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Summary So Far

This entry is part 11 in the series An Opus to AR

In summary, Mobile AR has many paths leading to it. It is this convergence of various paths that makes a true historical appraisal of this technology difficult to achieve. However, I have highlighted facets of its contributing technologies that assist in the developing picture of the implications that Mobile AR has in store. A hybridisation of a number of different technologies, Mobile AR embodies the most gainful properties of its three core technologies: This analyst sees Mobile AR as a logical progression from VR, but recognises its ideological rather than technological founding. The hardware basis of Mobile AR stems from current mobile telephony trends that exploit the growing capabilities of Smartphone devices. The VR philosophy and the mobile technology are fused through the Internet, the means for enabling context-based, live-updating content, and housing databases of developer-built and user-generated digital objects and elements, whilst connecting users across the world.

I have shown that where the interest in VR technologies dwindled due to its limited real-world applicability, Mobile Internet also lacks in comparison to Mobile AR and its massive scope for intuitive, immersive and realistic interpretations of digital information. Wearable AR computing shares VR’s weaknesses, despite keeping the user firmly grounded in physical reality. Mobile AR offers a solution that places the power of these complex systems into a mobile telephone: the ubiquitous technology of our generation. This new platform solves several problems at once, most importantly for AR developers and interested Blue-chip parties, market readiness. Developing for Mobile AR is simply the commercially sensible thing to do, since the related industries are already making the changes required for its mass-distribution.

Like most nascent technologies, AR’s success depends on its commercial viability and financial investment, thus most sensible commercial developers of AR technologies are working on projects for the entertainment and advertising industries, where their efforts can be rewarded quickly. These small-scale projects are often simple in concept, easily grasped and thus not easily forgotten. I claim here that the first Mobile AR releases will generate early interest in the technology and entertainment markets, with the effect that press reportage and word-of-mouth behaviour assist Mobile AR’s uptake. I must be careful with my claims here however, since there is no empirical evidence to suggest that this will occur for Mobile AR. Looking at the emergence of previous technologies, however, the Internet and mobile telephony grew rapidly and to massive commercial success thanks to some strong business models and advancements in their own supporting technologies. It is strongly hoped by developers like Gameware and T-Immersion that Mobile AR can enjoy this same rapid lift-off. Both technologies gained prominence once visible in the markets thanks to a market segment called early adopters. This important group gathers their information from specialist magazine sources and word of mouth. Mobile AR developers would do well to recognise the power of this group, perhaps by offering shareware versions of their AR software that encourage a form of viral transmission that exploit text messaging.

Gameware have an interesting technique for the dissemination of their HARVEE software. They share a business interest with a Bluetooth technology firm, which has donated a prototype product the Bluetooth Push Box, which scans for local mobile devices and automatically sends files to users in acceptance. Gameware’s Push Box sends their latest demo to all visitors to their Cambridge office. This same technology could be placed in public places or commercial spaces to offer localised AR advertising, interactive tourist information, or 3D restaurant menus, perhaps.

Gameware, through its Nokia projects and HARVEE development program is well placed to gain exposure on the back of a market which is set to explode as mobile offerings become commercially viable, ‘social’, powerful, multipurpose and newsworthy. Projects like HARVEE are especially interesting in terms of their wide applicability and mass-market appeal. It is its potential as a revolutionary new medium that inspires this very series.

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The Internet

This entry is part 9 in the series An Opus to AR

The Internet, or specifically the World Wide Web, requires a limited virtuality in order to do its job. The shallow immersion offered to us by our computer screens actually serves our needs very well, since the Internet’s role in our lives is to connect, store and present information in accessible, searchable, scannable, and consistent form for millions of users to access simultaneously, to be dived in and out of quickly or to surround ourselves in the information we want. The naturally-immersive VR takes us partway towards Mobile AR, but its influence stops at the (admittedly profound) concept of real-time interaction with 3D digital images. What the Internet does is bring information to us, but VR forces us to go to it.

This is a function of the Mixed Reality Scale, and the distance of each from The Real. The closer we can bring artefacts from The Virtual to The Real, the more applicable these can be in our everyday lives. The self-sufficient realm of The Virtual does not require grounding in physical reality in order to exist, whereas the Internet and other MR media depend on The Real to operate. AR is the furthest that a virtual object can be ‘stitched into’ our reality, and in doing so we exploit our power in this realm to manipulate and interact with these digital elements to suit our own ends, as we currently do with the World Wide Web.

The wide-ranging entertainment resources offered by the Internet are having a profound effect on real-world businesses, a state of flux that Mobile AR could potentially exploit. There is a shift in the needs of consumers of late that is forcing a change in the ways that many blue-chip organisations are handling their businesses: Mobile data carriers (operators), portals, publishers, content owners and broadcasters are all seeking new content types to face up to the threat of VOIP (Voice Over Internet Protocol) – which is reducing voice traffic; and Web TV/ Internet – reducing (reduced?) TV audiences, particularly in the youth market.

T-Mobile, for example, seeks to improve on revenues through offering unique licensed mobile games, themes, ringtones and video-clips on their T-Zones Mobile Internet Portal; NBC’s hit-series ‘Heroes’ is the most downloaded show on the Internet, forcing NBC to offer exclusive online comics on their webpage, seeking to recoup advertising revenue losses through lacing the pages of these comics with advertising. Mobile AR represents a fresh landscape for these businesses to mine. It is no surprise, then, that some forward-thinking AR developers are already writing software specifically for the display of virtual advertisement billboards in built-up city areas (T-Immersion).

The Internet has changed the way we receive information about the world around us. This hyper-medium has swallowed the world’s information and media content, whilst continuing to enable the development of new and exciting offerings exclusive to the desktop user. The computing capacity required to use the Internet has in the past constrained the medium to the desktop computer, but in the ‘Information Age’ the World Wide Web is just that: World Wide.

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Where is freedimensional?

You’ve probably read about Google Latitude, and maybe even used it yourself. I’ve been using it mostly without meaning to, because I activated the service on my N95’s Google Maps and the bloody thing never turns off. Here’s where I am right now:

Locative technologies are a growing area of interest for me. I believe that GPS, cell-tower triangulation and even good old Bluetooth will play a large part in making cloud-computing extra-relevant to consumers.

I know that people get a bit funny with the blend of real locations and virtual space (see Google Street View debacle) but once we’re all using our next-gen pieces of UI, your networked device could begin to act as a portal to new layers of information useful to you about the city, street, or shop you are in.

I am talking about location-based advertising. An implementational nightmare, but it is foreseeable that Semantic technologies could serve geographically relevant messages, charging advertisers on a cost per impact basis. Google kind of do this with their local search results. It’s a bit shit at the moment though.

The nearest we have to the kind of next-gen solution I’m thinking of is lastminute.com’s free service NRU, available on the Android OS. It lets you scan around your environment with your phone acting as a viewfinder, where cinemas, restaurants and theatres are overlaid in a sonar-like interface. These services pay a small amount to lastminute.com on an affiliate basis, or are paid inclusions:

NRU for Android, from lastminute on the G1

NRU for Android, from lastminute on the G1

There’s one locative service I’m disappointed never took off in the UK, despite being around for a while. BrightKite is a kind of location-based Twitter, and it had real promise until Google came stomping all over them with the release of Latitude.

If I were to ‘check in’ at The Queens Larder on Russell Square, BrightKite users would see my marker and message on a map of the area, as well as other people checked in nearby. The potential for social interaction is high, because through using the service one feels proximity with other users.

With all this in mind, I’d like my readers to ‘feel closer’ to me, so as well as in this post I’ll be placing my Latitude Location Badge on my Contact Page. If you’re in the vicinity, go ahead and either serve me an advert or say hello. I won’t mind which.

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Gameware: A Case-Study in AR Development

This entry is part 5 in the series An Opus to AR

I have been aided in this series by a connection with Gameware Development Limited, a Cambridge-based commercial enterprise working in the entertainment industry. Gameware was formed in May 2003 from Creature Labs Ltd, developing for the PC games market which produced the market leading game in Artificial Intelligence (AI), Creatures. When Gameware was formed, a strategic decision was made to move away from retail products and into the provision of technical services. They now work within the Broadcasting and Mobile Telephony space in addition to the traditional PC market. I use this business as a platform to launch into a discussion of the developments current and past that could see AR become a part of contemporary life, and just why AR is such a promising technology.

Gameware’s first explorations into AR came when they were commissioned by the BBC to develop an AR engine and software toolkit for a television show to be aired on the CBBC channel. The toolkit lets children build virtual creatures or zooks at home on their PCs which are uploaded back to the BBC and assessed:

 

A typical Zook, screenshot taken from Gameware's Zook Kit which lets children build virtual creatures

A typical Zook, screenshot taken from Gameware's Zook Kit which lets children build virtual creatures

 

The children with the best designs are then invited to the BAMZOOKi studio to have their virtual creatures compete against each other in a purpose-built arena comprised of real and digital elements. The zooks themselves are not real, of course, but the children can see silhouettes of digital action projected onto the arena in front of them. Each camera has an auxiliary camera pointed at AR markers on the studio ceiling, meaning each camera’s exact location in relation to the simulated events can be processed in real time. The digital creatures are stitched into the footage, and are then navigable and zoomable as if they were real studio elements. No post-production is necessary. BAMZOOKi is currently in its fourth series, with repeats aired daily:

 

BAMZOOKi, BBC's AR game show where children’s zooks compete in a studio environment

BAMZOOKi, BBC's AR game show where children’s zooks compete in a studio environment

 

BAMZOOKi has earned Childrens BBC some of its highest viewing figures (up to 1.2 million for the Monday shows on BBC1 and around 100,000 for each of the 20 episodes shown on digital Children’s BBC), which represents a massive milestone for AR and its emergence as a mainstream media technology. The evidence shows that there is a willing audience already receptive to contemporary AR applications. Further to the viewing figures the commercial arm of the BBC, BBC Worldwide, is in talks to distribute the BAMZOOKi format across the world, with its AR engine as its biggest USP. Gameware hold the rights required to further develop their BAMZOOKi intellectual property (IP), and are currently working on a stripped down version of their complex AR engine for the mobile telephony market.

I argue, however, that Broadcast AR is not the central application of AR technologies, merely an enabler for its wider applicability in other, more potent forms of media. Mobile AR offers a new channel of distribution for a variety of media forms, and it is its flexibility as a platform that could see it become a mainstream medium. Its successful deployment and reception is reliant on a number of cooperating factors; the innovation of its developers and the quality of the actual product being just part of the overall success the imminent release.

As well as their AR research, Gameware creates innovative digital games based on their Creatures AI engine. They recently produced Creebies; a digital game for Nokia Corp. Creebies is one of the first 3D games which incorporates AI for mobile phones. Gameware’s relationship with Nokia was strengthened when Nokia named them Pro-Developers. This is a title that grants Gameware a certain advantage: access to prototype mobile devices, hardware specifications, programming tools and their own Symbian operating system (Symbian OS) for mobile platforms. It was this development in combination with their experiences with BAMZOOKi and a long-standing collaboration with Cambridge University which has led to the idea for their HARVEE project. HARVEE stands for Handheld Augmented Reality Virtual Entertainment Engine.

Their product allows full 3D virtual objects to co-exist with real objects in physical space, viewed through the AR Device, which are animated, interactive and navigable, meaning the software can make changes to the objects as required, providing much space for interesting digital content. The applications of such a tool range from simple toy products; advertising outlets; tourist information or multiplayer game applications; to complex visualisations of weather movements; collaborating on engineering or architectural problems; or even implementing massive city-wide databases of knowledge where users might ‘tag’ buildings with their own graphical labels that might be useful to other AR users. There is rich potential here.

In HARVEE, Gameware attempt to surmount the limitations of current AR hardware in order to deliver the latest in interactive reality imaging to a new and potentially huge user base. Indeed, Nokia’s own market research suggests that AR-capable Smartphones will be owned by 25% of all consumers by 2009 (Nokia Research Centre Cambridge, non-public document). Mobile AR of the type HARVEE hopes to achieve represents not only a significant technical challenge, but also a potentially revolutionary step in mobile telephony technologies and the entertainment industry.

Gameware’s HARVEE project is essentially the creation of an SDK (Software Development Kit) which will allow developers to create content deliverable via their own Mobile AR applications. The SDK is written with the developer in mind, and does the difficult work of augmenting images and information related to the content. This simple yet flexible approach opens up a space for various types of AR content created at low cost for developers and end-users. I see Mobile AR’s visibility on the open market the only impediment to its success, and I believe that its simplicity of concept could see it become a participatory mass-medium of user-generated and mainstream commercial content.

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Wrigley to Launch New 5 Gum in UK

A new gum brand is about to hit the shelves. 5 Gum is designed to ’stimulate the senses’ and it’s one of the most exciting new brands of the year.
I was lucky enough to get hold of a sample set:

IMG_0558The marketing lifecycle is about to kick off here in the UK with a heavyweight branding campaign designed to encourage product sampling. Let’s look at how the product was launched in the US, taken from the Wrigley corporate site:

  • 2007 In March 2007, Wrigley introduced U.S. consumers to 5, the most exciting development in sugar-free stick gum since the launch of Extra® more than 20 years earlier.
  • 2007 In August 2007, 5 gum unveiled its marketing campaign titled ‘Stimulate Your Senses.’ The advertising spots described “what it feels like to chew 5 gum.” Set against an industrial, futuristic backdrop, the cooling, warming and tingling sensations created by 5 gum flavors Cobalt,
  • Flare and Rain are expressed through dramatically stimulating visuals and sounds. The campaign also strongly leveraged magazine, cinema and online media advertising to showcase our new brand.
  • 2008 In 2008, 5 brand launched two new fruit gum experiences. Lush gum provides a crisp tropical sensation and Elixir gum is a mouthwatering berry sensation.
  • 2009 5 gum takes it to the next level with unique, game-changing flavor experiences. Solstice, a warm and cool winter, and Zing, a sour to sweet bubble, are new-to-world flavor transitioning experiences.

Do check out the 5 Gum YouTube channel for examples of the TV/Cinema creative, but in this post I’d like to review the packaging, which I believe is a point of difference that will give the product luxury status.

So to begin with, we’re starting with an initial three flavours: Cobalt – a cooling peppermint; Electro – a tingling spearmint and Pulse – a crisp tropical. Packs will reportedly go on sale at £1.50 RRP, to reflect that they are a considered rather than impulse purchase.

I’ll be looking at Pulse – the tropical flavour, which comes with little speckles of sharp citric stuff that actually gets your mouth watering when you first start chewing:

IMG_0560Notice how slick the box looks. Think about the colour of the last pack of gum you bought, and now say that 5 doesn’t look cool on this front alone. It does not look clinical like most gums do with their greens, whites and and light blues. They look more like smart trading cards or a packet of condoms for that matter – gum for grownups.

IMG_0567It might be hard to tell from the above but the packs are slightly textured, with a heavy feel in the hand like holding a deck of cards. They slide into a back pocket pretty well. Build quality is excellent, made from a thick card and high gloss colour.

IMG_0569OK I admit the above is a shit picture, but it’s just to give you an idea of how you open and close the box. That flap of paper is embossed with glossy material so you can easily slide the box open with your thumb. Very James Bond. A bit like a book of matches, it’s an old school but perma-cool ‘paper technology’.

IMG_0570And there’s the money shot. You would not be ashamed offering someone a piece of this stuff, rather than one of those pocket-lint covered chiclets you have to fight the foil to thumb out. The designs on the inside are different for each flavour. This would be a great place to feature a QR code or even exhibit work from young artists.

And that concludes my short assessment of 5 Gum’s packaging. Look out for the TV, Online and Print creative coming soon. If you can’t wait, 5 have teamed up with Vice Magazine to generate early interest and reach into the difficult to please Hoxtonite crew – more info at Viceland whose readers have been asked to work with band Hot Chip to create a Launch Event in London that will stimulate the senses.

If you would like more of these sorts of reviews from me, please leave a comment. I look forward to hearing your feedback. Happy chewing.

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