Tag Archives: academic

On the Potential for Branded Robots

Last year I wrote about these awesome fighting robots from Japan, where  I asked this question:

“I am very interested in at least progressing research into the potential for branded robotics, androids & cybernetics if any readers have thoughts?”

I received an equally awesome response from one Pius Agius, who challenged me on my Western predilection to see robots fighting rather than fulfilling a higher place in society. I reproduce the key lines of our dialogue here:

“Because [the Japanese] accept robots as part of their daily lives more than a majority of those living in the west does not mean we in the so called west cannot build great machines [...] We can make better use of our creations than place them in roman like battles. What does that say about us as a civilization?? Let us build machines that can develop and reach their full potential.”

Stunned to have stimulated such a well-considered response, in answer I cited a company that I think are making some great stuff in this field – Festo:

“I think their design-led approach is not only creating some very useful mechanisms, but can potentially change the way we in the West perceive robotics as part of everyday life.”

Check them out if you like – Festo do great stuff.

Meanwhile, I went to see what I could find out about the guy who’d crashed in with his well-considered comment. I found Pius dwelling on the vibrant community pages of Grandroids, a Ning-based social network full of heavyweight discussion on robotics. Members spoke of a ‘Steve Grand’ as the patriarch of their micro-culture. I’m coming back to this…

I don’t think I’ve mentioned this before, but I grew up surrounded by members of the Games Industry in Cambridge. My father was Director of Development at Millennium Interactive, which became Cyberlife, then Creature Labs, and then Gameware Development.

The common thread between these companies was a breakthrough series of Artificial Life games called Creatures. Cyberlife was created to commercialise the work of this very same Steve Grand, where together with a team of artists and programmers they went about developing the Creatures series.

Though artificial life simulators are now a well-established genre (Tamagotchi; Sims; EyePet), the series was first to reach critical and commercial acclaim. Players would take on the role of keepers to cutesy ‘Norns’. But these were no ordinary creations, and in the 90’s Creatures was far ahead of its time.

These creatures would learn and grow, each with their own neural network, and were motivated to survive, and eventually breed in order to pass on their digital genotype. They had the ability to adapt and evolve, iterating towards an understanding of and harmony with their environment.

Years later, Steve is well-established as the leading thinker in AI and robotics. As well as mounds of academic submissions, he’d been running a project to build a series of intelligent robots for rent, as crowd pullers in public events and trade shows. His first robot was a five foot tall humanoid female called Grace, I discovered.

Because I’d found myself on his site, and because I know the guy, I thought I’d go to Steve to ask my initial question once more:

Hello Steve,
This is Tom Saunter here, Ian’s son.

A member of this very network recently commented on my blog, and one Google later I found myself here. With such a vibrant community there’s so much to digest, so I thought I’d go straight to the source…

Part of my job these days is to seek out emerging technologies for advertising purposes, and now that I’ve read about your Grandroids project I am interested to hear your thoughts on how you feel robotics could be of benefit to brands and, in turn, to consumers.

Besides increased traffic to conference booths, what part do you feel your robots might reasonably play when faced with a brief to change the buying behaviours of the general public?

There’s got to be a great piece of research in there.
Do you know anyone who can help me with an answer?

All the best,
Tom

The response, and get ready for it, was this phenomenal piece of prose:

[...] So, um, how might robots like Grace change buying behaviours? God knows! They could certainly have an impact on brand perception, and I suspect that’s a double-edged sword. If the robot is suitably impressive then it improves the company’s image, but if it’s a bit naff then at best it’s just a novelty to draw crowds that the client would then have to secure by other means, and at worst it damages the client’s image.

For instance Asimo has done wonders for Honda’s public image (not in terms of AI, particularly, just general technology), but some other Japanese robots have fared less well, especially those that fall into the Valley of the Uncanny. In other words, they’re lifelike enough to trigger the circuits in our brains that detect things that “aren’t quite right” in other people (signs that we’re being deceived or threatened, say), but they’re not lifelike enough to actually pass the test, so we find them disconcerting. 3D computer games frequently suffer from the same problem, as I’m sure you know, and years ago I predicted that as 3D graphics got better, the demands on intelligent behaviour for game characters would grow intense.

Anyway, I’ve gone off on a tangent. It was a big factor in our design for Grace, though. We deliberately made her look like a robot and didn’t give her human-like skin, etc. Instead I relied on psychological cues of sexiness and lifelikeness that didn’t risk us falling into the Valley of the Uncanny. My point is, you have to get the psychology right or you won’t produce the positive associations in people’s minds that your client needs. The consumers aren’t necessarily going to be able to articulate these things, so they’ll feel bad without knowing why, and you could damage the brand rather than enhance it. I felt I had enough unique experience in designing artificial lifeforms to stay on the safe side of that boundary, though.

One of the things I was keen to achieve was understatement. There are various companies renting out “robots” as crowd pullers (although really they’re just animatronics or remote controlled) and they go for a big noisy splash – flashing lights, big press releases, comedy routines, etc. I wanted Grace to just sit there at the entrance to a booth and be as much like a normal sales girl as possible. I wanted people to do a double-take and then be intrigued. Let them discover it for themselves. It’s a bit like knowing you’ve just been passed by a really powerful motorcycle because you didn’t hear it coming. I think if you do something like this with a fanfare then people will be primed to find something wrong with it, but if you go for the soft sell then they’ll be supportive and impressed. When I wrote Creatures all those centuries ago, my prime principle was that I shouldn’t try to fool people into thinking norns were alive – I should really try my best to make them alive. If people knew I was being honest and doing my best then they’d be on my side, and I think the same is true here. Undersell the robot and you make their company look good by association, as if there’s a lot more under the hood of their products than they’re letting on.

There are also many other kinds of subliminal association that can work for you or against you depending on the client and your ability to tap into the right psychological triggers. I based the look of Grace on the robots Chris Cunningham designed for the video to go with Bjork’s “All is full of love”, because I think he got a lot of those triggers just right – especially the tension between femininity and technology. It’s a bit like designing the iPod – the right curves and the bits you leave out are so important. And with real robots you have to get the behaviour right too, which is a big subject all by itself. Almost all current robots fail miserably in that regard, especially by being too predictable and not subtle enough.

But I don’t think I’m really answering your question, am I? Sorry. Advertising and marketing aren’t my field (I have quite enough fields without adding any more). I don’t really know of anyone who knows about this stuff. One of our “competitors” in New York has a site where they talk quite a bit about the marketing potential of their remote-controlled “robots”, but I can’t for the life of me remember the name of the company (so maybe their advice doesn’t work!).

Looks like it’s down to you to figure it out…

There it is then. The planet’s preeminent ALife & robotics academic, whom has been referred to by Richard Dawkins as “the creator of what I think is the nearest approach to artificial life so far”, is leaving it up to us to answer the big questions:

  • What is the potential for branded robots?
  • Will they ever form part of a marketing strategy?
  • Will we ever allow robots a part in everyday life?

And so, I ask again, dear reader, what do you think?

Let me know in the comments.

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Technosis

There is a new mental condition to look out for, people.
Try this self-diagnosis and let me know how you did in the comments below.

Do you feel stressed if you haven’t checked your voice or e-mail within the last 12 hours? Yes/No
Do you feel as if you can’t cook a meal without technological gadgets? Yes/No
Do you become upset when you can’t find an ATM for quick cash? Yes/No
Do you have difficulty writing without sitting in front of your computer? Yes/No
Do you have a hard time determining when you are finished researching a topic on the Internet? Yes/No
Do you feel less adequate than your highly technologized peers? Yes/No
Do you rely on pre-programmed systems to contact others? Yes/No

In their book, TechnoStress: Coping With Technology @WORK @HOME @PLAY (available here), Michelle M. Weil, Ph.D. and Larry D. Rosen, Ph.D. assert that the growing dependence on technology affects us negatively.

We count on our machines to do so much that when something goes wrong with our technology we are thrown into a tailspin. According to Weil and Rosen (1998):

People allow themselves to be sucked into this technological abyss, and in doing so they become more machine-oriented and less sensitive to their own needs and the needs of others. Some people become so immersed in technology that they risk losing their own identity.

That’s Technosis, a condition whose victims develop an attachment to technology. It grows slowly, but before patients know it, they have lost sight of where they end and technology begins.

Symptoms of Technosis include overdoing work and never feeling finished, believing faster is better, and not knowing how to function successfully without technology. It’s now a peer-reviewed clinical condition, and almost everyone I know suffers from it – probably you, dear reader, too.

Happy Xmas!

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Conclusion

This entry is part 16 in the series An Opus to AR

I set out to assess the implications of a wholly new medium, one which had received little academic attention written from a media theoretical perspective. I made clear use of an industry connection to gain inside knowledge of the developments occurring to bring this medium to the mainstream. Building a methodology that could sustain the level of analysis that I hoped to achieve, I observed the interactions between technology and industry, market forces and cultural influences. Having positioned my subject at the crest of a curling wave, I employed critical media theory to explore the potential implications of my subject in its wider context of social reality. This ambitious task has granted me insight into how the complex interactions of various fields give rise to social change. Along the way I have revealed seams rich in potential for further analysis.

McLuhan is proven to apply to yet another medium, the perspective he offers served my analysis quite well. A further exploration might make use of his Acoustic and Visual Space probe, Cavell’s basis for McLuhanistic spatial enquiry in his book McLuhan in Space (2002) would be a good starting point for such work, since it applies McLuhanism to the media of time and space, thus a good start for work on the presence of virtual objects. Media analysts occupied with screen design might wish to extend Bolter and Grusin’s (1999) work on remediation to the emergent Mobile AR technology, perhaps from an explicit digital gaming perspective. Those with interest in advertising or business as applied to Augmented Reality would do well to continue Benjaminian thought to its logical end: manipulating a virtual object to hold added-value for commercial enterprise. Those with a more creative bent might enjoy a study of the public perception of AR artworks using Benjamin also. There is scope for research into AR-based social interactions; gaming styles; immersion and identity formation, but this sort of work necessitates that first Mobile AR spends at least some time in public consciousness.

Finally, I believe that I have convincingly laid out an argument showing that AR is currently being developed and packaged as an entertainment technology, but its potential for community-driven, self-proliferating excitement of user-created content makes AR a significant and culturally-transformative technology. Convergence between media types will enable and drive the creation of innovative content which if successful will itself rely on new ways of accessing and viewing content and ultimately new forms of content and user experience entirely. We are at the crest of a wave. Will it wither and let a larger wave pass above it, or will it grow to reach tidal proportions? Despite my predictions, only time will tell.

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Applying McLuhan

This entry is part 13 in the series An Opus to AR

I begin with McLuhan, whose Laws of Media or Tetrad offers greater insights for Mobile AR, sustaining and developing upon the arguments developed in my assessment of the interlinking technologies that meet in Mobile AR, whilst also providing the basis to address some of this man’s deeper thoughts.

The tetrad can be considered an observation lens to turn upon one’s subject technology. It assumes four processes take place during each iteration of a given medium. These processes are revealed as answers to these following questions, taken from Levinson (1999):

“What aspect of society or human life does it enhance or amplify? What aspect, in favour or high prominence before the arrival of the medium in question, does it eclipse or obsolesce? What does the medium retrieve or pull back into centre stage from the shadows of obsolescence? And what does the medium reverse or flip into when it has run its course or been developed to its fullest potential?”

(Digital Mcluhan 1999: 189).

To ask each of these it is useful to transfigure our concept of Mobile AR into a more workable and fluid term: the Magic Lens, a common expression in mixed reality research. Making this change allows the exploration of the more theoretical aspects of the technology free of its machinic nature, whilst integrating a necessary element of metaphor that will serve to illustrate my points.

To begin, what does the Magic Lens amplify? AR requires the recognition of a pre-programmed real-world image in order to augment the environment correctly. It is the user who locates this target, it is important to mention. It could be said that the Magic Lens more magnifies than amplifies an aspect of the user’s environment, because like other optical tools the user must point the device towards it and look through, the difference with this Magic Lens is that one aspect of its target, one potential meaning, is privileged over all others. An arbitrary black and white marker holds the potential to mean many things to many people, but viewed through an amplifying Magic Lens it means only what the program recognises and consequently superimposes.

This superimposition necessarily obscures what lies beneath. McLuhan might recognise this as an example of obsolescence. The Magic Lens privileges virtual over real imagery, and the act of augmentation leaves physical space somewhat redundant: augmenting one’s space makes it more virtual than real. The AR target undergoes amplification, becoming the necessary foundation of the augmented reality. What is obsolesced by the Magic Lens, then, is not the target which it obscures, but everything except the target.

I am reminded of McLuhan’s Extensions of Man (1962: 13), which offers the view that in extending ourselves through our tools, we auto-amputate the aspect we seek to extend. There is a striking parallel to be drawn with amplification and obsolescence, which becomes clear when we consider that in amplifying an aspect of physical reality through a tool, we are extending sight, sound and voice through the Magic Lens to communicate in wholly new ways using The Virtual as a conduit. This act obsolesces physical reality, the nullification effectively auto-amputating the user from their footing in The Real. So where have they ‘travelled’? The Magic Lens is a window into another reality, a mixed reality where real and virtual share space. In this age of Mixed Realities, the tetrad can reveal more than previously intended: new dimensions of human interaction.

The third question in the tetrad asks what the Magic Lens retrieves that was once lost. So much new ground is gained by this technology that it would be difficult to make a claim. However, I would not hold belief in Mobile AR’s success if I didn’t recognise the exhumed, as well as the novel benefits that it offers. The Magic Lens retrieves the everyday tactility and physicality of information engagement, that which was obsolesced by other screen media such as television, the Desktop PC and the games console. The Magic Lens encourages users to interact in physicality, not virtuality. The act of actually walking somewhere to find something out, or going to see someone to play with them is retrieved. Moreover, we retrieve the sense of control over our media input that was lost by these same technologies. Information is freed into the physical world, transfiguring its meaning and offering a greater degree of manipulative power. Mixed Reality can be seen only through the one-way-glass of the Magic Lens, The Virtual cannot spill through unless we allow it to. We have seen that certain mainstream media can wholly fold themselves into reality and become an annoyance- think Internet pop-ups and mobile ringtones- through the Magic Lens we retrieve personal agency to navigate our own experience. I earlier noted that “the closer we can bring artefacts from The Virtual to The Real, the more applicable these can be in our everyday lives”; a position that resonates with my growing argument that engaging with digital information through the Magic Lens is an appropriate way to integrate and indeed exploit The Virtual as a platform for the provision of communication, leisure and information applications.

It is hard to approximate what the Magic Lens might flip into, since at this point AR is a wave that has not yet crested. I might suggest that since the medium is constrained to success in its mobile device form, its trajectory is likely entwined with that medium. So, the Magic Lens flips into whatever the mobile multimedia computer flips into. Another possibility is that the Magic Lens inspires such commercial success and industrial investment that a surge in demand for Wearable Computers shifts AR into a new form. This time, the user cannot dip in and out of Mixed Reality as they see fit, they are immersed in it whenever they wear their visor. This has connotations all of its own, but I will not expound my own views given that much cultural change must first occur to implement such a drastic shift in consumer fashions and demands. A third way for the Magic Lens to ‘flip’ might be its wider application in other media. Developments in digital ink technologies; printable folding screens; ‘cloud’ computing; interactive projector displays; multi-input touch screen devices; automotive glassware and electronic product packaging could all take advantage of the AR treatment. We could end up living far more closely with The Virtual than previously possible.

In their work The Global Village, McLuhan and Powers (1989) state that:

“The tetrad performs the function of myth in that it compresses past, present, and future into one through the power of simultaneity. The tetrad illuminates the borderline between acoustic and visual space as an arena of the spiralling repetition and replay, both of input and feedback, interlace and interface in the area of imploded circle of rebirth and metamorphosis”

(The Global Village 1989: 9)

I would be interested to hear their view on the unique “simultaneity” offered by the Magic Lens, or indeed the “metamorphosis” it would inspire, but I would argue that when applied from a Mixed Reality inter-media perspective, their outlook seems constrained to the stringent and self-involved rules of their own epistemology. Though he would be loath to admit it, Baudrillard took on McLuhan’s work as the basis of his own (Genosko, 1999; Kellner, date unknown), and made it relevant to the postmodern era. His work is cited by many academics seeking to forge a relationship to Virtual Reality in their research…

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Mobile Telephone

This entry is part 10 in the series An Opus to AR

The Internet and the mobile phone are two mighty forces that have bent contemporary culture and remade it in their form. They offer immediacy, connectivity, and social interaction of a wholly different kind. These are technologies that have brought profound changes to the ways academia consider technoscience and digital communication. Their relationship was of interest to academics in the early 1990’s, who declared that their inevitable fusion would be the beginning of the age of Ubiquitous Computing: “the shift away from computing which centered on desktop machines towards smaller multiple devices distributed throughout the space” (Weiser, 1991 in Manovich, 2006). In truth, it was the microprocessor and Moore’s Law- “the number of transistors that can be fit onto a square inch of silicon doubles every 12 months” (Stokes, 2003) that led to many of the technologies that fall under this term: laptops, PDA’s, Digital Cameras, flash memory sticks and MP3 players. Only recently have we seen mobile telephony take on the true properties of the Internet.

The HARVEE project is partially backed by Nokia Corp. which recognises its potential as a Mobile 2.0 technology: user-generated content for mobile telephony that exploits web-connectivity. Mobile 2.0 is an emerging technology thematically aligned with the better established Web 2.0. Nokia already refer to their higher-end devices as multimedia computers, rather than as mobile phones. Their next generation Smartphones will make heavy use of camera-handling systems, which is predicated on the importance of user-generated content as a means to promote social interaction. This strategic move is likely to realign Nokia Corp.’s position in the mobile telephony and entertainment markets.

Last year, more camera phones were sold than digital cameras (Future Image, 2006). Nokia have a 12 megapixel camera phone ready for release in 2009, and it will be packaged with a processing unit equal to the power of a Sony PSP (Nokia Finland: non-public product specification document). MP3 and movie players are now a standard on many handsets, stored on plug-in memory cards and viewed through increasingly higher resolution colour screens. There is a growing mobile gaming market, the fastest growing sector of the Games Industry (Entertainment & Leisure Software Publishers Association (ELSPA) sales chart). The modern mobile phone receives its information from wide-band GPRS networks allowing greater network coverage and faster data transfer. Phone calls are the primary function, but users are exploiting the multi-media capabilities of their devices in ways not previously considered. It is these factors, technologic, economic and infrastructural that provide the perfect arena for Mobile AR’s entry into play.

Mobile Internet is the natural convergence of mobile telephony and the World Wide Web, and is already a common feature of new mobile devices. Mobile Internet, I would argue, is another path leading to Mobile AR, driven by mobile users demanding more from their handsets. Mobile 2.0 is the logical development of this technology- placing the power of location-based, user-generated content into a new real-world context. Google Maps Mobile is one such application that uses network triangulation and its own Google Maps technologies to offer information, directions, restaurant reviews or even satellite images of your current location- anywhere in the world. Mobile AR could achieve this same omniscience (omnipresence?) given the recent precedent for massively multi-user collaborative projects such as Wikipedia, Flickr and Google Maps itself. These are essentially commercially built infrastructures designed to be filled with everybody’s tags, comments or other content. Mobile AR could attract this same amount of devotion if it offered such an infrastructure and real-world appeal.

There is a growing emphasis on Ubiquitous Computing devices in our time-precious world, signified by the increased sales in Smartphones and WiFi enabled laptops. Perhaps not surprisingly, Mobile Internet use has increased as users’ devices become capable of greater connectivity. Indeed, the mobile connected device is becoming the ubiquitous medium of modernity, as yet more media converge in it. It is the mobile platform’s suitability to perform certain tasks that Mobile AR can take advantage of, locating itself in the niche currently occupied by Mobile Internet. Returning to my Mixed Reality Scale, Mobile AR serves the user better than Mobile Internet currently can: providing just enough reality to exploit virtuality, Mobile AR keeps the user necessarily grounded in their physical environment as they manipulate digital elements useful to their daily lives.

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