something we’re looking at very closely, but again, don’t have a plan, or don’t have a future date for.

Tish Shute: And you said with the natural landmark tracking that’s not supported, right?

Jay Wright: I don’t know if I know what that means, Tish. But we don’t have any APIs that provide compass or GPS functionality other than already exists in the operating system. So if you want to take advantage of the compass or other sensors, you can absolutely do that, but the SDK does not currently provide anything different or anything more than already exists in the OS.

Tish Shute: This is an interesting question, “Is Snapdragon offloading some processing to the GPU, if any?”

Jay Wright: Certainly rendering functionality that utilizes OpenGL is being offloaded to the GPU. We’re currently in the process of determining multiple methods for offloading functionality between both symmetric and heterogeneous cores on Snapdragon. Which would include the GPU, the apps processor, and DSPs.

Tish Shute: No one has truly solved optimizing the GPU/CPU for mobile AR yet have they?

Jay Wright: That really gets to the heart of the optimization here. Which pieces ought to be operating on which cores and when, and why? And that’s something that we’re looking at very closely.

Tish Shute: Right. The only AR – that is truly 3D media tightly registered to the physical world has been done for military and medical (and that has often been with a locked of camera!). But to take mobile AR to the next level I think many developers would like access to the CPU/GPU, for example a developer interested in the future of eyewear like Yohan?

Jay Wright: We’re very interested in hearing what kinds of tools developers would like to see.

Tish Shute: What is the best forum for discussing feature specifics?

Jay Wright: To provide feature requests to us?

Tish Shute: Yes. And discuss them.

Jay Wright: if people go to qdev.net/AR there’s an application up there for the private beta program. So if people do have ideas about features or other things they would like to see, they’re welcome to submit [their requests and ideas] there.

Tish Shute: I also have some questions about the specifics of the competition. Some people are a little confused about some things. Yohan asked, “What is the expected form of the project? Lab demonstration? Specific capability? Complete end to end system?”

Jay Wright: The only requirement is that they submit an Android application that we can then get running on a device. So if it has a backend component or backend server that it works against, great. If it does, it does. If it doesn’t, it doesn’t. But that’s really it. There’s no limit to the application category. It can be a game, it can be a museum tour, it can be a children’s learning game or learning experience. It can really be anything. The idea is we want to find experiences for which AR delivers some unique value. We’ll be announcing more specifics about the competition in the near-future.

Tish Shute: Right, because some people weren’t sure about the Unity being separated whether it was biased towards games. And it’s not really, is it?

Jay Wright: Unity is a bias toward just rapid development for 3D, I think. It’s most commonly associated with games, but there are also a lot of Unity customers that use it for medical simulations and other types of applications that aren’t really games at all.

Tish Shute: Yes. It’s very flexible, I know. You did bring up the backend services again. Are you thinking of offering any of that?

Jay Wright: There is a backend tool that we offer. And the backend tool is what you use to generate your targets. So if you want to create or use a particular image for a target in your application, you upload it to our target management application, and then it will evaluate that target and tell you how well it will work. So as you know, certain images are more likely to be recognizable than others. And so there’s metrics in that application that will give you some feedback.

And then you can download your target resource from the website that you can then incorporate into your application project.

Tish Shute: So this is available at the moment to people who are in the private beta and not to…you know, all of this information and documentation, right?

Jay Wright: That’s correct.

Tish Shute: So that’s an incentive. Now, just to encourage people to submit to the private beta is the other thing that people seem confused about. In one part you say 25 developers. And some people have thought that meant it was limited to 25 individuals. And some people have like maybe four people on their team, so they were going, “Well, are we going to be accepted because we have four developers, or do we count as one because we are all working at the same project?”

Jay Wright: it’s just 25 companies.

Tish Shute: OK. I think we’ve gone through the questions. Just to clarify and maybe give some incentive for people to apply to the private beta…the big advantage of getting in the private beta, aside from getting a month’s start on the competition, is that you get a chance to input, right?

Jay Wright: Yes. A chance to provide feedback, get early access to the technology. And then we are also providing a free HTC phone.

Tish Shute: Oh, yes. I forgot the phone. Yes, right. In the requirements, though, you basically seem to be asking for sort of a full app…some people get reticent about delivering their full application plan, right?

Jay Wright: Yes. I understand that. People should just reveal what they are comfortable talking about. Just so you understand the constraint on this end, this is early technology and we’re trying to understand exactly what the support requirement is going to be. And we have limited supported resources at this time, so we want to make sure that we can focus the resources that we have on folks that are really going to use the technology and have a sound plan to actually build something. So that’s really the motivation behind limiting the size of the private beta.

Tish Shute: OK. Yes, it’s good to reiterate that. We’re down to the last question that I have, and then I’ll ask you if there is anything that I missed. You say you are partnering with Mattel. Who are the developers? Because I mean Mattel isn’t an augmented reality development team.

Jay Wright: Mattel used a subcontractor, Aura Interactive.

Tish Shute: Nice. But that’s your only partner that I saw, right? Why Mattel?

Jay Wright: Well, to launch a new technology, companies will often find showcase partners to demonstrate compelling uses of it. And we thought Mattel and the Rock’em Sock’em™ toy was a great example of combining augmented reality with an existing toy.

Tish Shute: And I think people agree with you on Rock’em Sock’em (see Chris Cameron’s RWW post).

Jay Wright: And there’s other showcase partners and applications that we will continue to work on to kind of spur the ecosystem and show what is possible.

Tish Shute: OK. Now, is there anything I’ve left out that you think? What’s the core of this narrative that we need to get across, and if I’ve left anything out that is a key piece?

Jay Wright: I think you’ve done an excellent job of covering all the bases, Tish.

Tish Shute: [laughs]

Jay Wright: I think the important overriding message to get across is that we really see ourselves in an enablement role here, and that we are trying to provide….we’d like to provide fundamental technology that helps all developers build content for the real world.


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Interview with Bruce Sterling, Part I: At the 9am of the Augmented Reality Industry, are2010

Wed, Jun 16, 2010

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auggie

Shortly after Augmented Reality Event – are2010, I talked with Bruce Sterling on skype and in gdocs about his experience there.  I am posting the conversation in two parts to make it a more blog friendly length!

The picture above is the Auggie Award for the best AR demo (above) designed by Sigal Arad Inbar.  It was won by YDreams! See, Ivan Franco recounts the team’s ARE 2010 experience, and winning the event’s first-ever Auggie Award, for more.   The video below was shot at the YDreams booth by Bruce Sterling.


“The Hotness” – YDreams rocking it at ARE2010 from brucesflickr

Rudy Rucker, who was hanging out with Bruce Sterling, captured the are2010 buzz and some great images in his post, Augmented Reality, Painting, Twitter. As Rudy put it:

“AR is hoping to be a next big thing, a cozier and more commerce-driven cousin of the old VR, or virtual reality.”

Bruce Sterling’s opening key note is up, ARE 2010 Keynote by Bruce Sterling: Bake a Big Pie!, and also the ARE 2010 Keynote by Will Wright: Brilliant Inspiration for the Augmented Reality Community with more videos from are2010 on the way.  One must read post on are2010 is Chris Cameron’s post, Augmented Reality’s Next Steps: Sitting Down with the Titans of AR.


Talking with Bruce Sterling, Part 1

bruceandauggiepost
The Auggie panel, Bruce Sterling, Jesse Schell, and Mark Billinghurst inspect the award.

Tish Shute: In your keynote at the 9am of the augmented reality industry you asked some questions of the are2010 audience: “What’s the mission statement?  You’re the world’s first pure play experience designers, except that user experience it’s mostly futuristic hot air.  But run with that, right?  What are your tactical steps?  You should get dressed, have a coffee, have a to-do list.”

How much of that did you see going on in the next two days?

Bruce Sterling: Well, I wasn’t privy to any of the business discussions.  I didn’t think it was an accident that this standard AR enabled tag thing came up from Bruno Uzzan, Total Immersion.  That seemed to me to be a useful thing.  I was always interested in the Augmented Reality Consortium.  It struck me as remarkable that there was this group of people who clearly all knew one another and it had some kind of game plan.  I applaud them for that, because these are not the 1980’s.  [laughs]  You know, it’s just a different world for young startup companies.

Tish Shute: I think you’re right. There seem to be some VC conversations going on, we don’t know what went on in the meetings, but it was noticeable in the atmosphere of excitement, and remarked on by a few people. So I think that kind of was definitely going on.

And, of course, I was so busy I never even got to see the expo properly! You said you wanted to be surprised.

Did anyone surprise you in any of the talks, in any of the expo?


AR used as interfaces for devices

SeacO2are2010

Italian augmented robot from SEAC02 from brucesflickr

Bruce Sterling: I have to say I was a little bit surprised to see Andrea Carignano demoing a robot. I happen to know him because he’s here in Torino. He’s the guy that came out of Fiat and went into AR. I am not a particularly huge robot fan, but I think it’s of great interest that AR is used as interfaces for devices, as opposed to the Jesse Schell idea that AR is all about a “man with the X-ray eyes.”

My suspicion is that a lot of surprises will come out of mashups of AR.

Tish Shute: I didn’t get to see Andrea’s robot.  So what did it do?

Bruce Sterling:  It’s basically a sister device to that little helicopter that those Parrot AR Drone guys were doing.  It’s a little autonomous robot and it runs around with a webcam on it.  You can place video into the acquisition stream coming off the robot.  You can play a game, and blow away imaginary monsters or whatever.

Tish Shute: It’s interesting, because did you notice Will Wright and Patrick O’Shaughnessey, Patched Reality, spend some time hacking the Parrot AR drone in the hallway?  Did you come across them?

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Bruce Sterling: Rudy was there with them.  You know, I didn’t want to watch Will Wright hack a robot.

[laughter]

Tish Shute: They seemed to be having fun even though as it turned out the power supply was dead.

Bruce Sterling:  I’m sure Will enjoyed that.  As a game designer, you want to go out and get your hands dirty with a plastic gizmo.

[laughter]

My Swiss Army knife can’t get through airport security, so I really don’t want to strip anything down.  But yeah, what else did I see that was of particular interest?  I was pretty happy about the Korean guys because they are a difficult group to get close to.



AR companies are like mini-global micro-startups.  They’re “glocal”.

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“Korean elegance at the Zenitum booth” – from brucesflickr

Tish Shute: Zenitum.  What did you like from Zenitum.  They were one of our sponsors, along with Qualcomm.

Bruce Sterling:  I know that Seoul is like the number one center for augmented reality discussion.  But it’s  difficult to get behind the scenes as a journalist there and  track what’s going on in Korea.  I’m fine with Italian “realtà aumentata.”   And I feel like I’ve got a handle on French “réalité augmentée.”   The Germans were not hard to find, and the Dutch all speak English!  But the Koreans, and whoever the hell it is in Kuala Lumpur…  I have no idea what’s going in Kuala Lumpur, and only the vaguest idea of what’s transpiring in Singapore!  But I know that people there are paying a coherent interest.

So the Koreans show up, and they had some relatively predictable anime style 3D avatar conversion stuff.  But they had a really nice display space.

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“Anime figures become three-d smartphone animated avatars,” from brucesflickr

Tish Shute: Ah, So Zenitum created a hot spot at the exhibition?

Bruce Sterling:  Yeah.  The Koreans had  IKEA furniture and some nifty little woven baskets.  They’d really classed up their presentation.  Most Koreans in tech tend to be kind of muscular.  The Koreans are not known for their refined presentations.  On the contrary, they tend to undersell everybody else.  But I don’t know, maybe they’ve been hanging out with Samsung and upgrading their design chops. [laughs]

Tish Shute:  Did you take some photos you could send me?

Bruce Sterling:  I took a few, but  I don’t consider myself a photographer.  They’re all up on my Flickr set. It was interesting to see so many people from so many different nations in such a collegial atmosphere.

Tish Shute: Yes – there were many different countries represented at are2010

Bruce Sterling:  It’s the beginning… and so global at such a young stage.

Tish Shute: Yes. As you said, it was 9 AM, so everyone was actually super excited to be gathered together from across the globe to start a new day together.  As you mentioned, there was a very warm affirmative vibe – everyone sharing a passion.

Bruce Sterling:   They have an online commonality. They seem to be aware of one another’s work through the Internet.

Clearly they had all heard about one another.  That’s a departure from earlier models of tech startup, where you usually have like three hippies in a local garage.  Now you’ve got German-American-Korean outfits like Metaio, and Total Immersion has a Russian affiliate.  They’re inherently multinational, both inside the company and out.

Tish Shute: It was the multinational garage, wasn’t it?

Bruce Sterling:  Yeah.  AR companies are like mini-global micro-startups.  They’re “glocal.” There’s something quite new to me about that.  I don’t find it’s shocking, because in Europe today it’s common to find startup teams who are multinational.  But to see such intense globalism at such an early stage of an industry is really different.

Tish Shute: Yes it made for a fun atmosphere?  It was wonderful running into Iguchi Takahito, Tonchidot.  You have a great rapport with each other despite the language barrier?

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Bruce Sterling:  Yeah.  That guy from Tonchidot, he’s very charismatic.  He’s punchy.  That’s reflected in the very strong graphic design from his company.

Tish Shute: Using minimal English to make the case for Sekai No Camera at the Auggies, Iguchi Takahito still got through to the audience.

Bruce Sterling:  Well, his visuals were good.


What AR means for artistic practice…

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Picture of Eric Gradman’s Cloud Mirror, from James Alliban post ARE2010 – Augmented Reality utopia in Silicon Valleysee for more on the are2010 ARt Gala

Tish Shute: So before I move on to wider themes, I’m going to wrap up on some of the different aspects of the conference.  I was chairing the technology track but you were more free roaming, was there anything that went on in the sort of hallway discussions and the presentation rooms that struck you?

Bruce Sterling:  Well, I did get collared by artists.   They really wanted to talk to me.  We got into some serious discussions on  what AR means for artistic practice.  How you can do this and reach that, how can one sharpen up one’s presentation?  I mean, they really wanted some art criticism.

Tish Shute: That’s very interesting.  Did you come up with anything that you hadn’t been thinking about already through the conversations?

Bruce Sterling: I’ve seen augmented reality installations before, and I certainly know many electronic artists.  But I don’t know.  People in the AR art space, they are looking for guidance and trying to find fellow spirits.  In their own way, they have the same pioneer spirit as the business people.

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Helen Papagiannis shows Iguchi Takahito, Tonchidot, her AR Wonder Turner, an exquisite corpse inspired installation

Tish Shute: Yeah, it’s interesting, because we wanted the art gala to be even bigger, but it turns out, because of the logistics of putting up art in a conference space is fabulously expensive, because it has to be all installed and hung…

Bruce Sterling:  I’m keenly aware of that.  At Share Festival in Turin we bring in six installations, and it’s very heavy work.  It really takes a lot of logistics.  It was like a Battle of the Bands.  It’s like doing a rock concert.

Tish Shute: One of the installations I was really sad to not have there was Uber geeks’  “Steve” H.E.AI.D installation that Brady Forrest & Co. took to Burning Man.

So I was very happy that we actually did get the number of artists we did.

Bruce Sterling:  Well, there aren’t a million AR artists in the world, so it’s hard to judge.   I didn’t see many business people rushing up to have me critique their business plans.

Tish Shute: [laughs]  They were all in the meeting rooms.

Bruce Sterling:  Maybe it’s for the best.


VC and AR Startup Action

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The Zenitum Booth, are2010, photo from Chris Cameron’s Flickr stream

Tish Shute: Do you know that why your talk started a few moments late is because we had 50 people who arrived from the Silicon Valley neighborhood I guess!

Bruce Sterling:  Did they not preregister?

Tish Shute: No. They all stood in the line for the same day registration!

Bruce Sterling: It ‘ll be interesting to see what transpires there, if there is a little wave of startup action.  God knows they need some place to put their money, because the VC scene in the US is pretty much moribund.

Tish Shute: Ogmento is the first US AR Games startup to get VC, I think.  I think there was some VC action at are2010 for sure.  And Qualcomm obviously seems to have commercialization plans for their AR technology, and to be scouting talent  and ways to deliver new AR experiences.

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Jay Wright, Qualcomm presents Joe Dunn, e23 Games, winner of the are2010 StartUp Launch Pad with a check

Bruce Sterling:  Some  people don’t need venture capital.  I mean, Google Goggles isn’t going to be hurting for VC money, obviously [ see Chris Cameron's RWW post, Google Goggles Coming Soon to iPhone] .  AR may come up through other methods, like people allying themselves with Hollywood, or peeling off of advertising companies.   There’s a lot of outfits who might conceivably want in-house AR skills.  Then when people set up a specialty AR shop,  they  peel off the list of clients.  I don’t know.  Those old days  of Silicon Valley venture capital seem like a lost world.

Tish Shute: Yes.  I, again, didn’t see anything really of the business tracks and production tracks.  Did you get back and forth between the tracks?

Bruce Sterling:  I went to the Hollywood tracks.  I mean, to the extent that I could.


Is Hollywood stirring? Who’s going to have the first breakout AR property?

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Tish Shute: So what did you see from…Is Hollywood stirring?  Is it waking up?  I mean I know Kent Demaine, Oooii,  and Brad Foxhoven, Ogmento, spoke about the Hollywood AR scene.

Bruce Sterling:  There were guys there from LA who were sort of saying, look…they are aware of us, but they just want AR to promote their properties to some particular niche.  They realize that AR is potentially a mass medium and that you could do some real AR entertainment.  So they were batting around some ideas as to where that might happen.  Like, could it come out of a console gaming scene?  Who’s going to have the first breakout AR property?  A popular hit AR property, as opposed to like a neat way to sell shoes, or whatever.   Really, anybody’s guess is as good as theirs or mine.  But at least they were actively guessing.

Tish Shute: I know the breaking the fourth wall discussion has been going on for a while and now the question is, whether AR is going to take down the fourth wall and bring interactive storytelling into the mainstream.  Did you hear any of that?

Bruce Sterling:  Well, I always shy away from discussions of that kind because I don’t think there’s any “final thing.”  Practically everything that AR is involved in right now is  a transitional technology. Also, because I am a storyteller, I get alarmed whenever people in technology start saying, “Oh well, it’s all about telling stories.”  Because obviously it isn’t.

People can tell stories perfectly well orally, and absolutely nobody does that.  AR is not at all about telling stories.  It’s about a great many other things, such as user bases, niche audiences,  media saturation, urban informatics,  convergence culture, and the language of digital media.   I could list these factors until the world looks level. It’s really becoming pretty chaotic.  As I was saying in my speech, AR companies are media startups who almost never use the old-fashioned word “media.”

Tish Shute: Oh, that’s interesting.  Yes.  So why do you think that has happened that way?

Bruce Sterling:  Well, it’s because they are trying to do a different thing than media does.  I mean, they are trying to “augment reality.”  They don’t want you to know that you are using a medium.  They don’t want you to realize that you’re watching computer animation overlaid on some video acquisition stream.  That would defeat the whole point of AR.  It’s entirely different from an analog medium like television, where you turn on the television and there’s a constant stream of station identification alerts.   That’s like: “Don’t touch that dial!  You’re on channel 13!  Stay with us!”  Then it’s like, “And now a few words from our friendly sponsors!”  That medium was engineered to keep your eyeballs locked to a single stream that they’re feeding you.

In AR, it’s much more participative, more geolocative.  I’m not particularly interested in station-identification branding from my AR provider. What I really want to see is the interactivity of the augments they’re bringing to me.  It’s like  FlickR, the photo sharing site. You don’t have any TV-style splash page for FlickR.  ”Hi! We’re FlickR! FlickR, bringing your photos to you!” No, FlickR is all about “you, you, you,” your photos, your tags, your friends, your activity around you.   It’s immediately trying to be very participative.

Tish Shute: Will Wright got to that point, didn’t he. He was trying to move us into an idea of blended reality. That the game is about the world, not about the dragons or the overlays per se.

Bruce Sterling: Right. I think that’s true. But see, the world isn’t a medium. A medium is something like this interview,  where I’m connecting to you and there’s a video Skype channel between us.  Whereas AR is more about spatial 3-D,  about 3-dimensional impositions.  Pieces of media: sound, vision, information visualization, tags, floating tags, air tags, icons, arrows, warning signs, warning sounds, tactility, whatever, being brought into the environment around us.

That’s why it’s properly called “augmented reality” instead of just augmented media.   If you call your work “augmented media,” you’re really in trouble. Because if it’s all about augmenting somebody else’s media, why doesn’t that medium just buy you, and augment their own selves?    If you think that way, instead of augmenting the world, you’ll just be a modest little plug-in for old-school media.


The World as the Platform

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Blaise Aguera y Arcas, Microsoft, Santa Clara, are2010, photo from Chris Cameron’s Flickr stream

Tish Shute: Yes, which is why Blaise so generously gave the technical underpinning  for augmenting reality in his tech talk – about the trellis and the grapes,  he really explained how the world can become a platform for augmented reality.

Bruce Sterling: I wish I could have seen that. I did not see Blaise’s speech.

Tish Shute: We’re going to put the videos up in better quality.  People in the front row have put it up on the web already.  He really went into some of the challenges of mapping for augmented reality.

Bruce Sterling: His visual-mapping technique is important.  Registration is super important for AR.

Tish Shute: I think it was a really generous talk actually because he went step by step on how we will do this.

Bruce Sterling: I rather imagine that Microsoft has patented those steps.

Tish Shute: Oh, yes, I guess so!

Bruce Sterling: I could be wrong. Maybe they’ll open-source it. You never know.

Tish Shute: You never know. Because the world as a platform isn’t something one company can own, or go it on their own to exploit.

Bruce Sterling: I expect there to be a thorny path, but sometimes I’m surprised. Sometimes people really do try to fertilize the tech field in the hope of getting a good corn crop before they start fighting.

Tish Shute: We’ll I keep hearing that we may even see the unlikely marriage of Apple and Microsoft  – maybe wishful thinking, but there are motivations beyond AR for this unlikely match, and certainly between them these titans have what it takes to realize the grand visions of AR ? [laughs] But who knows…

Bruce Sterling: Well, yeah, it depends on where the thing catches fire.

Tish Shute: Yes. You mean whether AR catches fire in the form of  AR and mapping..

Bruce Sterling: It’s hard to say, but I’m convinced now that there’s more going on than I once thought. I thought that Bruno Uzzan made a very good speech for his company when he talked about how he worked on AR for eleven years.  Eleven years is no flash in the pan.   He has his long list of clients and successful applications. I thought he was right in his impatience with the press for not catching on. It’s gone on for quite awhile. The mere fact that you’re not aware of it, doesn’t mean it doesn’t exist.


The Illusive AR eyewear

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My are2010co-chair, Ori Inbar, CEO and co-founder of the hottest new AR game development start-up, Ogmento, donning his goggles to open are2010picture from Chris Cameron’s Flickr stream

Tish Shute: Yes. So, the other theme you brought up in your opening keynote and I would be interested to know if anything you saw at are2010 changed your view is the illusive AR eyewear, and  if we actually got AR Goggles that worked they would bring AR’s gothic sister, VR, back from the grave right? [laughs]

Bruce Sterling: Right.

Tish Shute: It took quite a lot of work, but we pulled together a six-company HMD panel, right?

Bruce Sterling: Yeah. I was impressed to see so many of them there.  And I was chagrined to see how prototype-like all their gadgets were. But that doesn’t surprise me, because if any of those head-mounts were remotely working, they would be hyped out the wazoo. Everybody’s been waiting for them and hoping for the best. They’re obviously not ready for prime time. [laughs] Maybe in certain limited applications. Like maybe a diving mask. [laughs]

Tish Shute: No, I think what was nice though they got inspired and they all got together on the last day. I saw them having a meeting about standards. They got inspired to actually work together.

Bruce Sterling: Yeah, well, unless they’re going to invent mechanical eyeballs that those machines can fit onto, it’s going to be tough. OK, I’m a skeptic, but I’m prepared to be surprised. I’m also a skeptic in Artificial Intelligence, but as soon as they bring me an AI that can write a decent novel, I’m going to get it and review that book. [laughs]

Tish Shute: It’s interesting. Re AI, I’m totally in agreement with you. In terms of the way computers turned out, it wasn’t AI per se that they turned out to be good for, not in the way everyone had dreamed of it, rather it was the harvesting of human intelligence that turned out to be the big thing. But what is interesting is that despite all of that, AI or machine learning, as it is now called, permeates our whole society now from the stock market to how many businesses make many of their decisions.

Bruce Sterling: Well, there’s a lot of so-called collective intelligence.  But Marvin Minsky-style hard AI, no way. Alan Turing-style AI, forget about that.

Tish Shute: Yeah. So, that’s an interesting comparison with the HMDs.

Bruce Sterling: People stretch the definitions.  It’s like, well, my car engine is Artificial Intelligence. Yeah, so is your wall transistor. No, I don’t really think so.

And AR is a similarly big tent. I mean, Uzzan had to admit that he had denied that AR was AR, unless it was using his favorite technology. And he felt embarrassed to be rubbing shoulders with people who put AR into cell phones. And I can understand his feeling there, because, gee whiz, that’s certainly not what AR pioneers had in mind. But he had to admit he’d become more ecumenical about it. Obviously, they’re  there and doing business like gangbusters. You can’t very well ignore success, right?

I had a similar feeling about the goggles. Obviously, the goggles would be great, should they work. But if they did work, I rather think virtual reality would come very strongly to the fore.  You’d see people doing all kinds of elaborate immersive-style stuff.   A truly immersive technology doesn’t need to “augment” much of anything.

Tish Shute: Yeah, you’re right.

Social Augmented Experiences

Bruce Sterling: I think many of the most interesting AI aspects are not personal in the way goggles are.  They’re not about guys walking around with personal tech. They’re about big, communal, social-media experiences, like stage shows, and urban informatics, things where large numbers of people can interact with the same augmented reality. The projection mapping, which I go on and on about. Augmented public spectacles.

Tish Shute: Yeah, projection’s our best example of a social augmented experience right now because we are yet to have an easy way to do networked social augmented experiences easily – but that is of course the thrust of my interest in ARWave [see the slides for my presentation, AR Wave:  Federation, Game Dynamics, Semantic Search, Mobile Social Communications here].

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Bruce Sterling: I think of Edison’s early days, when he wanted to sell movies to people for a nickel a clip.  You had to bend over and put your eyes on this visor and turn this crank. That coin-op device was easy for Edison to monetize, as opposed to getting a bunch of people to sit in theater seats. But people laugh at movies when they’re together in the seats.   Cinema is a more social, involving experience in a crowd situation.

Tish Shute: But it started with them, didn’t it, Hollywood – the movie biz? Basically Nickelodeons, right?

Bruce Sterling: That’s right. They were Nickelodeons. They were a lot like the goggles because they isolated the user.

Tish Shute: Yeah, that’s a really important point that the goggles are not Nirvana because of this question of whether they actually detract from the social augmented experience and blended realities, by drawing us into VR experiences?

Bruce Sterling: I’m tempted to claim that they’re more a VR technology than an AR technology.

Tish Shute: That’s a very interesting point because…

[thunder]

Tish Shute: Wow! What was that?

Bruce Sterling: Thunder storm.

Tish Shute: Oh, my God, how very Gothic! [laughs]

Bruce Sterling: It can get pretty loud up here in the mountains.

Tish Shute: Oh, you live in the mountains, better still!

Bruce Sterling:  Torino is in the foothills. This is Piemonte. So the Apennines are over there. The Alps are over here. We do get some rather spectacularly unstable weather.

Tish Shute: It sounded like a bomb to my NYC ears. [laughs]

Bruce Sterling: Yeah, it didn’t hit the building, but it was maybe half a kilometer away. I saw the flash.

Tish Shute: Oh, you did?   Well, I hope you don’t lose your power midstream here.    I was really happy to hear of that connection between Rudy Rucker and Layar  [Rudy was touched when Maarten Lens-FizgGerald from Layar said that he met the Layar co-founder at a Rudy Rucker lecture].

Bruce Sterling: That was very fun, yes.

Tish Shute: Wasn’t that wonderful? What was that experience like going around the conference with Rudy?

Bruce Sterling: Well, you know, Rudy’s very into graphics. He’s a mathematician, so he understands the underpinnings of this stuff. But he’s a skeptic. He thinks they’re kid toys. He’s not a gamer. He’s a good old-fashioned computer-science hacker. So he wanted to tell me all about his new eighth-order, fifth-dimensional fractals. He showed me a great many of them. They’re psychedelic. Rudy’s fractals are considerably trippier than most apps that help you find a barber or a train station. [laughs] Rudy really is a visionary. He’s into some very weird stuff.

Gamer Guys at are2010

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Brad Foxhoven, Chief Marketing Officer, Co-Founder, Ogmento at are2010

Tish Shute: At are2010 there was a lot of discussion about how game dynamics and AR are going to intersect, right? Anything that you saw of interest there?

Bruce Sterling: Well, obviously, there are gamer guys there. Ori’s a gamer. The gamer guys are getting some money. The big buzz right now in gaming is, of course, social gaming.  Farmville has kicked everybody’s ass because it’s not even a game and yet it has more users than the entire gaming industry.

Tish Shute: I know, right! [laughs]

Bruce Sterling: Obviously that’s kind of humiliating. For a long time, I’ve seen people trying to do giant multiuser games on cell phones. It’s difficult to do because the interface on cell phones is crap, right? People aren’t going to run around responding to SMSs.

I can imagine people running around with little Wii-style bats that have audio and visuals on them. It makes a very large native AR game seem more plausible.

Tish Shute: Yes. that would be cool!

Bruce Sterling: Again, it’s not very gamelike to use those little fiduciary markers.

Tish Shute: No.

Bruce Sterling: Moving little cardboard chips, around like with card games…. It would be pretty easy to set up a little AR chess game.  Star Trek style hologram chess pieces,  and so forth. But it’s just cumbersome.

Tish Shute: And also, from what we’ve seen from things like Foursquare, the proximity based social gaming doesn’t have to offer very much [a crown badge, a mayorship] to get some mind share.. the social is the primary game dynamic…

Bruce Sterling:  I’ve seen a lot of different philosophies of gaming over the years. Who’s to say that Second Life doesn’t have the best idea? They built a little scene and then slammed their gate shut behind them.  But at least they’ve got a really nicely-paying little cult stuck in there. It’s different. And it’s manageable and it’s really theirs, theirs, theirs.  They don’t have to call in outside experts to try and run the monster.   They haven’t blown it up to the scale of Yahoo! where they’ve lost control of the enterprise, and gone into a tailspin of management overhead. Second Life has a very intense, almost a cultish atmosphere among the player-slash-developers.

Tish Shute: One thing that helped them was the thing they were always criticized, that the barrier of entry was so high. But once they got people they never left, right?

Bruce Sterling:  That’s not a bug, that’s a feature.

Tish Shute: One of the best features!

Bruce Sterling: Yeah, it’s like being in Mensa. Why don’t you lower your barriers to entry and get in some interesting stupid people?

Tish Shute: [laughs]

Bruce Sterling: In Mensa, we’d rather sit here making puns about neutrinos and fourth-order quadratic equations. [laughs] OK, that’s a business model, if that’s what you want.

The Man With the X-Ray Eyes!

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Jesse Schell’s during his keynote, “Seeing,” at are2010, picture from Chris Cameron’s Flickr stream

Tish Shute: Ok!  Now to unpack the man with the x-ray eyes idea, Jesse Schell’s keynote theme.  This is a root metaphor for AR – making the invisible visible, seeing through walls. To me. I think you kind of wrote the book on this because all my ideas on what radical transparency might be come from you – your idea of Amazon.org is key to how I understand this..

Bruce Sterling: Oh, really? That’s funny.   I was touched that Jesse brought up that famous Corman film, because I was a judge in a fantasy film conference in Trieste earlier this year.  And Roger Corman was there.  He was the guest of honor.   ”X: the Man with the X-ray Eyes” was one of the films shown during the conference, and I saw it.  I even had dinner with Roger Corman.  I had never met him before, so that was quite amusing.  The difficulty with a film of that kind is that what we science fiction writers call a “House of Cards Ending.”  In that story structure,  you ramp the thing up until the protagonist sees God, and then he has to be destroyed by the falling pillars of the temple.  That’s a classic science fiction structure:  like Frankenstein.  For the sake of the drama, Corman evades the issue of what’s really going on. For instance, let’s just suppose “the Man with the X-ray eyes” is not in fact a psychopath.  Let’s say he gets a grant from the Department of Health and Human Services, and he acts like a real scientist, not a stock B-movie “mad scientist.” So he has, like, backup guys, and some placebos, and a large group of people to test it on, trusted colleagues, and so forth.  You wouldn’t get any of that movie’s wild activity out of that.  What you would get is like a 5% improvement to people’s vision.

Then, in a year, there would be a 10% improvement in people’s vision.  There would be a  classic industrial story.  A rising star, you know, a cash cow.   Real tech isn’t done by a single guy as a divine curse.  It’s created by classic  tech startup culture.  So a runaway technology really behaves in the way that personal computers do.

Tish Shute: The things that get me all Utopian and happy about this are the ideas like those you first outlined with the notion of Amazon.org.

Bruce Sterling:  It would be easy to do an entirely different kind of film than “Man with the X-ray Eyes.”  Something much less B movie,  much less pat.  I mean, at the end of the film,  he destroys his own hardware and blinds himself.  Why?  For what rational reason would he do that?  Why doesn’t anybody else know the big secret of what he’s doing?  Why aren’t there Koreans doing it?  Why aren’t there Austrians doing it?  Why aren’t there Italians doing it?  Why?  AR doesn’t behave like that.  It’s not one lone guy with magic eye drops.  It’s entire teams of people that have been working on stuff for 17 years.  They all approach it in different ways.

Now, they are going to get scandals in AR.  I can guarantee you that.  They are going to get into  hot water eventually.  At least some people will surely come out and accuse them of being Roger Corman B movie monsters.  But unless they accidentally discover atomic fission or destroy the Gulf of Mexico with an oil spill [laughs], I don’t think they’re going to be particularly badly off!   The trouble I imagine  for AR people is very typical new media trouble.  It’s like movies being accused of corrupting our morals, or comic books being accused of leading to violence, or Google being accused of making us stupid and warping our brains.

I’m not an alarmist in that sense, but at least I’m concerned about real threats.  Roger Corman is a B-movie director who’s trying to sew up his lost plot ends by destroying his hero and his hardware. That’s not very plausible. It’s a nice science fiction movie device, but technology isn’t a movie.

Tish Shute: Yes. Well, the other thing that you always remind us of with AR is not to be saying it’s going to be this glorious moment when it’s no longer gimmickey, no longer pop culture. You always emphasize that’s actually part of what’s good about it.

Bruce Sterling: It’s not an accident that practically everybody in that audience knew about Roger Corman.  Nobody looked surprised; not the Austrians, not the Koreans. They were all like: “Oh, yes! Roger Corman!  Love him!”

Tish Shute: There were so many Rudy Rucker fans. Were you watching Twitter? People like Eric Gradman were succumbing to fanboyz moments..

Bruce Sterling: “Yeah. Rudy Rucker, he’s the best.”

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“Rudy Rucker gripping an Augmented Reality shoe” from brucesflickr

Tish Shute: [laughs]  I noticed you inspired him to join Twitter..

Bruce Sterling: Well, I’ve got 8,000 followers and, obviously, a lot of them are Rudy’s fans.  Of course he’s going to be gang-rushed on Twitter. That’s not really any more surprising than two motorcycle stunt guys at the same attraction. And I’m a big fan of his Rudy’s blog.   He’s always got interesting things to say.

Tish Shute: Yes. AR does seem to bring out some of the coolest smartest people!  This morning I had breakfast with Joshua Kauffman in Central Park.  He is an advisor and entrepreneur working on design in the public sphere.  I was feeling rather brain dead and jet lagged.  I told Joshua I was wondering how to get the cottonwool out of my brains for this interview and he suggested,  the All Souls College one-word question interview!  Have you ever heard of that? – although apparently they recently scrapped it.

Bruce Sterling: Well, I’ve heard of All Souls College there in Oxford. What was their interview question?

Tish Shute: They used to use only one word, so they would only give you one word. It’s not a question. Basically, they throw out the word and then you had to spin off from there.

Bruce Sterling: You’re supposed to free-associate on a single word?

Tish Shute: I guess so. I hadn’t heard about it, but Joshua suggested it.

Bruce Sterling:  Well, it’s possible..

Tish Shute: Joshua came up with some good words..

Bruce Sterling: Right.

Tish Shute: We were talking about these proximity-based social work networks like Foursquare and Gowalla and how they may influence the emergence of social augmented experiences.

So Joshua’s suggestion for the first word was “territorialization” e.g. how do these new mobile social experiences like Foursquare,  and the observation that actually rather than breaking down territorialization, which would be a good thing, tend to support territorialization…but perhaps new forms of territorialization?

Bruce Sterling: Yeah, they’re re-intensifying it in a very odd, electronic fashion.

Tish Shute: Yes.

Bruce Sterling: I have noticed that.  It’s not true of stuff like projection mapping or the webcam fiduciary display stuff. But with the handheld stuff, and especially the urban informatic stuff, it really can’t help but take on a local flavor. Layar is like “Augmented Dutch Reality.”

And TonchiDot really is “Augmented Japanese Reality.” It’s hard to imagine a Layar interface going gangbusters at Tokyo.  Whereas the TonchiDot interface, which is very clearly influenced by Anime and cartoon graphics…. Maybe it could find some niche of hipsters in Amsterdam hash bars…


…to be continued in Part 2

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