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		<title>Mobile Augmented Reality and Mirror Worlds: Talking with Blair MacIntyre</title>
		<link>http://www.ugotrade.com/2009/06/12/mobile-augmented-reality-and-mirror-worlds-talking-with-blair-macintyre/</link>
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		<pubDate>Fri, 12 Jun 2009 05:07:01 +0000</pubDate>
		<dc:creator><![CDATA[Tish Shute]]></dc:creator>
				<category><![CDATA[Ambient Devices]]></category>
		<category><![CDATA[Ambient Displays]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[Instrumenting the World]]></category>
		<category><![CDATA[internet of things]]></category>
		<category><![CDATA[mirror worlds]]></category>
		<category><![CDATA[Mixed Reality]]></category>
		<category><![CDATA[MMOGs]]></category>
		<category><![CDATA[mobile meets social]]></category>
		<category><![CDATA[new urbanism]]></category>
		<category><![CDATA[online privacy]]></category>
		<category><![CDATA[Smart Planet]]></category>
		<category><![CDATA[social gaming]]></category>
		<category><![CDATA[social media]]></category>
		<category><![CDATA[ubiquitous computing]]></category>
		<category><![CDATA[Virtual Realities]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Web 2.0]]></category>
		<category><![CDATA[Web Meets World]]></category>
		<category><![CDATA[3D mirror world]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Android and augmented reality]]></category>
		<category><![CDATA[ARhrrrr]]></category>
		<category><![CDATA[Art of Defense]]></category>
		<category><![CDATA[augmented reality on the gphone]]></category>
		<category><![CDATA[augmented reality on the iphone]]></category>
		<category><![CDATA[augmented reality shooter games]]></category>
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		<category><![CDATA[Blair Macintyre]]></category>
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		<category><![CDATA[geolocation]]></category>
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		<category><![CDATA[handheld augmented reality]]></category>
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		<category><![CDATA[ISMAR]]></category>
		<category><![CDATA[ISMAR 2009]]></category>
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		<category><![CDATA[OpenSim and Augmented Reality]]></category>
		<category><![CDATA[Ori Inbar]]></category>
		<category><![CDATA[outdoor tracking and markerless AR]]></category>
		<category><![CDATA[parallel mirror worlds]]></category>
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		<category><![CDATA[Texas Instrument's OMAP3 devkits]]></category>
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		<description><![CDATA[Blair MacIntyre is one of the original pioneers ofÂ  augmented reality and an extraordinary amount of creative work is coming out of his Augmented Environments Laboratory at Georgia Tech &#8211; see YouTube videos here.Â  The screenshot below is from, ARhrrrr, a very impressive augmented reality shooter game created at Georgia Tech Augmented Environments Lab and [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/arf.jpg"></a></p>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/arf2.jpg"><img class="alignnone size-full wp-image-3732" title="arf2" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/arf2.jpg" alt="arf2" width="259" height="239" /></a><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/droppedimage1.jpg"><img class="alignnone size-full wp-image-3725" title="droppedimage1" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/droppedimage1.jpg" alt="droppedimage1" width="271" height="240" /></a></p>
<p><a href="http://www.cc.gatech.edu/~blair/home.html" target="_blank">Blair MacIntyre</a> is one of the original pioneers ofÂ  augmented reality and an extraordinary amount of creative work is coming out of his <a href="http://www.cc.gatech.edu/ael/" target="_blank">Augmented Environments Laboratory</a> at Georgia Tech &#8211; see <a href="http://www.youtube.com/user/AELatGT" target="_blank">YouTube videos here</a>.Â  The screenshot below is from, <strong>ARhrrrr</strong>, a very impressive augmented reality shooter game created at Georgia Tech <span class="description">Augmented Environments Lab </span>and <span class="description"> Savannah College of Art and Design, </span>(SCAD- Atlanta), and produced  on the <strong>NVidia Tegra devkits</strong> &#8211; <a href="http://www.youtube.com/watch?v=cNu4CluFOcw" target="_blank">watch the demo here</a>.</p>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/picture-63.png"><img class="alignnone size-medium wp-image-3799" title="picture-63" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/picture-63-300x169.png" alt="picture-63" width="300" height="169" /></a></p>
<p>Blair has spent much of his career working on immersive augmented reality and more recently the integration of augmented reality with mirror worlds. Blair explains:</p>
<p><strong>&#8220;</strong><strong>I am interested in the intersection of mobile devices &#8211; whether they are head mounts or handhelds &#8211; and parallel mirror worlds&#8230;I think that parallel mirror worlds are a direct manifestation of the intersection of the virtual world we now live in (the web) and geotagging. Â As more and more information is tied to place, and as more of our searching become place-based, we will want to do those searches about places we are not at. Â A 3D mirror world may provide one interface to that data. Â Want to plan your trip to London; Â go their virtually and look around, see what is there (both physically and virtually), teleport between areas you want to learn about, and so on. Â More interestingly, talk to people who are there now, and retrieve your location-based notes when you are on your trip.&#8221;</strong></p>
<p>But, at a time when many augmented reality developers are focusing on AR apps for smart phones, including Blair (the picture on left opening this post is Blair&#8217;s augmented reality <a href="http://www.youtube.com/watch?v=_0bitKDKdg0&amp;feature=channel_page" target="_blank">iphone app ARf)</a>, I was interested in finding out from Blair what the state of play was for the real deal Rainbow&#8217;s End style AR, as well as the potential he sees in smart phones to mediate meaningful AR experiences.</p>
<p>There is enormous amount ofÂ  innovation in mapping our world, see my post, <a href="http://www.ugotrade.com/2009/06/02/location-becomes-oxygen-at-where-20-wherecamp/" target="_blank">&#8220;Location Becomes Oxygen at Where 2.0 and WhereCamp,</a>&#8221; andÂ  <a href="http://gamesalfresco.com/2009/05/26/where-2-0-the-world-is-mapped-now-use-it-to-augmented-our-reality/" target="_blank">Ori Inbar&#8217;sÂ  Where 2.0. conference roundup. </a>But as Ori notes, to move augmented reality forward:</p>
<p><strong>My point is not a shocker: all we need is to tap into this information and bring it, in context, into peopleâ€™s field of view.</strong></p>
<p>And this is what Blair MacIntyre&#8217;s work is all about.</p>
<h3>Talking With Blair MacIntyre</h3>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/picture-62.png"><img class="alignnone size-medium wp-image-3728" title="picture-62" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/picture-62-300x257.png" alt="picture-62" width="300" height="257" /></a></p>
<p><strong>Tish Shute:</strong> There do seem to be broader implications to augmented reality today than when this term was first coined. I am interested to have your perspective on how augmented reality may go beyond some of our early definitions?</p>
<p><strong>Blair MacIntyre: I still think the original definition of the term is useful: Â media (typically graphics) tightly registered (aligned) with the physical world, in real time. Â Many people talk about many things that relate virtual worlds to places, spaces, objects and people. Â There is room for many of them, and they don&#8217;t all have to &#8220;be&#8221; augmented reality. Â I like using Milgram&#8217;s definition of Mixed Reality as everything from the physical world (at one end) to the virtual world at the other; Â it&#8217;s a spectrum, and augmented reality just sits at one point.</strong></p>
<p><strong>The reason I like the old definition is I believe there is something special about graphics that are tightly, rigidly aligned with the physical world. Â When things appear to stick to the world, and an obviously identifiable location, people can start leveraging their natural perceptual, physical and social abilities and interact with the mixed world as they do the physical world. Â We&#8217;ve found this with the two studies we&#8217;ve done of tabletop AR games (<a href="http://www.augmentedenvironments.org/lab/research/handheld-ar/artofdefense/" target="_blank">Art of Defense</a> and </strong><a href="http://www.augmentedenvironments.org/lab/research/handheld-ar/artofdefense/" target="_blank"><strong></strong></a><strong><a href="http://www.youtube.com/watch?v=w3iBrj_zfTM&amp;feature=channel_page" target="_blank">Bragfish</a></strong><strong>); Â one key to those games is that the graphics were tightly aligned with identifiable landmarks in the physical world (gameboard).</strong></p>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/aod-sandbox-video-15.png"><img class="alignnone size-medium wp-image-3729" title="aod-sandbox-video-15" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/aod-sandbox-video-15-300x225.png" alt="aod-sandbox-video-15" width="300" height="225" /></a><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/imgp0782-2.jpg"><img class="alignnone size-medium wp-image-3782" title="imgp0782-2" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/imgp0782-2-300x225.jpg" alt="imgp0782-2" width="300" height="225" /></a></p>
<p><em><a href="http://www.augmentedenvironments.org/lab/research/handheld-ar/artofdefense/" target="_blank">Art of Defense</a> (pic on left) <a href="http://www.youtube.com/watch?v=w3iBrj_zfTM&amp;feature=channel_page" target="_blank">Bragfish</a> (pic on right)<br />
</em></p>
<p><strong>Tish:</strong> I know that you are involved with <a id="b-c6" title="ISMAR 2009" href="http://www.ismar09.org/" target="_blank">ISMAR 2009</a> which is the key US augmented reality conference.Â  What do you think will be the hot themes, applications, innovations at this year&#8217;s conference? Do you think this will be the year that AR really breaks out of eye candy into truly useful and sustained experiences?</p>
<p><strong>Blair:  Unfortunately, I won&#8217;t be involved this year. Â I was supposed to be helping run the technical program, as well as the art/media program, but sickness in my family prevented me from having the time, so I am not helping this year.</strong></p>
<p><strong>First, I would not agree with the implication of the last question &#8212; I don&#8217;t think AR has just been eye candy up to now. Â I do agree that the &#8220;high profile&#8221; uses of it have largely been that, which is mostly because of the limits of the technology. Â I don&#8217;t think we&#8217;ll see huge changes in that regard by ISMAR this year. Â However, we will hopefully see a mixing of communities that hasn&#8217;t happened at ISMAR before, and I do believe that this year (independent of ISMAR) we will see more and more AR apps. Â Whether they go beyond eye candy is still a question. Â I&#8217;m hoping that some folks (including myself and other ISMAR folks!) will help push AR in new directions. Â But I also expect many folks new to ISMAR and AR to play a big role, because it is this new blood, especially those folks with real problems to solve, new art and game ideas, and a fresh perspective, that will open new doors.</strong></p>
<p><strong>Tish:</strong> You have been working on integrating augmented reality with virtual worlds. You mentioned that the way you use <a href="https://lg3d-wonderland.dev.java.net/" target="_blank">Sun&#8217;s Wonderland</a> is really about pulling the virtual world into the real world, i.e., Wonderland, &#8220;is just a place to put data.&#8221;Â  How is your use of the persistent virtual space different from what we have become accustomed to call virtual worlds?</p>
<p><strong>Blair: The approach we are taking in our project at Georgia Tech is to use the virtual world as the central hub of the information space, and allow the virtual world to be the element that enables distributed workers to collaborate more smoothly. Â This is work we are doing with Sun and Steelcase (and the NSF), and is an outgrowth of a project (the InSpace project) that&#8217;s been going on for a few years.</strong></p>
<p><strong>What we are trying to do is use mixed reality and ubicomp techniques to pull as much of the physical activity into the virtual world, and then reflect that activity back out to the different participants as best suits their situation. Â So, folks in highly instrumented team rooms will collaborate in one way, and their activity will be reflected in the virtual world; Â remote participants (e.g., those at home, or in a cafe or hotel) may control their virtual presence in different ways, but the presence of all participants will be reflected back out to the other sides in analogous ways. Â We may see ghosts of participants at the interactive displays, or hear their voices in 3D space around us; Â everyone will hopefully be able to manipulate content on all displays and tell who is making those changes.</strong></p>
<p><strong>A secondary benefit, I hope, is that by putting the data in the virtual world and making that the place that gives you more powerful and flexible access to the data (e.g., by leveraging space and giving access to history), distributed teams will begin to have the virtual space become a place they go to work, bump into each other and have those casual contacts co-located workers take for granted.</strong></p>
<p><strong><br />
</strong></p>
<h3><strong>Creating the Information Landscape of the Future</strong></h3>
<p><strong></strong></p>
<p><strong>Tish: </strong>At the end of <a href="http://www.ugotrade.com/2009/05/06/composing-reality-and-bringing-games-into-life-talking-with-ori-inbar-about-mobile-augmented-reality/" target="_blank">my interview with Ori Inbar</a> he said, in order to have a ubiquitous experience <em>&#8220;youâ€™ll need to 3d map the world. Google earth like apps are going to help but it is not going to be sufficient. So letâ€™s leverage people. Google became successful in part by making people work with them.Â  Each time you create a link from your blog to my blog their search engines learn from it.Â  So letâ€™s find ways to make people create information that can be used for AR.&#8221;</em> What ways do you think people can create information that can be used for AR?</p>
<p><strong>Blair: I think the big part of that is the creation of models and environments, the necessary &#8220;baseline&#8221; for specifying experiences. Â Google and Microsoft are clearly working toward this; Â recent videos from Microsoft show them starting to move the photosynth work toward Virtual Earth. Â Similarly, I came across a page where people are finally starting to mine geotagged Flickr [see my post, <a href="http://www.ugotrade.com/2009/06/02/location-becomes-oxygen-at-where-20-wherecamp/" target="_blank">&#8220;Location Becomes Oxygen,&#8221;</a> and <a href="http://www.ugotrade.com/2009/05/17/creating-the-information-landscapes-of-the-future-locative-media-and-the-shape-of-alpha/" target="_blank">here</a> for more on the <a href="http://code.flickr.com/blog/2008/10/30/the-shape-of-alpha/" target="_blank">â€œThe Shape of Alphaâ€</a></strong><strong> project from Flickr]Â  images to create models. Â It&#8217;s that kind of thing that will be useful first; Â using the data we all create to enable modeling and (eventually) vision-based tracking in the real world.</strong></p>
<p><strong>After that, it&#8217;s a matter of time till more of what we &#8220;create&#8221; (e.g., Tweets and blog posts and so on) are all geo-referenced; Â these will become the information landscape of the future, the kinds of things people think about when they read &#8220;Rainbow&#8217;s End&#8221;. Â  The big problem will be filtering, searching and sorting. Â And, of course, safety and security.</strong></p>
<p><strong>Tish: </strong>You are working with <a href="http://unity3d.com/" target="_blank">Unity3D</a> to research the integration of mobile location based AR with persistent mirror world like spaces.Â  What has attracted you to Unity? What is the difference between this and your Wonderland project? I know you mentioned. you will be using head-mounted displays are part of this Unity project. What are your goals for this project?</p>
<p><strong>Blair:</strong> <strong>We started to use <a href="http://unity3d.com/" target="_blank">Unity3D</a> because it gave us what we wanted in a game engine. Â Most importantly, it&#8217;s very open and let us trivially expose AR technologies into the editor. Â Similarly, it can target the iPhone, so we can begin to work with it on that platform, too. Â The biggest problem with creating compelling experiences is content; Â and a show stopper for creating content is not getting it into your engine. Â Unity has a nice content workflow.</strong></p>
<p><strong>Unity3D is a front end engine, for creating the game; Â Wonderland is both a front end, and a backend. Â We are actually looking into using the Wonderland backend with Unity as well. Â Wonderland also has growing support for doing &#8220;real work&#8221; in a virtual world, which is key to our other projects.</strong></p>
<p><strong>Eventually, we&#8217;ll be using HMD&#8217;s. Â The goal for the Unity3D project, initially, was to explore what you can do with an AR/VR mirror-world; this is a project are working on with Alcatel-Lucent, and demo&#8217;d at CTIA this year. Â It&#8217;s continuing to grow, though, and now includes a number of our projects, including some work on mobile social AR and soon, some performance and experience design projects in the area of AR ARG&#8217;s. Â It&#8217;s really quite interesting to imagine what you can do when you have an &#8220;MMO of the real world&#8221; (which we now have for part of campus) that supports both VR-style desktop access simultaneously with mobile AR access.</strong></p>
<p><strong>Tish: </strong>Have you taken another look at <a href="http://opensimulator.org/wiki/Main_Page" target="_blank">OpenSim</a> as a possible backend for augmented reality?Â  Recently I talked to David Levine, IBM and he is thinking about some possibilities to optimize OpenSim to dynamically load a large amount of objects at once (i.e how fast OpenSim can bulk load into an existing sim) and make it better suited to augmented reality/mirror world type projects.</p>
<p><strong>Blair: I haven&#8217;t looked at OpenSim recently. Â We will probably look at it this summer.</strong></p>
<p><strong>Tish:</strong> Why did you select Unity as a good client for augmented reality?</p>
<p><strong>Blair: Unity is a 3D game authoring environment so at some level it is no different from using Ogre, if all the associated stuff was just as well done. It has integrated physics, scripting, debugging, etc. &#8211; you can write code in javascript or C# or whatever. Â  It has a good content pipeline, as well, and supports a range of platforms.</strong></p>
<p><strong>It has simple networking built in, so multiple unity engines can talk to each other but it is not a virtual world platform out of the box &#8211; there is no back end &#8230;</strong></p>
<p><strong>Tish: </strong>Someone described Unity to me as a great client waiting for a great backend? So what are you going to use as a back end?</p>
<p><strong>Blair: There is no real processing except in the client right now.Â  We will eventually have to create a back end.Â  We are thinking of using Dark Star because someone on the Sun Wonderland community forums has already built a set of scripts connecting Unity to Darkstar.</strong></p>
<p><strong>But for us, we are not proposing right now to build a real product.Â  This is research to demonstrate what you could do if you actually had the back end.</strong></p>
<p><strong>Tish:</strong> What are the most important aspects of the backend from your POV?</p>
<p><strong>Blair: We want to simulate a variety of the interesting aspects of the back end.Â  So I very much care about notions of privacy and security and how these sorts of AR/VR Mirror Worlds would work in practice.Â  But I care about how those things as they impact user experience, not really about how we would really implement them.</strong></p>
<p><strong>Tish:</strong> So looking at some of the big problems from the perspective of user experience? Are we are going to go through the same growing pains that the web and VWs have seen, for example, will we have to type in passwords to get into everyone&#8217;s little worlds&#8230;.</p>
<p><strong>Blair: Well you know the SciFi background to this, you&#8217;ve mentioned it in other posts on your blog. Â Because when you look at the Rainbow&#8217;s End model where you have security certificates flying around, that is in effect what cookies and so on are now.Â  You can authenticate yourself once and then have those certificates hang around. So you can easily imagine how it could be done.Â  But the big question is how does that change user experience.Â  There are all kinds of things that start coming into play &#8211; like what happens if nearby people see different things &#8211; it goes on and on!</strong></p>
<p><strong>Tish:</strong> Sounds Like this is very valuable research.Â  It seems to me that there will be a lot of investment soon in putting the pieces together to do location based markerless AR and it would be nice if we knew more about it from the user experience POV.</p>
<p>Isn&#8217;t it vital for a productive intersection between mobile AR and persistent mirror world spaces for us to have markerless AR?Â  Aren&#8217;t we right at the beginning of people really saying yeah markerless AR is doable now? But it seems to me not many people researching or working on fully immersive AR and its integration with mirror worlds?</p>
<p><strong>Blair: I think some of the AR community is thinking about this. There&#8217;s probably people who are doing stuff in some other non technical communities. It wouldn&#8217;t surprise me to find out that people in the digital performance or ARS electronica world who are thinking a little bit about these sorts of things. Although not necessarily at the level of actually trying to build it, because they probably can&#8217;t right now. Â But experimenting with the precursors. Â My colleagues in digital media like to point out that this is often the purpose of digital art, to point out new directions and push the boundaries.</strong></p>
<p><strong>Obviously Science Fiction has explored the possibilities because that is what Rainbow&#8217;s End and the Matrix were all about.</strong></p>
<p><strong>Tish:</strong> and <a href="http://en.wikipedia.org/wiki/Denn%C5%8D_Coil" target="_blank">Denno Coil</a>&#8230;</p>
<p><strong>Blair: There has been some research &#8211; people like my adviser Steve Feiner up at Columbia, Mark Billinghurst in New Zealand, myself and people at Graz University in Austria .Â  But partly it has been so hard to do mobile AR up to now &#8211; so many people mock head worn displays and can&#8217;t get past current technology &#8211; you have hadÂ  to be willing to ignore the bulky back packs and cables and batteries and so on.Â  That is changing which is good.</strong></p>
<p><strong>My current response to the anti-head-mounted display people is if 5 years ago you told me you told me that fabulously dressed people who care about their looks and wear stylish clothes would have had big things hanging from their ears that blink bright blue light, so they could talk on the phone, many of us would have said you were crazy, because it would be ugly and so on.Â  But because there is an intersection of demonstrable need and benefit&#8230;Bluetooth headsets are really useful and the sort of early gestalt feeling that grew up around them &#8211; that people who use them are so important that they always have to be in touch, they wear these things &#8211; so people accept them.</strong></p>
<p><strong>It will likely be a similar thing with head mounted displays. And I don&#8217;t know if it will be that people wearing them so that they can read their mail while driving, god forbid. But it will be something.Â  And when we get the 2nd generation of the wrap glasses that look more like sun glasses and are not bulky and so on, we will have the potential for them catching on because you will look at them and you will think that the person is wearing because they are doing x&#8230;</strong></p>
<p><strong>X might be surfing a virtual world or reading their email or keeping in touch, or being aware. It will happen. But they have to get unbulky enough and there has to be moreÂ  than one important application, not just watching TV.</strong></p>
<p><strong><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/karmablair-fix.jpg"><img class="alignnone size-medium wp-image-3787" title="karmablair-fix" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/karmablair-fix-300x227.jpg" alt="karmablair-fix" width="300" height="227" /></a><br />
</strong></p>
<p><em>Picture above showsÂ  an outside view of the KARMA AR system; Â the knowledge based maintenance system Blair built in his first year of grad school (<strong>&#8220;first AR system Steve Feiner, Doree Seligmann, and I worked on&#8221;</strong>).Â  Blair noted, &#8220;<strong>The Communications of the ACM paper on it (from 1993) is a pretty widely cited AR paper.&#8221;</strong></em></p>
<p><strong>Tish:</strong> I think the need forÂ  full on transparent, immersive, wraparound, Gucci stylish eyewear with a decent field of view are the elephant in the room in terms of realizing the full potential of augmented reality.Â  There are a few new players in the field <a href="http://www.sbglabs.com/" target="_blank">Digilens</a>,Â  <a href="http://www.vuzix.com/home/index.html" target="_blank">Vuzix</a>, others?Â  What is the progress in this area and what do you hope for in terms of near term solutions?</p>
<p><strong>Blair: I agree with that sentiment. Â I think that, in the near term, there is a lot we can do with handhelds, as we&#8217;ve been doing in the lab. Â However, because it&#8217;s awkward and tiring to hold up a device, even a small one, for any length of time, handhelds will only be good for &#8220;focused&#8221; uses of AR. Â Such as the table-top games we&#8217;ve been doing, or the constellation viewing app that I heard came our recently for the Android G1. Â I don&#8217;t even see something like Wikitude as that compelling (beyond the &#8220;gee wiz&#8221; factor) for a handheld form factor. Â  Many proposed AR apps only really become compelling when users have constant awareness of them, and that requires a see-through head-worn display.</strong></p>
<p><strong>I&#8217;ve seen the mockups of the Vuzix ones; Â they seem pretty interesting, and are getting to were early adopters could use them (they will be cheap enough, and will hopefully be good enough). Â Microvision&#8217;s virtual retinal display is also promising; Â the contact lens displays will be the most interesting, if anyone can ever make them work. Â  I don&#8217;t know of anything else out there.</strong></p>
<p><strong><br />
</strong></p>
<h3><strong>&#8220;its not really a killer app you care about, it is the killer existence that all of the technology and small applications taken together facilitate&#8221;</strong></h3>
<p><strong></strong></p>
<p><strong>Tish:</strong> While location based services are accepted now and people are understanding that it is something that opens up a new relationship to everything, we still haven&#8217;t found the experience that will get everyone holding up their mobile devices?</p>
<p><strong>Blair: Well that is actually the killer problem. Â Gregory Abowd is one of my colleagues who does ubiquitous computing research here at Tech. Â  Way back when we started the Aware Home project (<a href="http://www.awarehome.gatech.edu/">Aware Home Research Institute at Georgia Tech</a>) when I first got here about ten years ago, there was always this question of what is the killer app.Â  So Gregory comment in a meeting once that its not really a killer app you care about, it is the killer existence that all of the technology and small applications taken together facilitate. It is not that any one of these AR demos we see right, whether it is seeing your photos in the world or whatever, is important. Its that when taken together, there is enough of a benefit that you would use the whole environment.</strong></p>
<p><strong>In the original context we were talking about an instrumented home, but it is the same thing here with AR.</strong></p>
<p><strong>The problem with the mobile phone as a AR device is that problem of awareness. If I have a head mount on and I walk down the street and there is bunch of probably-not-useful-but-potentially-useful information floating by me, that&#8217;s a good thing, because I may see something that is useful or makes me think of something else.Â  But if I have to hold up my phone to see if something might be interesting nearby, I will never hold up my phone because at the time there is a high probability that there won&#8217;t be anything particularly important there.Â  You might imagine you can get around this by using alerts or something like that, but then you overload whatever alert channel you use. Â For example, I forward maybe 5 or 6Â  people&#8217;s updates from Facebook to my phone &#8211; started with my wife, a few friends, my brother, and the net result of that is I never get SMSs&#8217; anymore because when my phone buzzes, usually I ignore it because it is probably just somebody&#8217;s random Facebook update. So if we start overloading channels like that with &#8220;oh there might be something useful here in the real world, if you pick up the phone and look through it you will see it &#8230; and I will buzz you.&#8221; PeopleÂ  just start ignoring the buzzes.</strong></p>
<p><strong>So it is a very hard problem if you think about the kinds of applications that people always imagine with global AR &#8212; names over peoples heads and other random information floating in the world &#8212; until you have a head mount and all that information is around you all the time. That is when those sort of applications will actually happen.</strong></p>
<p><strong>Tish:</strong> <a href="http://curiousraven.squarespace.com/" target="_blank">Robert Rice</a> notes: <strong>&#8220;AR is inherently about who YOU are, WHERE you are, WHAT you are doing, WHAT is around you, et</strong><em><strong>c.&#8221; </strong></em>(see my interview with Robert,<em> </em><a href="http://www.ugotrade.com/2009/01/17/is-it-%E2%80%9Comg-finally%E2%80%9D-for-augmented-reality-interview-with-robert-rice/" target="_blank">&#8220;Is it &#8216;OMG Finally&#8217; for Augmented Reality?</a>)<em>. </em>And I think the iphone experience has laid the foundation for the increasing desire to experience the network wherever we are &#8211; and not be stuck behind a pc.Â  We cannot perhaps do all we want to do yet. But even in the range of things we can do know, we are not even sure exactly what it is we want to do where yet is it?</p>
<p><strong><br />
</strong></p>
<h3><strong>&#8220;imagine your iphone Facebook client supports AR and that all data on Facebook might be georeferenced &#8211; pictures, status updates etc&#8230;&#8230;.&#8221;</strong></h3>
<p><strong></strong></p>
<p><strong>Blair: Yes that is a huge problem. I have been lucky to be able to teach two fun classes this year that let the students and I start to explore some of the potential that handheld AR might bring. Â Last fall I taught a handheld AR game design class &#8212; coordinated with a class at the Savanna College of Art and Design&#8217;s Atlanta campus &#8212; and we had the students build a sequence of prototype handheld AR games, which was a lot of fun. Â  This spring I taught a mixed reality/augmented reality design class with Jay Bolter (a professor in the School of Literature, Communication, and Culture here at GT). Â Jay and I have been teaching this class off and on for about 9 years; this semester we decided to say to the students &#8220;imagine your iphone Facebook client supports AR and that all data on Facebook might be georeferenced &#8211; pictures, status updates etc&#8230;&#8230;.&#8221; and have them do projects aimed at such an environment.</strong></p>
<p><strong>Tish: </strong>Not many of our favorite social media today have much sense of location do they? But FlickrÂ  areÂ  utilizing the geo-referenced pictures to create vernacular maps&#8230;..The Shape of Alpha</p>
<p><strong>Blair:Yes that is because lots of cameras put geo location data into the exif data so they can extract it&#8230;</strong></p>
<p><strong>Some mobile Twitter clients like the one I use in my iphone will let you add your location.Â  But in general Facebook and other sites don&#8217;t have any notion of location. But if you look at all the things people do in Facebook, such as sending gifts and other games, its easy to imagine what these might look like with geo-reference data. Â So, the high level project for the class is the groups have to design experiences people might have using mobile AR Facebook. Â We told them to assume Facebook as it stands now, but add geolocation and AR to the client. Â The class boiled down to &#8220;What would you imagine people doing?&#8221; So it has been kind of fun.</strong></p>
<p><strong>And we are using Unity for the class too &#8211; the same infrastructure I am working on in my research linking mobile AR to persistent immersive mirror world type spaces &#8211; and we having the students mock up what a mobile AR Facebook experience would be like.</strong></p>
<p><strong>Tish: </strong>Can you describe some of the ideas you class came up with that you think have potential? I know Ori mentioned that from the games class he liked <a href="http://www.youtube.com/watch?v=Rqcp8hngdBw&amp;feature=channel_page" target="_blank">Candy Wars.</a></p>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/candywars-6.png"><img class="alignnone size-medium wp-image-3693" title="candywars-6" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/candywars-6-300x225.png" alt="candywars-6" width="300" height="225" /></a></p>
<p><em>Candy Wars</em></p>
<p><strong>Blair: In the end, they had a nice range of projects in the Spring class. Â One created tag clouds out of status messages over spaces, others looked at analogies to virtual pets and gift giving out in the world, one looked at leveraging geolocation to help with crowd-sourced cultural translation, and three groups did straight-up social games.</strong></p>
<p><strong>[See <a href="http://www.youtube.com/user/AELatGT" target="_blank">all of the projects from the handheld AR games class on YouTube here</a>]</strong></p>
<p><strong><br />
</strong></p>
<h3><strong>iphone, Android, or </strong><strong>NVidia Tegra devkits or the Texas Instrument&#8217;s OMAP3 devkits?</strong></h3>
<p><strong>Tish:</strong> Is anyone in the class working on Android?</p>
<p><strong>Blair: Nobody is using Android because no-one in the class has the phones. We have ATT microcell infrastructure on campus. Â Some ATT people joke that we are better off than them because we have a head office on campus so we can build in the network applications which people even at ATT research can&#8217;t do.Â  But becauseÂ  we have this infrastructure on campus, and a great relationship with ATT and the other sponsors, we have the ability to provision our own phones without having to pay for long-term contracts, which is vital for research and teaching.</strong></p>
<p><strong>Tish:</strong> So does this lock you into the iphone?</p>
<p><strong>Blair: Well the G1 is of course not AT&amp;T but it is GSM so we could probably buy them unlocked and put them on our AT&amp;T network. But the students I work with are much more interested in the iphone right now.</strong></p>
<p><strong>Tish:</strong> Is that because the iphone has the market?</p>
<p><strong>Blair: For me the reason I am not interested in the G1 is because you can&#8217;t do AR on it &#8211; there is <a href="http://www.mobilizy.com/wikitude.php" target="_blank">Wikitude</a> and a few other apps, but it is all hideously slow. Â Worse, because the Java code isn&#8217;t compiled like it would be on the desktop, you can&#8217;t do computer vision with it, so you can&#8217;t do anything particularly interesting on the current commercial G1s.Â  We could probably take the NVidia Tegra devkits or the Texas Instrument&#8217;s OMAP3 devkits (both are chipsets for next gen phones &#8212; high end graphics, fast processing),Â  and install Android on those and we may actually do that yet. Â But, it seems like a lot of work right now, for not much benefit.</strong></p>
<p><strong><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/pastedgraphic.jpg"><img class="alignnone size-medium wp-image-3730" title="pastedgraphic" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/06/pastedgraphic-300x166.jpg" alt="pastedgraphic" width="300" height="166" /></a><br />
</strong></p>
<p><em>Augmented Reality shooter game <strong>ARrrrr</strong> from<strong> </strong></em><em>Georgia Tech and SCAD Atlanta on the <strong>NVidia Tegra devkits</strong></em><em> &#8211; <a href="http://www.youtube.com/watch?v=cNu4CluFOcw" target="_blank">watch the demo on YouTube here</a></em><em>. </em><strong> </strong></p>
<p><strong>Tish: </strong>Everyone seems very excited about the iphone OS 3.0 and the addition of compass. Compass is pretty essential for AR right?</p>
<p><strong>Blair: It is necessary if you can&#8217;t do other forms of outdoor tracking, but the problem is that the compass on the G1 isn&#8217;t very good, relatively speaking and the iPhone one probably won&#8217;t be much better. It does not have very high accuracy, nor is it very fast (compared to, say, the high end 3D orientation sensors we use, from Intersense and MotionNode). As far as I can tell, it doesnâ€™t even give full 3D orientation. I donâ€™t have a G1 (although I have pre-ordered an iPhone 3Gs), but people have told me it only has absolute 2D orientation, so you can only line things up if you are careful.Â  Your can&#8217;t look around arbitrarily&#8230;</strong></p>
<p><strong>Tish: </strong>You can&#8217;t sweep your phone?</p>
<p><strong>Blair: You can look left and right, but if it doesn&#8217;t have full 3D orientation, you can&#8217;t go up and down. You can&#8217;t tilt it in weird directions. It is not fast in the form that you would want to look around quickly.Â  So it is nice demo.Â  And it is good for what the Android people use it for which is to let you do your Google street view by looking around, which is actually really useful.</strong></p>
<p><strong>I think there are lots of really useful things you can do with such a compass.</strong></p>
<p><strong>And, it is clear that compass is a necessary feature if we want to do AR. Â It&#8217;s just not sufficient.</strong></p>
<p><strong><br />
</strong></p>
<h3><strong>Outdoor Tracking and Markerless AR<br />
</strong></h3>
<p><strong></strong></p>
<p><strong>Tish:</strong> Isn&#8217;t it essential for markerless AR?  I guess not I just saw this post about <a href="http://artimes.rouli.net/2009/04/srengine-in-english.html" target="_blank">SREngine on Augmented Times</a>!</p>
<p>This wasn&#8217;t up when we spoke so perhaps you have some comments about what it brings to the table?</p>
<p><strong>Blair: Maybe. The folks at Nokia are working on outdoor tracking, they demoed some stuff at ISMAR last year on the N95 handsets that is all image based.Â  We are trying to do some work with them, one of my students is working on it.Â  And probably Microsoft is going to do more on this as well, they had a video up showing that they are also working on vision based techniques.Â  If you give the phone the equivalent of those panoramic Google Street View images (assuming they are up-to-date) and you are standing at the right place, you don&#8217;t really need a compass, you can figure out which way you are looking by looking at the camera video.  Ulrich Neumann (USC) did some work on tracking from panorama&#8217;s years ago, I don&#8217;t know what ever became of it.</strong></p>
<p><strong>Regarding SREngine, that project appears to be a pretty simple first step, but is probably just a demo at this point, and limitations like &#8220;only works on static scenes&#8221; and &#8220;doesn&#8217;t work for simple scenes&#8221; means it&#8217;s probably extracting some simple features out of the image and then matching those to some database. Â The trick would be getting this to work on a large scale, where the world changes a lot. Â  It&#8217;s not obvious how to get there.</strong></p>
<p><strong>Tish:</strong> So forget RFID for AR&#8230;</p>
<p><strong>Blair: RFID is not really useful.</strong></p>
<p><strong>Tish:</strong> not at all?</p>
<p><strong>Blair: RFID is useful for telling you what things are near you.Â  The problem is it doesn&#8217;t give you any directional information &#8211; it just tells you you&#8217;re in range of the tag. So can use it to tell you when you are near a certain product for example.Â  So it is useful in terms of telling you what thing you are near, and then you can load up a vision system or something else that will recognize that thing.</strong></p>
<p><strong>In that way, it could be useful as a good starting point.</strong></p>
<p><strong>Similarly for computer vision, the compass and the gps are very useful for giving you an initial guess at what you may be looking at that can then speed up the rest of the process. Â But, computer vision by itself will not be a complete solution because if I have my panoramic Google Street view (or whatever image database I use for tracking) and you are standing between me and the building -Â  I am not going to see what I expect to see, I am going to see you.</strong></p>
<p><strong>So I think it is all going to be part of one big package &#8211; you are going to see accelerometers, digital compasses, and gps and then combine that with computer vision and other sensors, and then maybe we are going to start getting the things that we have always dreamed about.Â  I like to show <a href="http://mi.eng.cam.ac.uk/~gr281/outdoortracking.html" target="_blank">this video </a>from the U. of Cambridge (work done by Gerhard Reitmayr and Tom Drummond) of an outdoor tracking demo because it gives a sense of what will be possible.Â  Techniques like this will be an ingredient in the future of things.Â  It becomes especially interesting when you have these highly detailed mirror worlds.Â  It is sort of one of those chicken and egg problems where if I have an highly detailed model of the world then techniques like they have can be used to track.Â  But that mirror world needs to be accurate or you can&#8217;t use it for tracking, and why would you create the mirror world if you couldn&#8217;t track?</strong></p>
<p><strong>Tish:</strong> I noticed in your comment to <a href="http://www.ugotrade.com/2009/01/17/is-it-%E2%80%9Comg-finally%E2%80%9D-for-augmented-reality-interview-with-robert-rice/" target="_blank">&#8220;my interview with Robert Rice&#8221;</a> that you said you thought that is was important not to collapse AR into ubicomp &#8211; &#8220;forgetting what originally inspired us about AR&#8221; is, I think if I remember correctly, the suggestion you made. But aren&#8217;t ubiquitous computing and AR basically coextensive?</p>
<p>The <a href="http://www.ugotrade.com/2009/03/18/dematerializing-the-world-shadows-subscriptions-and-things-as-services-talking-with-mike-kuniavsky-at-etech-2009/" target="_blank">vision of ubicomp Mike Kuniavsky describes</a> &#8211; &#8220;sharing data through open APIs and the promise of embedded information processing and networking distributed through the environment&#8221; demonstrates how much can be done with very little processing power.&#8221; In its most immersive form augmented reality requires a lot of processing power. I think we have all become very conscious about trying minimize levels of consumption.Â  Can you explain why you think people shouldn&#8217;t see AR as the Hummer (energy squandering indulgence) of Ubiquitous Computing?</p>
<p><strong>Blair:Â  I think there will be a hierarchy of interfaces. You are going to have the rich Rainbow&#8217;s End like experience &#8211; you are totally submerged in a mixed environment, if you have a head mount on (its not going to be Rainbow&#8217;s End for while) but if you don&#8217;t have the headmount on that information might be available to you other ways, whether it is a 3D overlay using your handheld or just a 2D mashup with Google maps.Â  But there will be some circumstances and people who will want to get the compelling experience you can only get with the headmount.</strong></p>
<p>Tish:Â  Are you doing any research on how all these hierarchies of experiences will fit together &#8211; what aspects of this are you looking at?</p>
<p><strong>Blair: The thing that really needs to happen is you need to have this backend architecture that allows you to collect your data from different sources and aggregate it much like the web. Right now Google Earth and Microsoft&#8217;s Virtual Earth are much like the old pre-web hyper-text systems that were all centralized. And what we really need is to have the web equivalent where Georgia tech can publish their building models and I.B.M. can publish their building models and their campus models, and your client can aggregate them, as opposed to Microsoft or I.B.M. puts their building models into Google Earth and then somehow you get them out with Google&#8217;s google earth browser. That&#8217;s just not going to fly.</strong></p>
<p>Tish: so what does it take then to get us to this backend architecture, because I&#8217;m in total agreement?</p>
<p><strong>Blair: The nice thing about augmented reality versus virtual reality is that you don&#8217;t need everything modeled. You can do interesting AR apps like <a href="http://www.mobilizy.com/wikitude.php" target="_blank">Wikitude</a> with absolutely no world model.</strong></p>
<p><strong>Tish:</strong> So that means we can start with what we have &#8211; utilize cloud services without a full blown backend architecture?</p>
<p><strong>Blair: It may very well be that Google Earth and MS Virtual Earth act as a portal because people go and build models and link them with KML, and they can see them in google earth but they can also download the KML&#8217;s through some some other channel. So it may be that those things end up being something that feeds some of this along. Then people start seeing a benefit to having these highly accurate models so then you start integrating the Microsoft photosynth stuff and leveraging photographs to generate models.</strong></p>
<p><strong>It&#8217;s just keeping up with it and building it in real time is the challenge. A lot of folks think it will be tourist applications where there&#8217;s models of times square and models of central park and models of Notre Dame and the big square around that area in paris and along the river and so on, or the models of Italian and Greek history sites &#8211; the virtual Rome. As those things start happening and people start building onto the edges, and when Microsoft Photosynth and similar technologies become more pervasive you can start building the models of the world in a semi-automated way from photographs and more structured, intentional drive-by&#8217;s and so on. So I think it&#8217;ll just sort of happen. And as long there&#8217;s a way to have the equivalent of Mosaic for AR, the original open source web browser, that allows you to aggregate all these things. It&#8217;s not going to be a Wikitude. It&#8217;s not going to be this thing that lets you get a certain kind of data from a specific source, rather it&#8217;s the browser that allows you to link through into these data sources.</strong></p>
<p><strong>So it&#8217;s that end that interests me. It&#8217;s questions like &#8220;what is the user experience&#8221;, how do we create an interface that allows us to layer all these different kinds of information together such that I can use it for all my things. I imagine that I open up my future iphone and I look through it. The background of the iphone, my screen, is just the camera and it&#8217;s always AR.</strong></p>
<p><strong>I want the camera on my phone to always be on, so it&#8217;s not just that when I hold it a certain way it switches to camera mode, but literally it&#8217;s always in video mode so whenever there&#8217;s an AR thing it&#8217;s just there in the background.</strong></p>
<p><strong>When we can do that I can have little alerts so when I have my phone open I can look around and see it independent of the buttons and things that I&#8217;m tapping and pushing to use the phone. That&#8217;ll be a really a different kind of experience.</strong></p>
<p><strong>Of course it is not known yet if the next gen iphone will have an open video API. Â And of course, the current camera is pretty low quality, so why would they give it an open API until they put in a better camera? Â I am not expecting anything one way or the other until the 3Gs comes out and people start using it.</strong></p>
<p><strong>But there are many things about the iphone 3.0 OS that are hugely important, like the discovery API that allows people to play games with other people nearby, that don&#8217;t have much to do with AR.</strong></p>
<p><strong>Tish:</strong> You have an iphone AR virtual pet application ARf.</p>
<p><a href="http://www.macrumors.com/2009/04/08/video-in-and-magnetometers-could-introduce-interesting-iphone-app-possibilites/" target="_blank">Macrumors wrote it up</a> and suggested that the neg gen iphone will have compass and open video API.Â  What are your plans for ARf?</p>
<p><strong>Blair: ARf is just a demo right now. Â I know what we&#8217;d like to do with it, but it would require tons of work; Â imagine what it would take to do a multiplayer, social version of Nintendogs? Â It&#8217;s not clear what we&#8217;d really learn by doing that, but there are lots of other game ideas we have that we want to explore.</strong></p>
<p><strong>Tish:</strong> I think it was on Twitter where Tim O&#8217;Reilly said, &#8220;saying everything must have a RFID tag is like saying we can&#8217;t recognize each other unless we wear name tags. Look at what&#8217;s happening with speech recognition, image recognition et.al. and tell me you really think we need embedded metadata.&#8221; What would you say to that?</p>
<p><strong>Blair: I think that whatever extra data is there will be used. So if we put machine readable labels on some objects then they&#8217;ll be used if they make the identification and tracking problem easier. But it&#8217;s pretty clear that people are already working on tracking and so on.</strong></p>
<p><strong>A lot of these mobile AR apps are clearly putting ideas in people&#8217;s minds things that won&#8217;t really be doable in the near future. Like being able to look down the aisle of the store and it recognize all of the products. Given the distances and complexity of the scene, the number of pixels devoted to each of those objects, and so on &#8211; you just can&#8217;t recognize things in that context. But if I&#8217;m standing in front of a small set of objects, or looking at one thing, or I&#8217;m standing in front of a building, or if I&#8217;m in the store and because of the location API &#8212; imagine an enhanced location API that can tell me within a few feet where I am, and then combine that with some use of the discovery API that allows the store to tell your device you&#8217;re in the toothpaste section. Now you only have to look for different brands of toothpaste. So now you can recognize the big letters &#8220;Crest&#8221; or whatever. It&#8217;s all about constraining the problem.</strong></p>
<p><strong>That&#8217;s why I like that particular piece of Drummond&#8217;s work, the tracking web site I mentioned above. The general tracking problem of looking around and recognizing objects and tracking is still impossible. But if I know roughly what direction I&#8217;m looking in and I have a good estimate of my position, and I have models of what I should be seeing when I look in that direction, then it becomes a tractable problem. And so it&#8217;s not that a compass and a GPS are 100% necessary. But if you have them it certainly makes things possible that you wouldn&#8217;t otherwise be able to do.</strong></p>
<p><strong>Imagine for exampleÂ  if there&#8217;s a new version of GPS, I just noticed that some of the new satellites going up have this new L5 channel. There&#8217;s the L1 &amp; L2 signalsÂ  that the military and civilian ones use and they added this civilian L5 signal, which should make GPS more accurate. I haven&#8217;t found anything online that says how much more accurate.</strong></p>
<p><strong>But someday, hopefully, all GPS will get to be the quality of survey-grade GPS. Right now, if you get an RTK GPS from one of these companies that make the survey grade GPS systems, they give you position estimates in the range of two centimeters, and update 10 to 20 times a second. When you have that kind of positional accuracy combined with the kind of orientational accuracy you get from the orientation sensors we use in the lab from Intersense and MotionNode, everything is easier because you&#8217;ve pretty much got absolute position. You put that into a phone and now when I look up, it&#8217;s still not perfectly aligned because there will still be errors (especially in orientation, since the compasses are affected by metal and other magnetic noise). But it does mean if you and I are standing 5 feet apart from each other and look at each other, I can pretty much put a little smiley face above your head. Whereas now, with GPS, if I look at you and we&#8217;re 5 feet apart our GPS&#8217;s might think we&#8217;re on the opposite side of each other because they&#8217;re only accurate to two to five meters.</strong></p>
<p><strong>And that depending on the time of day and weather!</strong></p>
<p><strong>Putting RFID tags everywhere is easy; the problem is the readers &#8211; they currently require lots of power and they have a limited range.Â  Sprinkling RFID tags everywhere is fine. But you have to be able to activate those tags and read back the signal.Â  In certain contexts it works.</strong></p>
<p><strong>Tish:</strong> And one final question!Â  What do you think can be done re beginning to think about standards for AR.Â  Is there a meaningful discussion going on yet? Thomas Wrobel left this comment on my blog rcently and I was wondering what your position was on some of the ideas he raises?</p>
<p>Wrobel wrote, <em>&#8220;The AR has to come to the users, they cant keep needing to download unique bits of software for every bit of content! We need an AR Browsing standard that lets users log into an out of channels (like IRC) and toggle them as layers on their visual view (like Photoshop).Channels need to be public or private, hosted online (making them shared spaces) or offline (private spaces). They need to be able to be both open (chat channel) or closed (city map channel) as needed. Created by anyone anywhere. Really IRC itself provides a great starting point. Most data doesn&#8217;t need to be persistent, after all. I look forward too seeing the world though new eyes.I only hope I will be toggling layers rather then alt+tabbing and only seeing one â€œreality additionâ€ at a time.&#8221;<br />
</em></p>
<p><strong>Blair:  I agree with him, in principle. Â But, I&#8217;m not sure there&#8217;s a point yet. Â It can&#8217;t hurt to try, of course, from a research perspective, and I&#8217;m interested in the experience such an infrastructure would enable (as we&#8217;ve talked about already).</strong></p>
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		<title>Composing Reality and Bringing Games into Life: Talking with Ori Inbar about Mobile Augmented Reality</title>
		<link>http://www.ugotrade.com/2009/05/06/composing-reality-and-bringing-games-into-life-talking-with-ori-inbar-about-mobile-augmented-reality/</link>
		<comments>http://www.ugotrade.com/2009/05/06/composing-reality-and-bringing-games-into-life-talking-with-ori-inbar-about-mobile-augmented-reality/#comments</comments>
		<pubDate>Wed, 06 May 2009 14:50:30 +0000</pubDate>
		<dc:creator><![CDATA[Tish Shute]]></dc:creator>
				<category><![CDATA[Ambient Devices]]></category>
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		<category><![CDATA[architecture of participation]]></category>
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		<guid isPermaLink="false">http://www.ugotrade.com/?p=3448</guid>
		<description><![CDATA[Recently, I talked to Ori Inbar (above), formerly senior vice- president at SAP.Â  Ori is on a mission to make augmented reality commercially successful not in 5, 10, or 15 years, but now. Ori is the founder of Pookatak Games &#8211; a video game company, &#8220;with a vision to upgrade the way people experience the [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/05/oriinbarpost.jpg"><img class="alignnone size-medium wp-image-3449" title="oriinbarpost" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/05/oriinbarpost-300x199.jpg" alt="oriinbarpost" width="300" height="199" /></a></p>
<p>Recently, I talked to <a href="http://gamesalfresco.com/">Ori Inbar</a> (above), formerly senior vice- president at <a href="http://www.sap.com/">SAP</a>.Â  Ori is on a mission to make augmented reality commercially successful not in 5, 10, or 15 years, but now. Ori is the founder of <a href="http://gamesalfresco.com/about/" target="_blank">Pookatak Games</a> &#8211; a video game company, <strong>&#8220;with a vision to upgrade the way people experience the world.&#8221;</strong> Ori will be participating May 20th, in<a href="http://en.oreilly.com/where2009/public/schedule/detail/7197" target="_blank"> O&#8217;Reilly&#8217;s Where 2.0 panel, &#8220;Mobile Reality</a>&#8221; -Â  an event not to be missed IMO.</p>
<p>The taste for computing anywhere anytime has entered human culture via the iphone and is spreading like chocolate cake and pizza at a preschool party (see <a href="http://gamesalfresco.com/2009/03/23/gdc-2009-why-the-iphone-just-changed-everything/" target="_self">why the iPhone changed everything</a>).Â  And while the full flowering of the next step is yet to come &#8211; computing anywhere, anytime by anyone and <strong>anything </strong><a href="http://en.wikipedia.org/wiki/Internet_of_Things" target="_blank">(&#8220;the internet of things&#8221;</a>), our love for these first devices capable of being <strong>mediating artifacts for ubiquitous computing</strong> (Adam Greenfield) is a vital first step to free us from our tethers to computer screens, and fulfill the promise of augmented reality.</p>
<p>If you need more convincing on the pivotal role augmented reality will play as the web moves into the world, check out Tim O&#8217;Reilly&#8217;s recent comments in <a id="iz1_" title="this video clip on Augmented Times" href="http://artimes.rouli.net/2009/04/tim-oreilly-on-recognition-rfid-and-web.html" target="_blank">this video clip posted on Augmented Times</a> and <a id="wtf4" title="here" href="http://radar.oreilly.com/2008/02/augmented-reality-a-practical.html" target="_blank">here</a> early last year.</p>
<p>From another perspective, the gloomy specter of economic and environmental catastropheÂ  is driving a movement to &#8220;<a id="h5pf" title="infuse intelligence into the way the world work's&quot;" href="http://news.bbc.co.uk/2/hi/technology/7992480.stm" target="_blank">infuse intelligence into the way the world work&#8217;s.&#8221;</a> But the challenge for a smart planet is not just about making environments smart, it is about using smart environments to enable people to act smarter (<a href="http://www.ugotrade.com/2009/02/27/towards-a-newer-urbanism-talking-cities-networks-and-publics-with-adam-greenfield/" target="_blank">see my interview with Adam Greenfield</a>).</p>
<p>We need a rapid upgrade in both the way the world works, and the way we experience the world.</p>
<p>((Note:Â  It is time to read (if you haven&#8217;t already) <a href="http://search.barnesandnoble.com/The-Caryatids/Bruce-Sterling/e/9780345460622" target="_blank">Bruce Sterling&#8217;s Caryatids</a> (<a href="book of the year for 2009" target="_blank">Cory Doctorow&#8217;s book of the year for 2009</a>) &#8220;as a software design manual&#8221; (<a href="http://www.nearfuturelaboratory.com/2009/03/17/design-fiction-a-short-essay-on-design-science-fact-and-fiction/" target="_blank">see Julian Bleeker</a>) because Caryatids reveals the Gordian knots of human folly, greed, compassion and desire entwined in near future designs for technologies to save the world.))</p>
<p>Ori Inbar, worked with Shai Agassi (Shai is now leading the world changing <a id="v5ow" title="Better Place" href="http://www.betterplace.com/" target="_blank">Better Place</a> ) driving <a id="gf_5" title="Netweaver" href="http://en.wikipedia.org/wiki/NetWeaver" target="_blank">Netweaver</a> from a mere concept to a &#8220;major, major business for SAP.&#8221; So Ori has already been through the cycle of working in a very small startup and growing it into a billion dollar business.Â  He has both the experience and the passion to realize his vision for augmented reality.</p>
<p>At Pookatak, he explains :</p>
<p><strong>&#8220;We design â€œreality experiencesâ€ that make usersâ€™ immediate environments more significant to them. We wish to free young and old from getting lost in front of the screen. By delivering the worldâ€™s information to peopleâ€™s field of view, and by weaving real world objects into interactive narratives, we help people rediscover the real world.&#8221;</strong></p>
<p>Pookatak will release their first game this summer. Currently it is under wraps. But Ori gives us some glimpses of what is to come in the interview below.</p>
<p>In addition to founding Pookatak, Ori is involved in a broader effort to move augmented reality forward. On his blog, <a id="ie5s" title="Games Alfresco" href="http://gamesalfresco.com/" target="_blank">Games Alfresco</a> &#8211; he recently welcomed <a href="http://gamesalfresco.com/about/" target="_blank">a new partner, Rouli Nir</a>, Ori has focused his eye of wisdom on every significant recent advance in Augmented Reality (check out <a id="zr9y" title="this essence of Ori's thinking in a fast paced video" href="http://gamesalfresco.com/2009/03/09/augmented-reality-today-ori-inbar-speaks-at-warm-2009/" target="_blank">this essence of Ori&#8217;s thinking in a fast paced video</a> presentation for <a href="http://gamesalfresco.com/2009/02/12/live-from-warm-09-the-worlds-best-winter-augmented-reality-event/" target="_blank">WARM â€˜09</a>).</p>
<p>Also Ori is one of the organizers of the interactive media track at <a id="b-c6" title="ISMAR 2009" href="http://www.ismar09.org/" target="_blank">ISMAR 2009</a>.Â  At ISMAR this year, Ori explained,<strong> &#8220;we are trying to bring in people that develop interactive experiences for consumers, beyond the traditional attendees coming from a research perspective.</strong>&#8221;</p>
<p>In the interview below, Ori explains much of his thinking on how augmented reality will become commercially successful.Â  Enjoy it, think about it, and share it. And most importantly, if you can, get involved with ISMAR 2009.</p>
<p>OriÂ  has inspired me to participate in <a id="seky" title="ISMAR" href="http://www.ismar09.org/" target="_blank">ISMAR</a> this year.Â  Ori pointed out:</p>
<p><strong>The </strong> <a href="http://campwww.informatik.tu-muenchen.de/ismar09/lib/exe/fetch.php?id=ismar09%253Astart&amp;cache=cache&amp;media=ismar09:ismar09-cfp_090211_final.pdf" target="_blank">call for papers</a> <strong>is on, and this year it targets well beyond the typical research papers audience and into interactive media and art folks. </strong></p>
<p><strong>There are plenty of opportunities such as:</strong></p>
<p><strong>Art Gallery</strong></p>
<p><strong>Demonstrations</strong></p>
<p><strong>Tutorial</strong></p>
<p><strong>Workshops</strong></p>
<p>It&#8217;s a huge opportunity to shape the emergence of augmented reality.<br />
<br /></br></p>
<h2><strong> Interview With Ori Inbar</strong></h2>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/05/picture-41.png"><img class="alignnone size-full wp-image-3479" title="picture-41" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/05/picture-41.png" alt="picture-41" width="107" height="146" /></a><br />
<h3>Making Augmented Reality Commercially Successful</h3>
<p><strong>Tish Shute: </strong>You are considered a key trail blazer in AR and you have the go to blog for augmented reality!Â  What are the most important lessons you have learned researching, writing, and developing AR in the last couple of years?</p>
<p><strong>Ori Inbar: You need to have a vision. You need to know where this is going to go in ten or fifteen or twenty years. But you&#8217;ve got to start with something really simple that makes use of the technology you have on hand. And do something that is practical, that people will like, and something they would actually want to buy. Its as simple as that. I&#8217;m currently looking at what we could do with existing technology. First of all, you have to put it in front of people. Right now most people have never heard about the term augmented reality. Go into the street, and ask 100 people about it, maybe 2 would know about it. So you need to put it in front of people because most people think it&#8217;s still science fiction or a special effect you see in movies, not something you can experience in real life. </strong></p>
<p><strong>Tish: </strong>It seems to me to that for augmented reality applications to become popular with existing technology the key breakthrough would be getting people to hold up their phones. What are the obstacles to getting people to use their mobile devices like this?</p>
<p><strong>Ori: There&#8217;s a really nice cartoon by </strong><em> </em><strong><a href="http://www.tonchidot.com/">Tonchidot</a> (below) &#8211; the Japanese company behind the Sekai Camera. It&#8217;s an illustration showing the evolution of man, from ape to man (holding a cell phone looking down), to the developed man holding a device like a camera &#8211; in front of its eyes.</strong></p>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/05/picture-37.png"><img class="alignnone size-medium wp-image-3454" title="picture-37" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/05/picture-37-300x221.png" alt="picture-37" width="300" height="221" /></a><strong></strong></p>
<p><strong>Which is exactly what you&#8217;re talking about. People ask, &#8220;are people going to walk with this like that all day long?&#8221; Probably not. I mean you have to build it in a way that doesn&#8217;t require them to hold it like that all the time. People are used to this gesture with the ubiquitous digital cameras. I tested one of my prototypes on a two and a half year old girl. She had no problem holding it just like she holds a camera.<br />
</strong><br />
<strong>Tish:</strong> <a href="http://www.cc.gatech.edu/~blair/home.html" target="_blank"> Blair MacIntyre</a> mentioned, &#8220;The problem with the mobile phone as a AR device is a problem of awareness,&#8221; i.e., you have to have a way of letting people know when there&#8217;s something interesting wherever they are. One of the issues regarding this is if you get too many alerts, then you tune them out.</p>
<p><strong>Ori: First of all Blair is one of the people in academia that get it. Because he looks at it from an experience perspective. Not just as an interesting technical problem to solve. Let&#8217;s start with getting people to enjoy this new experience. The AR demos so far were mostly eye candies, and mostly for advertising &#8211; the<a href="http://ge.ecomagination.com/smartgrid/#/landing_page" target="_blank"> GE AR ad</a> created a lot of buzz; but you look at it for 10 seconds and you forget about it.Â  You need to build something that people would want to experience over time and would be willing to pay for. I think that&#8217;s the big test, right?</strong></p>
<p><strong>Now in terms of having a ubiquitous experience where you&#8217;re continously connected, it doesn&#8217;t have to be an overwhelming experience. Just like some of the social media tools we&#8217;re using today, we decide when to connect, and we filter out the trash. You could get alerts only for things that really matter to you, not for everything that happens in your immediate environment. </strong></p>
<p><strong>There will be many layers of information, and it&#8217;ll be up to you to pick the ones you want to experience. The real benefit is that you get the information in your own field of view and in context of where you are or what you do.</strong></p>
<p><strong>Tish:</strong> So what are you working on these days?</p>
<p><strong>Ori: We are working on a little app that targets a very different audience than what you&#8217;d expect: pre schoolers. We think we can encourage them to get away from a PC or TV screen and learn something while playing &#8211; in the real world. You&#8217;ll hear more about it as soon as this summer. Nuff said.</strong></p>
<p><strong>But, it is a small application that will run on the iPhone. People ask how many pre-schoolers own iPhones? Well, their parents do. </strong></p>
<p><strong>Tish:</strong> Yes there are certainly many New York kids with iPhones &#8211; my kid now has my old iphone.Â  He has pretty much switched from playing games on his DS to the iPhone. I noticed in your WARM video you place a big emphasis on AR as something that will get kids away from screens and engaged with reality.Â  This is something parents will approve of!</p>
<p><strong>Ori: Yes I saw something really interesting at my kids&#8217; party one day; they were all sitting around the room &#8211; looking down at their own DS screens.Â  You could play the DS anywhere, but kids would usually play it on the sofa, looking at the screen, isolated from the world. With an iPhone and a camera, and the application we&#8217;re producing, reality becomes part of the game. Yes that makes it all of a sudden much more interesting for parents. Because kids are spending so much time in front of the screen, all of a sudden they&#8217;re something that will encourage them to interact with real objects, real things. Every parent I&#8217;ve talked to loves that idea.</strong></p>
<p><strong>Tish:</strong> Yes that is what is cool about the work of <a href="http://www.katilondon.com/" target="_blank">Kati London</a> &#8211; I think I saw someone say this on Twitter, &#8220;Kati puts the computer in the game not the game in the computer.&#8221;</p>
<p><strong>Ori: Yes, kids are spending more time in front of games and the computer because it&#8217;s more interesting. It captivates them with &#8220;<a id="x_z0" title="game pleasures" href="http://8kindsoffun.com/">game pleasures</a> &#8221; that tap into their brain&#8217;s dopamine circuitry &#8211; constantly seeking reward and satisfaction. So you&#8217;re not going to be able to tell them to go back to playing in reality without these pleasures. We have to study these mechanics from games and bring them into reality. It&#8217;s about programming real life; and augmented reality helps you achieve that.</strong></p>
<p><strong>Here&#8217;s an example: cause and effect; in a game when you do something you always get an immediate effect. You&#8217;re good, you get a reward. You&#8217;re not good, you get a cue to improve. In real life you do things and you could wait 2 or 3 years until you actually get feedback (if you&#8217;re lucky). Augmented Reality allows you to bring these mechanics into the real world. I think that&#8217;s going to help kids rediscover reality, in a new sense, which is what every parent is dreaming about.</strong></p>
<p><strong>Tish:</strong> I don&#8217;t know how much you can say about your app. But in regard to doing augmented reality on the iPhone.. there&#8217;s no compass. Is this a limitation?</p>
<p><strong>Ori: True, no compass yet. But the camera gives you a lot of information that you can interact with. When you run the application, you see the world in front of you, and if the app can recognize real life objects &#8211; it can put virtual elements on top of it.</strong></p>
<p><strong>Tish:</strong> But not with any accuracy unless you&#8217;re using markers. Are you using markers?</p>
<p><strong>Or</strong><strong>i: We&#8217;re using natural feature recognition. It doesn&#8217;t have to be an ugly looking marker. It can be any image.</strong></p>
<p><strong>Tish:</strong> So you&#8217;re using image recognition. Are you working with one of these image recognition startup companies (<a id="nws6" title="list here" href="http://www.educatingsilicon.com/2008/11/25/a-round-up-of-mobile-visual-search-companies/" target="_blank">list here</a> )?</p>
<p><strong>Ori: We&#8217;re working with one of those. What&#8217;s unique about it is it runs very nicely on any cell phone, and on the iPhone it works the best. For this first app, it doesn&#8217;t really matter where you are physically; the geolocation is not part of the experience. </strong><span style="background-color: #ffff00;"><br />
<strong><br style="background-color: #ffffff;" /></strong><span style="background-color: #ffffff;"><strong>Tish: </strong> For a truly engaging AR experience we will need more of a backend than is currently available?</span><br />
</span><br />
<strong>Ori: I call the backend the cloud, where you have all this information and ways to access it from anywhere. Actually I think it&#8217;s become pretty mature today. If you look at the different elements required to enable an augmented reality experience to work, you have &#8211; first &#8211; the user whose always in the center. Then you have the lens. The lens can be an iPhone, or glasses, even a projector. The lens allows you to watch, sense and track information in the real world: people, places, things. Then in the backend you have the cloud where you store and retrieve information.</strong></p>
<p><strong>So if you look at the maturity of these different elements, I think the cloud is in pretty good shape. Because there&#8217;s so much information we&#8217;re collecting and storing. Anything from Google, Wikipedia, Facebook, all that kind of stuff, it&#8217;s a lot of useful information you can access from anywhere using APIs. And a lot of it is also starting to include geolocation information. Take <a id="zhag" title="Loopt" href="http://www.loopt.com/" target="_blank">Loopt</a> or Google&#8217;s <a href="http://www.google.com/latitude/intro.html" target="_blank">friends service</a> that allows you to see where your friends are and what they&#8217;re doing. There&#8217;s tons of information out there and it&#8217;s pretty easy to access it. Now what do you do with it is the question?</strong></p>
<p><strong><a href="http://www.mobilizy.com/wikitude.php" target="_blank">Wikitude</a> is such a simple and brilliant application and nobody thought about doing it until this guy from Salzburg did. It doesn&#8217;t have any sophisticated visual tracking. It knows your position and it&#8217;s simply looking at the angle you&#8217;re pointing to. Based on these parameters it brings information from Wikipedia that pertains to your field of view. So most of it was already there. It&#8217;s just a matter of connecting the pieces in an experience that is valuable for people.</strong></p>
<p><strong>Tish: </strong>It is the uptake of even a very simple technology that puts the magic in it.</p>
<p><strong>Ori:Â  Yes, take Twitter. If you go to its homepage it looks like a very simple boring app but it is something that is both enjoyable and very useful to people.</strong></p>
<h3><strong>Why you should participate in ISMAR 2009</strong></h3>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/05/picture-40.png"><img class="alignnone size-medium wp-image-3478" title="picture-40" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/05/picture-40-222x300.png" alt="picture-40" width="222" height="300" /></a><br />
<strong>Tish: </strong>I know that you are involved in organizingÂ  <a id="seky" title="ISMAR" href="http://www.ismar09.org/" target="_blank">ISMAR</a> (picture above from Ori&#8217;s post on <a href="http://gamesalfresco.com/2009/02/23/ismar-2009-the-worlds-best-augmented-reality-event-wants-you-to-contribute/" target="_blank">&#8220;ISMAR 2009: The World&#8217;s Best Augmented Reality Event&#8230;,</a>&#8220;) and there is a call out for papers and for volunteers, can you tell me more about it?</p>
<p><strong>Ori: Yes, we hope to have the first ISMAR where we practice what we have just discussed: let&#8217;s build on all the research invested so far and instead of thinking only about 5-10 years from now, let&#8217;s see what we can do today. So we are bringing people in from other disciplines &#8211; artists, interactive media developers and people from the entertainment industry.Â  The goal is to use the technology to make something interesting for people &#8211; again, something that people would buy, and making it commercially successful.Â  Many people either don&#8217;t know about ISMAR because in the past it was a pure engineering-orientated event and peopleÂ  from a commercial perspective of AR weren&#8217;t attracted to it.Â  The Chair of the Event this year is based in Florida and he is going to bring in a lot of people from the entertainment industry such as Disney. I think this will transform this event into something more like SIGGRAPH &#8211; more of an industry event.Â  As one of the organizers of the interactive media track we are trying to bring in people that want to build applications for consumers.</strong></p>
<p><strong>Tish:</strong> In terms of AR applications what are the flagships today?</p>
<p><strong>Ori: There are very few because it&#8217;s just the beginning. There&#8217;s one tiny studio in France called <a id="z1ln" title="Int 13" href="http://www.int13.net/en/" target="_blank">Int 13</a> . They&#8217;ve created maybe the first commercial game running on a mobile device using AR technology. It&#8217;s called <a href="http://www.youtube.com/watch?v=Te9gj22M_aU" target="_blank">Kweekies</a>. It was one of the contenders for the Nokia Mobile innovation awards. They were one of the ten finalists, but they didn&#8217;t win it. It&#8217;s looks really cool. It&#8217;s somethng that runs on your desk, with a marker. Many AR folks say markers are the past, markers are ugly. But it&#8217;s still a cool experience. I think people will go for it.</strong></p>
<p><strong>Tish:</strong> Yes I think we will have to look to small companies that are free to think creatively to lead the way.Â  It seems many games companies are tied up pulling off huge big budget projects and enterprise is still catching up on how to use social media!</p>
<p><strong>Ori: Yes, last year I was in the game development conference (GDC); there was no mention of augmented reality &#8211; not on the exhibition floor, none of the sessions, nobody talked about it. I was stunned. Then this year, there was a little a change. There were like three demos on the exhibition floor, <a href="http://www.metaio.com/" target="_blank">Metaio,</a> <a href="http://www.vuzix.com/home/index.html" target="_blank">Vuzix</a> and a Dutch company called <a href="http://www.augmented-reality-games.com/" target="_blank">Beyond Realit</a>y.Â  And then there was Blair&#8217;s talk, which was very very cool. The room was packed with people. And after the talk there were dozens of people lining up to talk with him about the topic. There was definitely interest, but still on the very edge. The video game industry is still a hit driven business and publishers spend upward of 20-30 million dollar to create the best AAA game possible. They just can&#8217;t take the risk. So it&#8217;s going to come from smaller companies, from outsiders coming in with a vision and understanding on how to put the AR pieces together to create a totally new experience.</strong></p>
<p><strong>Tish:</strong> But the basic tool set is there isn&#8217;t it?</p>
<p><strong>Ori: I talked to some folks at the games developer conference, many folks with MMO background, and they have great ideas about AR. It&#8217;s great to see different people with different views on what&#8217;s needed first. &#8220;Joe the Programmer&#8221; had this idea of creating a small piece of hardware that you can put in every house and provide accurate geospatial information in your home. That couldÂ  open up many opportunities for AR experiences in homes.</strong></p>
<p><strong>Tish:</strong> Don&#8217;t you think we have enormous resources in terms of image databases that provide a great basis for augmented reality.Â  I was talking to Aaron Cope at ETech about <a href="http://code.flickr.com/blog/2008/10/30/the-shape-of-alpha/" target="_blank">The Shape of Alpha</a> &#8211; Flickr&#8217;s vernacular mapping project using all the geotagged photos in Flickr. That is such cool project. <a href="http://en.oreilly.com/where2009/public/schedule/speaker/43824" target="_blank">Aaron will be speaking at Where 2.0</a> also.</p>
<p><strong>Ori: Think of Google Earth. Google Earth leveraged communities to basically map all the major cities around the world into 3D models. And that is an essential step to be able to do augmented reality outdoors. Because if you had to model everything from scratch, it wouldn&#8217;t be realistic.</strong></p>
<h3><strong>Augmented Reality and Becoming Greener.</strong></h3>
<p><strong>Tish:</strong> I am really interested in how AR interfaces might be useful to some of the emerging energy identity/metering projects like <a href="http://www.amee.com/" target="_blank">AMEE</a> and <a href="http://www.wattzon.com/" target="_blank">WATTZON</a> because I think it is very important that people have very intuitive, immediate, and enjoyable ways to relate to energy data so they can make greener choices.</p>
<p><strong>Ori: Back in the day I had an idea to build an Augmented Reality application to become greener. You look at things around your home with the camera and itÂ  recognizes its green gas footprint and makes recommendations to reduce it.Â  I guess it was a bit too early to do that based on visual recognition alone&#8230;you&#8217;d needÂ  additional sensors that would provide related information about what you are looking at.</strong></p>
<p><strong>Tish:</strong> Well as there is more interest in Green technology do you think we may see VC interest in some green AR projects now?</p>
<p><strong>Ori: I talked to some of the investment folks, Angels as well as VC&#8217;s about AR and they had no clue what it is. There&#8217;s a need for a whole lot of education. And there are no proof points (as in successful investments in this domain), and counter to popular belief &#8211; they don&#8217;t like risk so much&#8230;</strong></p>
<p><strong>Tish:</strong> And consumer adoption must lead the way, right?</p>
<p><strong>Ori: Just like with every emerging technology in history, people never bought the technology, they bought the content, the apps, the benefits that came on top of the technology. Whether it was VHS winning over Beta Max, or BluRay winning over HD. It&#8217;s always because of more/better content. Look at the video game console war: Xbox, and Nintendo did better than Sony just because they had more and better games. Even Windows was a success thanks to its applications. People bought it for the applications not the OS. The content is the first to drive demand.</strong></p>
<p><strong>Tish:</strong> One of the challenges to giving people new ways to relate to their energy consumption is that you can just have them looking at graphs of how bad they have been in the past you &#8211; that may make them feel bad but that doesn&#8217;t necessarily give them ways or motivation to change. There perhaps needs to be more immediate relationship to the data to facilitate change. I think the mantra for optimization of anything from energy usage to supply chains is timely, actionable data?</p>
<p><strong>Ori: There are a lot of ideas about measuring information and displaying it to people. For example, the Prius hybrid car, one of its interesting features &#8211; which is kind of game like &#8211; is a constant display of your current fuel consumption. That alone changes how people drive because they try to beat the &#8220;Score&#8221; and as a result conserve more fuel. That model can be applied to our homes&#8230;</strong></p>
<p>Tish: Yes that is something I am very interested in. I have been following several projects in this area &#8211; one of my favorites is the <a href="http://www.arduino.cc/" target="_blank">Arduino</a>, <a href="http://www.currentcost.com/" target="_blank">Current Cost</a>/<a href="http://www.ladyada.net/make/tweetawatt/" target="_blank">Tweetawatt</a>, <a href="http://www.pachube.com/" target="_blank">Pachube</a> integrations <a href="http://www.ugotrade.com/2009/04/24/homecamp-2-home-energy-management-and-distributed-sustainability/" target="_blank">I saw at Homecamp</a>.</p>
<p>You joined a start up with Shai Agassi which was bought out by SAP right? He has a brilliant approach with Better Place.</p>
<p><strong>Ori:Â  I think what&#8217;s really unique about Better Place&#8217;s approach is that he doesn&#8217;t require people to change their behavior. People are still going to have their own cars. They&#8217;ll be able to drive as far as they want, and for the same (or lower cost). Its not necessarily about a new technology, electric cars have been around for a long time but there was no way people were going to be limited by the 50 or 70 mile range and Better Place is solving that problem. With its infrastructure of charging spots and battery switching stations, drivers are going to be able to drive anywhere. And it&#8217;ll be similar to having to stop once in a while to refuel your car. The price maybe even lower than what you pay today for your transportation needs &#8211; and you&#8217;ll stop generating green gas. It&#8217;s a clever way of taking technology to a whole new level without changing the behavior of people.</strong></p>
<p><strong>Tish: </strong>Better Place is a classic example of things as a service isn&#8217;t it?Â  It is basically a utility company.</p>
<p><strong>Ori: It is similar to a phone carrier model.Â  You pay for a membership that gives you access to the car (equivalent to the phone) and electricity (equivalent to the phone line) for the same price of fuel cost today. And as bonus you get to save the world.</strong></p>
<h3><strong>How the iphone changed the game for AR &#8211; and the iphone versus Android</strong></h3>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/05/picture-38.png"><img class="alignnone size-medium wp-image-3472" title="picture-38" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/05/picture-38-300x198.png" alt="picture-38" width="300" height="198" /></a><em></em></p>
<p><em>Picture from Ori&#8217;s post</em><strong><em>, <a href="http://gamesalfresco.com/2009/03/23/gdc-2009-why-the-iphone-just-changed-everything/" target="_blank">&#8220;GDC 2009: Why the iphone changed everything&#8221; </a></em></strong></p>
<p><strong>Ori: And back to AR, you have to take the same approach, because nobody&#8217;s wants to don those huge head mounted displays or backpacks. You have to take advantage of people&#8217;s current behavior: they already carry their iPhones or similar devices.</strong></p>
<p><strong>Tish:</strong> As we discussed, you just have to get people raising up their phones and looking through them when that is a useful thing to do. Both Wikitude and Nathan Freitas&#8217;s graffiti app were enough to get me interested in the evolutionary step of raising my phone! Nathan&#8217;s graffiti app is nice. You leave a marker for your graffiti so other people can find view/add their own &#8211; a nice primal experience like pissing on the lamp post to let your pack know where youâ€™ve been.Â  Also the graffiti app taps into a long history ofÂ  NYC street culture around tagging and graffiti art (see my interview, <a href="http://www.ugotrade.com/2009/01/17/is-it-%E2%80%9Comg-finally%E2%80%9D-for-augmented-reality-interview-with-robert-rice/" target="_blank">&#8220;Is it OMG finally for Augmented Reality?&#8221;</a>).</p>
<p><strong>Ori: The app store has fundamentally changed the mobile gaming industry. Last year they were in shambles. There was no growth. Everybody was complaining, &#8220;we can&#8217;t handle it, there&#8217;s a million phones, and you have to test it on each phone. And carriers suck, they don&#8217;t care about sharing and promoting your content. Everything was bad. This year mobile gaming is the hottest thing. And it&#8217;s all because of the iPhone. It changed the game.</strong></p>
<p><strong>Tish: </strong>How do you think Android is going to get traction against the iphone?</p>
<p><strong>Ori: Well the number one thing is the form factor &#8211; the iPhone is just much cooler than the G1. Its OK but it doesn&#8217;t have the same feel. People thought it was going to be easy to clone the iPhone but none of the attempts succeeded so far.</strong></p>
<p><strong>Tish: </strong>How much does it matter for AR not being able to runs things persistently in the background on the iphone?</p>
<p><strong>Ori: Actually they have add a such a capability in OS 3.Â  You can now make use of a background service.</strong></p>
<p><strong>Tish:</strong> OS 3 will open up new possibilities for AR?<strong> </strong></p>
<p><strong>Ori: The access to the video API is still not public.Â  But there is a new Microsoft application &#8211; Microsoft Tag that makes use of that API which means it is probably OK to use it.</strong></p>
<p><strong>Tish: </strong>(I ask Ori for his card and he shows me how to read it with my iphone.) Oh nice you have an AR card, of course!</p>
<h3><strong>In Search of Pong for Augmented Reality</strong></h3>
<p><strong>Tish: </strong>So how will AR begin to, as Blair&#8217;s friend put&#8217;s it, &#8220;facilitate a killer existence,&#8221; particularly as we are probably looking at some new and perhaps pricey hardware?</p>
<p><strong>Ori: You could take the Better Place approach. We&#8217;re going to give you a great experience and we&#8217;ll include the devices as part of that experience for the same price. Let&#8217;s say you subscribe to an AR experienceÂ  which offers access to multiuser, support, and all the information you need wherever you go &#8211; exactly according to the vision. You pay for a subscription on a monthly basis and included in that cost we give you a better device that offers aÂ  better AR experience. It&#8217;s following the phone carrier approach, but in a good way.</strong></p>
<p><strong>But first of all we do need our Pong! I was sitting with a couple of AR game enthusiasts at the GDC and we were asking ourselves, &#8220;how do we create the first pong for AR?&#8221;</strong></p>
<p><strong>Was Pong a multiplayer game? Not necessarily! Did it connect to the network? No! We have to create the first dot in a long line of dots that will bring us to our destination.</strong></p>
<p><strong>Tish: </strong>You haven&#8217;t seen a Pong yet have you?</p>
<p><strong>Ori: Not yet. I mean there&#8217;s maybe a handful of games and apps out there, but I don&#8217;t think any of them is a Pong yet. Still, it&#8217;s getting closer.</strong></p>
<p><strong>Tish: </strong>Kati London is doing some very interesting work on bringing games into reality, isn&#8217;t she?</p>
<p><strong>Ori: Yes, she works with Frank Lanz at <a href="http://playareacode.com/" target="_blank">Area/Code</a>. He teaches at NYU and has designed games for the <a href="http://www.comeoutandplay.org/" target="_blank">&#8220;Come Out and Play&#8221;</a> festival here in Manhattan. And a lot of these games are actually low tech.</strong></p>
<p><strong>Tish:</strong> Yes I have a big alternate reality game blog brewing that I haven&#8217;t had time to write yet!</p>
<p><strong>Ori: The city is the gameboard is their slogan. It&#8217;s going to be a great playground for AR games. The city becomes a theme park. The city could become an even bigger touristic attraction. People will come to the city to be part of these games. So you&#8217;re having thousands of people running around the city playing all sorts of games from laser-tag style to history adventures, to treasure hunts.</strong></p>
<h3><strong>Composing Reality</strong></h3>
<p><strong>Tish: </strong>So why haven&#8217;t you focused on one of these kinds of games with your company?</p>
<p><strong>Ori: We have a couple of scenarios along these lines that we&#8217;re planning for 2010-11. But first focus on what&#8217;s possible today.</strong></p>
<p><strong>Tish: </strong>And what&#8217;s stopping you from doing those kind of games today?</p>
<p><strong>Ori: Many things. The devices are not there yet, location services are not accurate enough, ubiquitous sensors are notÂ  there yet.</strong></p>
<p><strong>Tish: </strong>You think alternate reality gaming needs more &#8220;ubiquity&#8221; than is currently available?</p>
<p><strong>Ori: Not necessarily. People are doing alternate reality games with no &#8220;ubiquity&#8221; at all. But my interest is to add the visual aspect. I believe humans are mostly driven visually.</strong></p>
<p><strong>Jane McGonigal said in a talk at GDC, that AR would allow us to program reality, which is exactly how I look at it. Once you can recognize things, some of it with WiFi and RFID and all sorts of sensors. But visual sensors is always going to be the ultimate way to recognize things. And once you recognize things and know what they are, and can pull information about those things (or people and places) from the internet, you can program it (visually). You could program it to be fictional, like in a video game, or it could be programmed as non-fictional, like a documentary. And that allows you to do things that before were unimaginable.</strong></p>
<p><strong>Tish: </strong>But you can&#8217;t forget the visual, it is primary the connection to peoples&#8217; primary sensory relationships.</p>
<p><strong>Ori: Yes, it&#8217;s like you go to a grocery store and you pick your vegetables, a lot of it is by sight and by touch. And what if you could also see just by looking at it that it&#8217;s from a local store, and that it&#8217;s organic?</strong></p>
<p><strong>Tish:</strong> It goes beyond overlays really?</p>
<p><strong>Ori: By the way, I don&#8217;t like the term &#8216;overlay&#8217;. I know that&#8217;s how it looks: you either overlay or superimpose, but I&#8217;m still searching for a better term. A term I prefer to use is &#8220;composing reality&#8221;. Just like painters, they use brushstrokes and colors and compose a painting. We need to take the real element and the virtual element and compose them into something new. It&#8217;s not just about slapping one on top of the other.</strong></p>
<p><strong>Tish: </strong>yes I think the idea of dashboards is not so appealing.</p>
<h3><strong>Pookatak Games</strong></h3>
<p><strong>Tish: </strong>Do you want to explain the evolution of your company? You have an interesting history of success with high end enterprise applications.</p>
<p><strong>Ori: Since I was a kid I wanted to invent and create things. When I discovered software, that was a really cool way of actually creating things from nothing. From thin air; and you can do it very quickly. That&#8217;s what brought me into software. But I was always looking for the intersection between technology and art. Looking for ways to bring these things together. In the early nineties virtual reality was doing it. It had the appeal of cutting edge technology that can be combined with art. But then, as we all know, it crashed. So I joined Shai Agassi&#8217;s startup (who is now doing Better Place) back in the early nineties. I was one of the first employees in his startup which was developing multimedia products. I was leading the development of one of its flagship product. At some point we realized the technology could be great for an enterprise environment.</strong></p>
<p><strong>It was a really great experience. First going through this cycle from a very small startup and growing into this multi billion dollar business. I was responsible for defining and marketing SAP&#8217;s platform, which was called Netweaver. It was just an idea when we joined SAP and by the time I left it was a major, major business for SAP. I learned about the challenges of building a platform. No matter what purpose you&#8217;re building it for, it typically has similar rules. It&#8217;s definitely not just about the technology; the content that comes with it is really key to making a platform successful.</strong></p>
<p><strong>The third part of this platform trifecta is the community. If you don&#8217;t build a community, you won&#8217;t get the critical mass required for adoption. It may be your own platform but it&#8217;s not necessarily the people&#8217;s platform. That experience is very key to what we&#8217;re doing today. Now, a new industry is being born on the basis of a remarkable technology. But to drive adoption, first we&#8217;ll need good content. The content will be created using today&#8217;s technology with internal tools developed to simplify the process. Next step would be to make the tools used internally &#8211; available to other developers. Help scale the industry, enable innovation on a larger scale. That way we have a chance to create a platform. So it isn&#8217;t really just about my company. I&#8217;m so passionate about augmented reality, I want to it to become a healthy and successful industry for the next 5, 10, 15 years.</strong></p>
<p><strong>Tish: </strong>Yes I am so ready to be liberated from the sitting behind a computing screen! And I know that all this hardware is murdering the environment.</p>
<p><strong>Ori: There&#8217;s &#8216;s the book by Rolf Hainich which is called &#8220;<a id="ba8p" title="The End Of Hardware" href="http://www.theendofhardware.com/">The End Of Hardware.</a> &#8221; It&#8217;s about hardware for augmented-reality. Once you use goggles or other AR interfaces you eliminate the need for screens, laptops, etc. It&#8217;s going to be great for the environment. You have read Rainbow&#8217;s End, right? According to the book in few years there will barely be any (visible) hardware. At least it&#8217;ll have a much smaller footprint for the environment. And it&#8217;ll touch every aspect of life, everything you do. It&#8217;ll change the way you interact with the world.</strong></p>
<h3><strong>The Illusive Eyewear for Immersive AR.</strong></h3>
<p><a href="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/05/retroar-googlespost.jpg"><img class="alignnone size-medium wp-image-3469" title="retroar-googlespost" src="http://www.ugotrade.com/wordpress/wp-content/uploads/2009/05/retroar-googlespost-300x225.jpg" alt="retroar-googlespost" width="300" height="225" /></a><br />
<em>Friend of Ori&#8217;s in San Francisco wearing retro AR goggles (from <a href="http://gamesalfresco.com/2009/05/04/gdc-2009-roundup-a-tiny-spark-of-augmented-reality/" target="_blank">Games Alfresco, Ori&#8217;s roundup of GDC 2009</a>)</em></p>
<p><strong>Tish:</strong>OK lets talk about goggles.</p>
<p><strong><strong>Ori: Goggles are going to happen, we want to be hands free.</strong></strong></p>
<p><strong>It&#8217;s going to happen because it&#8217;s just a more intuitive way to use this technology. But above all it has to look cool. Because if it&#8217;s not, if it&#8217;s a big headset, then maybe a small percent of the population might use it, but most people won&#8217;t. It has to look like an accessory, like new cool eyeglasses that you just must wear.</strong></p>
<p><strong>I recently talked to a friend, who runs an industrial design firm, and has experience in designing such glasses for companies like Microvision and Lumux. He says that when you try to bring the images so close to our eyes &#8211; there are some really hard problems to solve. Otherwise it can become really annoying and cause dizzyness.</strong></p>
<p><strong>But I&#8217;m optimistic. I believe it&#8217;s going to happen 3 to 5 years from now. It&#8217;s already starting now: Vuzix announced goggles that will be available this year. Some AR apps that are going to take advantage of next year. Initially only a fraction of the population will use it. And that&#8217;s going to help advance it and make it better and better. But it&#8217;s going to take time until it reaches the mass market.</strong></p>
<p><strong>Tish:</strong> In virtual worlds we have seen, I think, a lot of mistakes in terms of reinventing the wheel and producing too many proprietary versions of the same thing and not enough concerted effort on standards and open platforms that could create a vibrant ecosystem.Â  How can augmented reality not make the same mistakes?</p>
<p><strong>Ori: There are some early AR open source efforts ARTookit, ARtag but it is not a movement yet.Â  One of the things we&#8217;re trying to do at ISMAR this year is to put togetherÂ  discussions around key industry issues, such as standards. Some people say it&#8217;s too early, you have to have a defacto standard to start from. But pretty soon it&#8217;s going to be too late. Just like with virtual worlds, all of a sudden you have all these islands that don&#8217;t talk to each other. Why get to that point if we can plan to avoid it? Let&#8217;s start thinking about it right now. On the other front there are devices. There are pockets of people working on adapting devices for AR, second guessing the hardware companies. Why not get them together with the Intels and Nvidias of the world, and discuss what this device should be able to do. And then compete to make it happen.</strong></p>
<p><strong>Tish: </strong>How much luck are you having with this discussion part?</p>
<p><strong>Ori: People are very interested in doing this. We proposed these panels for ISMAR. And I&#8217;ve got some key people already on board. They have tons of input, they want to get involved. We&#8217;ll see how much we can actually get out of it.</strong></p>
<p><strong>Tish: </strong>In virtual worlds it was a while before vibrant opensource communities developed.Â  OpenSim has I think been the breakthrough community in this regard.</p>
<p><strong>Ori: You have to think about the elements up front. The dream job is to architect the industry. Say we agree on the required pieces. Then we could help the right companies succeed in delivering the pieces. Next, we have to collaborate so that these pieces talk to each other. And eventually these communication methods will become defacto standards and most developers will adopt it.</strong></p>
<p><strong>Tish: </strong>So I&#8217;m going to put you in the role. You&#8217;ve got your dream job. You&#8217;re going to architect this community. So what are the key pieces and where would you like to see the open source communities take hold first?</p>
<p><strong>Ori: Open source will not be exclusive. It&#8217;s going to live side by side with proprietary technology.</strong></p>
<p><strong>The key pieces? You have the user at the center. And the user interacts with a lens. The lens includes both the hardware and the software. And then the lens senses and interacts with the world, which includes people, things and places. And these people-things-places emit information &#8211; about who they are, where they are, what they&#8217;re doing, etcÂ  &#8211; which is then stored in the cloud.</strong></p>
<p><strong>And then you have the content providers, the people and companies, composers who weave AR experiences through the pieces we mentioned before. These composers need a platform that glues these pieces together. Pieces of the platform will be on the lens, and in the world, and in the cloud. If you manage to remove the frictions, and connect these pieces into an experience that people like &#8211; then you have a platform. What the platform does it reduces the overhead and accelerates innovation.</strong></p>
<p><strong>Tish: </strong>Another problem virtual worlds faced in their development was their isolation from the world wide web.Â  Will augmented reality avoid this plight?</p>
<p><strong>Ori:Â  Yes, I believe the key, like you said before, is not to reinvent the wheel. The cloud is already there.Â  Take Wikitude for example, all <a href="http://www.mobilizy.com/" target="_blank">Mobilizy</a> had to do is buildÂ  a relatively simple client app, connected to wikipedia, and all of a sudden it offered a wealth of information in your field of view.</strong></p>
<p><strong>I think we can learn a lot from web 2.0. For example, in order to have a ubiquitous experience like <a href="http://www.curiousraven.com/" target="_blank">Robert Rice</a> and others are striving for, you&#8217;ll need to 3d map the world. Google earth like apps are going to help but it is not going to be sufficient. So let&#8217;s leverage people. Google became successful in part by making people work with them.Â  Each time you create a link from your blog to my blog their search engines learn from it.Â  So let&#8217;s find ways to make people create information that can be used for AR.</strong></p>
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<p><em>Ori Inbar directed <a title="Wiki Mouse" href="http://www.youtube.com/watch?v=GTXtW3W8mzQ" target="_blank">Wiki Mouse</a> &#8211; a WIKI Film co-created by a swarm of movie makers around the world.</em></p>
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