Tag Archives | medium

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.

Mobile Advertising Gets Clever

 | Mobile Advertising Gets Clever | Digital Cortex

QR Code for WAP Address

The premise of online media is that it is fully accountable, a feature  that I’m sure contributes to Digital’s continued growth during the recession.
It means I can track from impression to conversion across hundreds of thousands of users.
It means I can optimise towards my best performing sites to maximise ROI.
It means any number of other benefits, which I’ll come to in a later post (heh).

For a couple of years, Mobile has been nought but a testing ground for advertisers, a place to paddle around in experimental waters, usually as a way to get the most out of any remaining budget.
It was impossible to gain true visibility over the results, because the infrastructure was constantly in flux, as the big players fought for their technologies to take precidence.

Now the Mobile space is beginning to settle down, everything is changing…

Our new mobile ad campaign will be the first in the world to run through a third party adserver. In partnership with Nokia and Eyeblaster, my agency have planned and are about to execute the first wholly trackable mobile campaign.  This means the same visibility and efficiencies can be ported to a new medium, from the better established digital cousin of Online.
This breakthrough may very well mean Mobile is a first addition to a plan, rather than a final one.

Future Site Design

2941323219 7c4958ded3 | Future Site Design | Digital CortexThis is the cube that’ll eventually inform the whole look and feel of this site.

It’s simplicity evokes solidity and clarity. Also, it looks cool. Which is the main thing.

Will try out a load of different colours, and see what sticks.

I’m now working on creating a Child theme for Thematic, which is supposed to make WordPress customisation quite easy. We’ll see about that!

Google Reveals Their Game Plan

googlegame 300x160 | Google Reveals Their Game Plan | Digital Cortex

Google are launching an AdSense platform for casual games.
Here’s some info to suit all depths of interest in this new development.

Here’s the link to Google’s official announcement:
http://adsense.blogspot.com/2008/10/get-in-game-with-adsense-for-games.html

There is also a YouTube “press release” of their announcement here:

And an example of how the in-game ads might look here:

And finally, an article from CasualGaming.biz who broke the story last Friday:

Google unveils its game plan
Oct 8th 2008 at 13:54 by Michael French:

Web giant Google has finally unveiled its long-awaited bid to enter the in-game advertising sector, revealing it is putting a big focus of the strategy on casual games.

In a post on the blog for the firm’s web advertising team Adsense, Google reps said that it is targeting web games in the first instance:

“Do you develop or publish web-based games? If so, you’re contributing to a growing trend – according to comScore, over 25% of Internet users play online games every week, which is over 200 million users worldwide. As a beta user of AdSense for Games, you can display video ads, image ads, or text ads within your online games to earn revenue,” the sales pitch reads.

“You’ll be able to show these ads in placements you define, such as interstitial frames before a game, after a level change, or when a game is over. Members of our AdWords team will sell your in-game ad placements directly to top brand advertisers, and you’ll also see contextually targeted text and image ads based on content and demographic information. In addition, you’ll be able to control the ads you see on your pages using our filtering options.”

Google has opened a beta for the service, which is open to publishers with predominantly (over 80 per cent)  traffic from the UK or US.

Demonstration videos for the service make reference to a wide variety of games – although both open with footage from Playfish’s Facebook Word Challenge game.

“We’ve built ad technology for games played within a user’s browser, and now we’re looking to expand our publisher network,” the company said.

Google has partnered with Mochi Media and its MochiAds network to add inventory to its available advertising slots.

Jameson Hsu, CEO of Mochi Media commented: “Google AdSense for Games will be able to offer a wide reach for its advertisers, and Mochi Media can better monetize international traffic for our developers and publishers.”

The news comes just hours after the company revealed its YouTube video service would start offering online sales of games as well via links from its relevant videos to online stores such as Amazon and iTunes.

Introducing… The Pico-Projector

Problem:
Mobile multimedia capabilities are increasing in uptake and potential, but the small form-factor we so desire in our handsets are beginning to inhibit a rich user experience.
The typical mobile screen size is 320×240.

Solution:
If your mobile has a pico-projector, it will be able to emit high-res imagery onto any suitable surface, up to 50″ in width.
This unlocks the full immersive power of your mobile web browser, 3D games engine, DivX movie player or video conferencing.

Market Readiness:
Pico-projectors are already on sale as stand-alone units, though are yet to be implemented in mobiles, PMPs or laptops.
The first of these hardware mashups will be on sale in the East by the end of this year, but it’ll likely be another 18 months before they reach Western shores.

Potential:
Aside from the new opportunities for deeper engagement with content and software on the mobile platform, the largest socio-cultural change will occur once people begin to share their mobile experience.
Picture regular consumers using the real world as a medium for virtual interaction.
Location-aware video advertising anyone?