Tag Archives | emergent

The Subscription Options Plugin

My aim is to make my views on Digital Media, Branding and Emergent Technologies as accessible as possible not only to industry types, but to the blog-scouring early-adopting masses. My ongoing series on Augmented Reality has been relatively successful in boosting both the visitation and the subscribership of this blog.

Aside from the content I’ve written this month (May 2009 has been my most prolific since this blog’s inception) I have also started an SEO and social media strategy to extend the reach of the content I write here. I’ll share details later…

Anyway, the key element I want to tell you about in this post is my third strategy to make Digital Cortex portable to readers. I’ve started to provide readers with a range of subscription options, since the most common way for readers to subscribe to any blog and its content are through RSS, Email or Twitter. That’s when I came up with my brand new WordPress plugin.

I realised that my subscription solution might be useful to others also looking to grow their subscribership, so I created this:

The Subscription Options Plugin

subscription options | The Subscription Options Plugin | Digital Cortex

I’ve turned my HTML code into a PHP-based plugin for all WordPress users that has the exact effect I aimed to achieve – to look good on a page, and for blog readers to easily grasp what each icon stood for.

Once installed it can be placed in any widget-ready area, allowing users to link to their various subscription options with ease.

PLEASE CLICK HERE FOR FULL PLUGIN DETAILS

Constructing A Methodology

This entry is part 6 in the series An Opus to AR

Mobile AR is still highly prototypical, and has not received much previous academic attention thus far. A deep analysis of this technology and its implications requires a specially developed methodology, a methodology which acknowledges the pre-release status of the technology, and recognises that Mobile AR represents a fusion of a number of different media technologies. Given that there is no fixed point of entry for analysis, I look to academics writing on the subject of other radical and emergent technologies that (at the time of publishing) were yet to reach the mainstream.

At this early stage of the product cycle there is an interesting interplay between fields. This interplay is assessed in Digital Play: The Interaction of Technology, Culture, and Marketing by Kline et al. (2003), and it raises some arguments useful to the further analysis of Mobile AR as a cultural artefact. One of its lessons is that assessing new technologies is fraught with a long-standing academic and cultural issue: the problem of technological determinism. The theory is that new technologies drive social, political and cultural changes, and that the perceived linearity of technical progression is somehow representative of humanity’s own progression, parallel trajectories dependent on the other’s existence. The weaknesses arise when one assigns these same values to their own assessments, which isolate the subject technology from its wider context. Indeed, it is often forgotten that in order to achieve these innovations, social, economic, political and cultural forces have all worked in collusion. Digital Play (Kline et al., 2003), quotes Leiss (1990) in an especially provoking summarisation:

“Strictly speaking, there are no imperatives in technology. The chief mistake … is to isolate one aspect (technology) of a dense network of social interactions, to consider it in abstraction from all the rest, and then relate it back to that network as an allegedly independent actor.”

Leiss (1990: 2) in Kline et al. (2003:8)

Leiss’ point is that academic enquiry should seek to observe its subjects in the light of their true context. He highlights the importance of the “network” as the source of each technology, denying the idea that modern culture is ‘Under Technology’s Thumb’ (Leiss, 1990). A personal observation is that within the “network” also lie the forerunning technologies that gave rise to the newest developments, and the means to develop them further. This idea recalls McLuhan, who to the detriment of Leiss’ argument, was sometimes known as “the most famous media technological determinist” (Straubhaar & LaRose, 2005: 51) who, in reference to man’s “perpetually … modifying his technology” McLuhan (1964: 46) states that “man becomes, as it were, the sex organs of the machine world, as the bee of the plant world, enabling it to fecundate and to evolve ever new forms”. He hereby suggests a hidden complexity to human-technologic interactions, a complexity I return to later in this work. For now though, these thinkers’ opposing perspectives make a further analysis rather difficult. I recognise McLuhan’s view that there are forces at work within the “network” that need to be addressed, but accept Leiss’ view that I should view the web of interactions as a whole, in order that technological determinism cannot skew my findings. I must reconcile these perspectives in my own approach. Seeking to refrain from any dangerously deterministic hyperbole, I continue the assessment of Mobile AR as an emergent and potentially “network” enhancing new medium, but from which determinist-proof methodology?

Digital Play, though referring mainly to the digital games industry, looks into the complex dynamics between developer, distributor, market and economy. Its critical evaluation of this medium adopts a methodology that suits my own AR enquiries:

“The story of the emergence of interactive play and of its uncertain crisis-filled transformation into one of the premier industries of digital globalized capital is both exciting and revelatory. Historical perspective is vital to critical understanding. We strongly agree with Williams that it is impossible to diagnose the cultural impact of a new medium until the specific institutional circumstances of its development are understood. Moreover, critical media analysis requires historical perspective in order to argue against the deterministic view that technology “is a self-acting force which creates new ways of life [Williams, 1992: 8]”.

Kline et al. (2003:79)

Now, since Mobile AR is such a new and radical technology, it is best considered in terms of other, previously radical technologies and their own timely impact. This approach recognises the emergent nature of Mobile AR technology and the lack of current research in the field, but also allows the opportunity to reflect on the implications of this technology in a relatively safe way: that is, through the lessons learned from full-fledged media. I propose that a useful lens through which to view Mobile AR is offered by an historical analysis of Mobile AR’s better established component media, with a view to producing an understanding of the implications AR holds for society. This approach allows AR to be considered as a product of a convergence of paths: technologic, academic, social and economic, providing the basis for deeper analysis as a consequence.

Introduction

This entry is part 3 in the series An Opus to AR

Augmented Reality (AR) is a theme of computer research which deals with a combination of real world and computer generated data. AR is just one version of a Mixed Reality (MR) technology, where digital and real elements are mixed to create meaning. In essence AR is any live image that has an overlay of information that augments the meaning of these images.

Digital graphics are commonly put to work in the entertainment industry, and ‘mixing realities’ is a common motif for many of today’s media forms. There are varying degrees to which The Real and The Virtual can be combined. This is illustrated in my Mixed Reality Scale:

mixed reality scale | Introduction | Digital Cortex

My Mixed Reality Scale, a simplified version of Milgram & Kishino's (1994) Virtuality Continuum

This is a simplified version of Milgram and Kishino’s (1994) Virtuality Continuum; simplified, because their research is purely scientific, without an explicit interest in media theory or effects, therefore not wholly applicable to my analysis. At the far left of my Mixed Reality Scale lies The Real, or physical, every-day experiential reality. For the longest time we lived solely in this realm. Then, technological innovation gave rise to the cinema, and then television. These media are located one step removed from The Real, a step closer to The Virtual, and can be considered a window on another world. This world is visually similar to our own, a fact exploited by its author to narrate believable, somewhat immersive stories. If willing, the viewer is somewhat ‘removed’ from their grounding here in physical reality, allowing them to participate in the construction of a sculpted, yet static existence. The viewer can only observe this contained reality, and cannot interact with it, a function of the viewing apparatus.

Later advancements in screen media technologies allowed the superimposition of graphical information over moving images. These were the beginnings of AR, whereby most of what is seen is real with some digital elements supplementing the image. Indeed, this simple form of AR is still in wide use today, notably in cases where extra information is required to make sense of a subject. In the case of certain televised sports, for example, a clock and a scoreboard overlay a live football match, which provides additional information that is useful to the viewer. Television viewers are already accustomed to using information that is displayed in this way:

simple ar | Introduction | Digital Cortex

Simple Augmented Reality, televised football matches augment meaning with digital graphics

More recently, computing and graphical power gave designers the tools to build wholly virtual environments. The Virtual is a graphical representation of raw data, and the furthest removed from physical reality on my Mixed Reality Scale. Here lies the domain of Virtual Reality (VR), a technology that uses no real elements except for the user’s human senses. The user is submersed in a seemingly separate reality, where visual, acoustic and sometimes haptic feedback serve to transpose them into this artificial, yet highly immersive space. Notice the shift from viewer to user: this is a function of the interactivity offered by digital space. VR was the forerunner to current AR research, and remains an active realm of academic study.

Computer graphics also enhanced the possibilities offered by television and cinema, forging a new point on the Mixed Reality Scale. I refer to the Augmented Virtuality (AV) approach, which uses mainly digital graphics with some real elements superimposed. For example, a newsreader reporting from a virtual studio environment is one common application. I position AV one step closer towards The Virtual to reflect the ratio of real to virtual elements:

augmented virtuality | Introduction | Digital Cortex

An Augmented Virtuality, the ITV newscasters sit at a real table in a virtual studio

There is an expansive realm between AV and VR technologies, media which offer the user wholly virtual constructions that hold potential for immersion and interactivity. I refer to the media of video games and desktop computers. Here the user manipulates visually depicted information for a purpose. These media are diametrically opposed to their counterpart on my scale, the cinema and television, because they are windows this time into a virtual world, actively encouraging (rather than denying) user interactivity to perform their function. Though operating in virtuality, the user remains grounded in The Real due to apparatus constraints.

Now, further technological advancements allow the fusion of real and virtual elements in ways not previously possible. Having traversed our way from The Real to The Virtual, we have now begun to make our way back. We are making a return to Augmented Reality, taking with us the knowledge to manipulate wholly virtual 3D objects and the computing power to integrate digital information into live, real world imagery. AR is deservedly close to The Real on my scale, because it requires physicality to function. This exciting new medium has the potential to change the way we perceive our world, forging a closer integration between our two binary worlds. It is this potential as an exciting and entirely new medium that has driven me to carry out the following work.

To begin, I address the science behind AR and its current applications. Next, I exploit an industry connection to inform a discussion of AR’s development as an entertainment medium. Then, I construct a methodology for analysis from previous academic thought on emergent technologies, whilst addressing the problems of doing so. I use this methodology to locate AR in its wider technologic, academic, social and economic context. This discussion opens ground for a deeper analysis of AR’s potential socio-cultural impact, which makes use of theories of media and communication and spatial enquiry. I conclude with a final critique that holds implications for the further analysis of Mixed Reality technology.

Abstract

This entry is part 2 in the series An Opus to AR

This series addresses the development and emergence of a new media technology known as Augmented Reality.
I hold the view that this is a culturally significant innovation that holds implications for the user in society.

My discussion reaches a depth of analysis not yet met by contemporary media theorists, but I employ previous academic thought on emergent technologies to provide a framework for analysis, whose work also guides and highlights certain key points that I make.

I address this work with a methodical, structural approach that leaves room for exploration of themes such as virtuality, experiential reality, economics, art, the aura, space, technological determinism, and hyper-reality.

Daft Punk – Pop Oracles?

As you’ll see from my Last.fm profile, I’ve been listening to a lot of Daft Punk lately. For those who haven’t heard their stuff, this track in particular is the one I think best sums them up:

daft punk 200x300 | Daft Punk   Pop Oracles? | Digital Cortex

Buy it, use it, break it, fix it,
Trash it, change it, mail, upgrade it,
Charge it, point it, zoom it, press it,
Snap it, work it, quick erase it,
Write it, cut it, paste it, save it,
Load it, check it, quick rewrite it,
Plug it, play it, burn it, rip it,
Drag it, drop it, zip, unzip it,
Lock it, fill it, call it, find it,
View it, code it, jam, unlock it,
Surf it, scroll it, pose it, click it,
Cross it, crack it, switch, update it,
Name it, read it, tune it, print it,
Scan it, send it, fax, rename it,
Touch it, bring it, pay it, watch it,
Turn it, leave it, start, format it,

Sound familiar? Thought so – it’s the soundtrack to our modern lives.
And it begs the question: are we slaves to our media or is the media subject to us?

Digital Media (as referred to in the above) is the most pliable of all forms, possibly all materials. But do we lose anything by acting as their conduit? Do we define their being by the act of using them?

By way of answer, Marshall McLuhan states that:

Physiologically, man in the normal use of technology [...] is perpetually modified by it and in turn finds ever new ways of modifying his technology. Man becomes, as it were, the sex organs of the machine world, as the bee to the plant world, enabling it to fecundate and to evolve ever new forms.

(Understanding Media, 1967:56)

Punchy stuff indeed, and his point rings truer now than in 1967 when it was first written (for more McLuhanism check out The MemeStream, an older academic blog of mine). The relationship between Man and Machine is blurred in Daft Punk’s own appearance – they are never seen in public without their robot masks.

As I see it, Daft Punk have tapped into the zeitgeist of a world growing ever-reliant on our technologies, without much thought of how these forms may be exploiting us. It’s a beat-heavy warning to the masses to stay human, and not to be  anyone’s “sex organ”.

So what do we think? Are these French electro-popsters oracles for a future world? Answers on a postcard please, or in the comments box below.