A History of the Sky: 126 Days (via obeyken) – really quite a beautiful video.
Web Discoveries for November 16th
These are my del.icio.us links for November 16th
- 1001 Albums You Must Hear Before You Die…in Spotify -
This guy has found 785 of the 1001 albums we’re all meant to hear before we die (according to a recent book), as Spotify links. Awesome. - thiscyborglife – Gizmodo -
This week, Gizmodo is exploring the enhanced human future in a segment we call This Cyborg Life. It’s about what happens when we treat our body less as a sacred object and more as what it is: Nature’s ultimate machine. - Joomla Developer’s Toolbox – Smashing Magazine -
My new hobby, and once again Smashing Mag has the ultimate article on how it all works. - Ultimate Round-Up Of 60 Excellent Gimp Tutorials | Tutorials | instantShift -
I’m hoping to get a laptop soon, that’ll only run Open Source software. This list will come in handy. - Color Scheme Designer 3 -
Mmmm – colour schemes! Useful for an upcoming project.
Bibliography
So that’s it, my series is over. All that’s left to do now is credit the academic sources that influenced and aided in the construction of my argument. Thanks to everyone below, and thanks to you, dear reader, for coming along for the ride.
References:
Baudrillard, Jean (1983). Simulations. New York: Semiotext(e).
Baudrillard, Jean (1988). Selected Writings, ed. Mark Poster. Cambridge: Polity Press.
Baumann, Jim (date unknown). ‘Military applications of virtual reality’ on the World Wide Web. Accessed 20th March 2007. Available at http://www.hitl.washington.edu/scivw/EVE/II.G.Military.html
Benjamin, Walter (1968). ‘The Work of Art in the Age of Mechanical Reproduction’, in Walter Benjamin Illuminations (trans. Harry Zohn), pp. 217–51. New York: Schocken Books.
Bolter, J. D., B. Mcintyre, M. Gandy, Schweitzer, P. (2006). ‘New Media and the Permanent Crisis of Aura’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 12 (1): 21-39.
Botella, Cristina.M, & M.C. Juan, R.M. Banos, M. Alcaniz, V. Guillen, B. Rey (2005). ‘Mixing Realities? An Application of Augmented Reality for the Treatment of Cockroach Phobia’ in CyberPsychology & Behaviour, Vol. 8 (2): 162-171.
Clark, N. ‘The Recursive Generation of the Cyberbody’ in Featherstone, M. & Burrows, R. (1995) Cyberspace/Cyberbodies/Cyberpunk, London: Sage.
Featherstone, Mike. & Burrows, Roger eds. (1995). Cyberspace/ Cyberbodies/ Cyberpunk: Cultures of Technological Embodiment. London: Sage.
Future Image (author unknown) (2006). ‘The 6Sight® Mobile Imaging Report’ on the World Wide Web. Accessed 22nd March 2007. Available at http://www.wirelessimaging.info/
Genosko, Gary (1999). McLuhan and Baudrillard: The Masters of Implosion. London: Routledge.
Kline, Stephen, DePeuter, Grieg, & Dyer-Witheforde, Nick (2003). Digital Play: The Interaction of Technology, Culture, and Marketing. Kingston & Montreal: McGill-Queen’s University Press.
Levinson, Paul (1999). Digital McLuhan: a guide to the information millennium. London: Routledge.
Liarokapis, Fotis (2006). ‘An Exploration from Virtual to Augmented Reality Gaming’ in Simulation Gaming, Vol. 37 (4): 507-533.
Manovich, Lev (2006). ‘The Poetics of Augmented Space’ in Visual Communication, Vol. 5 (2): 219-240.
McLuhan, Marshall (1962). The Gutenberg galaxy: The Making of Typographic Man. Toronto, Canada: University of Toronto Press.
McLuhan, Marshall (1964). Understanding Media: The Extensions of Man. New York: McGraw-Hill.
McLuhan, Marshall and Powers, Bruce R. (1989). The Global Village: Transformations in World Life in the 21st Century. Oxford University Press: New York.
Milgram, Paul & Kishino, Fumio (1994). ‘A Taxonomy of Mixed Reality Visual Displays’ in IEICE Transactions on Information Systems, Vol. E77-D, No.12 December 1994.
Reitmayr, Gerhard & Schmalstieg, Dieter (2001). Mobile Collaborative Augmented Reality. Proceedings of the IEEE 2001 International Symposium on Augmented Reality, 114–123.
Roberts, G., A. Evans, A. Dodson, B. Denby, S. Cooper, R. Hollands (2002) ‘Application Challenge: Look Beneath the Surface with Augmented Reality’ in GPS World, (UK, Feb. 2002): 14-20.
Stokes, Jon (2003). ‘Understanding Moore’s Law’ on the World Wide Web. Accessed 21st March 2007. Available at http://arstechnica.com/articles/paedia/cpu/moore.ars
Straubhaar, Joseph D. & LaRose, Robert (2005). Media Now: Understanding Media, Culture, and Technology. Belmont, CA: Wadsworth.
Thomas, B., Close. B., Donoghue, J., Squires, J., De Bondi, I’,. Morris, M., and Piekarski, W. ‘ARQuake: An outdoor/indoor augmented reality first-person application’ in Proceedings of the Fourth International Symposium on Wearable Computers, (Atlanta, GA, Oct. 2000), 139-141.
Wagner, D., Pintaric, T., Ledermann, F., & Schmalstieg, D. (2005). ‘Towards massively multi-user augmented reality on handheld devices’. In Proc. 3rd Int’l Conference on Pervasive Computing, Munich, Germany.
Weiser, M. (1991) ‘The Computer for the Twenty-First Century’ in Scientific American 265(3), September: 94–104.
Williams, Raymond (1992). Television: Technology and Cultural Form. Hanover and London: University Press of New England and Wesleyan University Press
Further Reading:
Bolter, Jay D. & Grusin, Richard (1999). Remediation: Understanding New Media. Cambridge, MA: MIT Press.
Cavell, Richard (2002). McLuhan in Space: a Cultural Geography. Toronto: University of Toronto Press.
Galloway, Alexander R. (2006). Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press.
Horrocks, Christopher (2000). Marshall McLuhan & Virtuality. Cambridge: Icon Books.
Jennings, Pamela (2001). ‘The Poetics of Engagement’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 7 (2): 103-111.
Lauria, Rita (2001). ‘In Love with our Technology: Virtual Reality A Brief Intellectual History of the Idea of Virtuality and the Emergence of a Media Environment’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 7 (4): 30-51.
Lonsway, Brian (2002). ‘Testing the Space of the Virtual’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 8 (3): 61-77.
Moos, Michel A. (1997). Marshall McLuhan Essays: Media Research, technology, art, communication. London: Overseas Publishers Association.
Pacey, Arnold (1983). The Culture of Technology. Oxford: Basil Blackwell.
Salen, Katie & Zimmerman, Eric. (2004) Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT.
Sassower, Raphael (1995). Cultural Collisions: Postmodern Technoscience. London: Routledge.
Wood, John ed. (1998). The Virtual Embodied: Presence/Practice/Technology. London: Routledge.
Web Discoveries for June 24th
These are my del.icio.us links for June 24th
- Node | world leader in Location Based Media -
Clever, if rather corporate looking site that says it’s authors seem to have their heads screwed on when it comes to mixed reality applications. - Atlas Obscura | Wondrous, curious & bizarre locations around the world -
All credit to a surprisingly twisted mattbambow for finding this little beauty. - Future of Gadgets -
Good blog with lots of cool tech stuff outside of my usual sphere of interest. - Social Media Monitoring Tools: 26 Free Online Reputation Tools -
One more great list of free (or very cheap) tracking tools. - 20 Free Buzz Monitoring Tools | Blog | Econsultancy -
A great list of free tools. Bookmarked for work I am currently knee deep in.
Virtual Reality
AR is considered by some to be a logical progression of VR technologies (Liarokapis, 2006; Botella, 2005; Reitmayr & Schmalstieg, 2001), a more appropriate way to interact with information in real-time that has been granted only by recent innovations. Thus, one could consider that a full historical appraisal would pertain to VR’s own history, plus the last few years of AR developments. Though this method would certainly work for much of Wearable AR- which uses a similar device array- the same could not be said for Mobile AR, since by its nature it offers a set of properties from a wholly different paradigm: portability, connectivity and many years of mobile development exclusive of AR research come together in enhancing Mobile AR’s formal capabilities. Despite the obvious mass-market potential of this technology, most AR research continues to explore the Wearable AR paradigm. Where Mobile AR is cousin to VR, Wearable AR is sister. Most published works favour the Wearable AR approach, so if my assessment of Mobile AR is to be fair I cannot ignore its grounding in VR research.
As aforementioned, VR is the realm at the far right of my Mixed Reality Scale. To explore a Virtual Reality, users must wear a screen array on their heads that cloak the user’s vision with a wholly virtual world. These head-mounted-displays (HMD’s) serve to transpose the user into this virtual space whilst cutting them off from their physical environment:

A Virtual Reality HMD, two LCD screens occupy the wearer's field of vision
The HMD’s must be connected to a wearable computer, a Ghostbusters-style device attached to the wearer’s back or waist that holds a CPU and graphics renderer. To interact with virtual objects, users must hold a joypad. Aside from being a lot to carry, this equipment is restrictive on the senses and is often expensive:

A Wearable Computer array, this particular array uses a CPU, GPS, HMD, graphics renderer, and human-interface-device
It is useful at this point to reference some thinkers in VR research, with the view to better understanding The Virtual realm and its implications for Mobile AR’s Mixed Reality approach. Writing on the different selves offered by various media, Lonsway (2002) states that:
“With the special case of the immersive VR experience, the user is (in actual fact) located in physical space within the apparatus of the technology. The computer-mediated environment suggests (in effect) a trans-location outside of this domain, but only through the construction of a subject centred on the self (I), controlling an abstract position in a graphic database of spatial coordinates. The individual, of which this newly positioned subject is but one component, is participant in a virtuality: a spatio-temporal moment of immersion, virtualised travel, physical fixity, and perhaps, depending on the technologies employed, electro-magnetic frequency exposure, lag-induced nausea, etc.”
Lonsway (2002: 65)
Despite its flaws, media representations of VR technologies throughout the eighties and early nineties such as Tron (Lisberger, 1982), Lawnmower Man (Leonard, 1992) and Johnny Mnemonic (Longo, 1995) generated plenty of audience interest and consequent industrial investment. VR hardware was produced in bulk for much of the early nineties, but it failed to become a mainstream technology largely due to a lack of capital investment in VR content, a function of the stagnant demand for expensive VR hardware (Mike Dicks of Bomb Productions: personal communication). The market for VR content collapsed, but the field remains an active contributor in certain key areas, with notable success as a commonplace training aid for military pilots (Baumann, date unknown) and as an academic tool for the study of player immersion and virtual identity (Lonsway, 2002).
Most AR development uses VR’s same array of devices: a wearable computer, input device and an HMD. The HMD is slightly different in these cases; it is transparent and contains an internal half-silvered mirror, which combines images from an LCD display with the user’s vision of the world:

An AR HMD, this model has a half-mirrored screen at 45 degrees. Above are two LCDs that reflect into the wearer's eyes whilst they can see what lies in front of them

What Wearable AR looks like, notice the very bright figure ahead. If he was darker he would not be visible
There are still many limitations placed on the experience, however: first, the digital graphics must be very bright in order to stand out against natural light; second, they require the use of a cumbersome wearable computer array; third, this array is at a price-point too high for it to reach mainstream use. Much of the hardware used in Wearable AR research is bought wholesale from liquidized VR companies (Dave Mee of Gameware: personal communication), a fact representative of the backward thinking of much AR research.
In their work New Media and the Permanent Crisis of Aura Bolter et al. (2006) apply Benjamin’s work on the Aura to Mixed Reality technologies, and attempt to forge a link between VR and the Internet. This passage offers a perspective on the virtuality of the desktop computer and the World Wide Web:
“What we might call the paradigm of mixed reality is now competing successfully with what we might call ‘pure virtuality’ – the earlier paradigm that dominated interface design for decades.
In purely virtual applications, the computer defines the entire informational or perceptual environment for the user … The goal of VR is to immerse the user in a world of computer generated images and (often) computer-controlled sound. Although practical applications for VR are relatively limited, this technology still represents the next (and final?) logical step in the quest for pure virtuality. If VR were perfected and could replace the desktop GUI as the interface to an expanded World Wide Web, the result would be cyberspace.”
Bolter et al. (2006: 22)
This account offers a new platform for discussion useful for the analysis of the Internet as a component in Mobile AR: the idea that the Internet could exploit the spatial capabilities of a Virtual Reality to enhance its message. Bolter posits that this could be the logical end of a supposed “quest for pure virtuality”. I would argue that the reason VR did not succeed is the same reason that there is no “quest” to join: VR technologies lack the real-world applicability that we can easily find in reality-grounded media such as the Internet or mobile telephone.
Most Popular
Most Recent
Post Categories
- Culture (64)
- Laboratory (3)
- Media (34)
- academic (23)
- advertising (6)
- brands (6)
- Productivity (4)
- Science (8)
- Sideblog (357)
- Technology (29)
- mobile (10)
- The Future (10)
- Web (48)
- blogging (8)
- del.icio.us (25)



