November 15, 2011
Art that might be ARt

I’m always keeping an eye out for pieces that either might already be AR, or would translate very well into AR. Two artists caught my eye recently.

The first is illustrator and artist Anna Emelia, whose work is very cosy and intimate which might translate well into the “doll house” perception of desktop hand-held AR for instance. She recently submitted this image on her blog, which I like very much. 

The second is German street artist Tasso. Below is just one of many pieces he has that might translate very well into AR. How terrifying, for instance, might this one be, with a bit of interactivity and some sound:

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November 10, 2011
ScandAR 2011

If you work, study or research AR in the Nordics check out the Call for Participation for the Second Annual Scandinavian Workshop on Augmented Reality, which will be held at Aalborg University, Dec 8th and 9th. 

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September 21, 2011
Part of an artist’s manifesto from the East Side Gallery on the Berlin Wall. Struck a chord.

Part of an artist’s manifesto from the East Side Gallery on the Berlin Wall. Struck a chord.

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August 8, 2011
Enabling Large-Scale Outdoor Mixed Reality and Augmented Reality ISMAR workshop

I’m very excited to be involved co-organizing a workshop at ISMAR this year on enabling large scale MAR. If you’re interested in participating, the research topics include (but are not restricted to):

  • 3D geo-referenced data (images, point clouds, and models)
  • Algorithms for object recognition from large databases of geo-referenced data
  • Algorithms for object tracking in outdoor environment
  • Multi-cue fusion to achieve improved performance of object detection and tracking
  • Novel representation schemes to facilitate large-scale content distribution
  • 3D reasoning to support intelligent augmentation
  • Novel and improved mobile capabilities for data capture (device sensors), processing, and display
  • Applications, experiences, and user interface techniques.
  • The organizing and program committees are stellar, it’s a real honour to be working with this group, and I’m looking forward to the event on September 26th immensely. Special thanks to Matei Stroila of Navteq Research for putting together the site and the call for submissions while most of us were on vacation!

    July 27, 2011

    Can you imagine what you could do with see through and/or projected AR added to the mix? It would be the whisical, funtime opposite of Daniel Suarez’ icy Daemon.

    There’s a couple of things to note here: this is an “mp3 experiment” - but the mp3 really only serves to initiate, synchronize, and contextualize via the voice and music. AR could work like this - detractors confuse wanting to augment things with more or less wanting to replace all other kinds of stimulation, and that’s not necessarily in the best interest of the user.

    Then there’s the element of “being in on it” while perplexing the general public that’s part of the fun of flashmobs, that actually plays to the user-exclusivity of portable AR presentation.

    The key thing, thought, is the motivation in the disembodied introduction - “follow my instructions and we’ll all have a pleasant time together” - this is about having a remarkable shared experience that really depends on careful planning and scripting by the organizers, and preparation and willingness from the participants, rather than the technology which is really only a facilitator. 

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    June 28, 2011
    AR Books

    As an example of how fast things are moving in AR consider augmented books. In 2008 I was blown away by “Haunted Book” by Camille Sherrer of ECAL and the ever amazing EPFL CV lab. I can’t seem to find a video of that work, but “Magic Book” by the same artist looks similar:

    This ran on a laptop, and the graphics are strictly flat sprites. The natural feature tracking was ground-breaking in 2008 - even recent commercial works such as the rather nice DibiDogs book prefer markers. 

    The augmentations on the laptop / book in hands dichotomy makes for awkward interaction, and should recognized for what it is: a limitation imposed by incapable mobile devices, rather than a design decision (though the kids are clearly unfased).

    Three years on from “Haunted Book”, Helen Papagiannis has a new augmented pop-up book, with interactive fully 3D models, natural feature tracking running on iOS mobile devices.

    The tracking isn’t a research project either, but off-the-shelf from Metaio. It feels like the technology is just maturing to the point where artists and creators can get on with what they do without the technology being a massive consideration, or getting in the way too much. 

    As with most technologies, the mechanisms for reading and consuming are maturing faster than those for writing and creating. The next challenge is to make creating AR works as easy as consuming this piece. Maybe we’ll be there when we have an AR sketch book (if that even makes any sense).

    I have a copy of the DibiDogs book, and I hope I can get a copy of “Who’s afraid of Bugs” shipped to Finland. I’m waiting to try them out on my friends’ tech-addled kids, who weren’t even born when I first saw “Haunted Book” back in 2008.

    June 22, 2011
    Performance aids

    I was at Sónar festival in Barcelona this weekend, and one of the things that stood out for me what how important visuals have become for live electronic music artists. It makes sense electronic acts would lead the way here, both because of familiarity with technology, and a certain boring guy-with-laptop sameness of performance that doesn’t create energy like a live rock-band can. The visuals are a performance aid.

    This is the sound/visual control island at the night venue’s main stage - notable because it’s as deep as it is wide, with four rows of computers and technicians, and only one of the four rows seems to deal with sound, while the other three layers of technology all control lights, screens, lasers and other visuals. Visuals require three times as many resources as sound engineering at a music festival.  One act was delayed ten minutes purely because his windows laptop wouldn’t play nice with the projectors - lack of visuals was a sufficient impediment to performance to hold up the show.

    There were a couple of different styles of visuals seeming (to me) to be trying to be volumetric:

    a) The coloured lasers seemed to be trying to “carve out” visual spaces and shapes - certainly (they aren’t making any discernable pattern at the endpoint of the beam, seen from about 11 seconds into the video), and they aren’t doing the usual laser-show trick of projecting things like grids on smoke.

    b) Straight-ahead projection onto a 3D shape. The mesh-screen in conjunction with the back-screen make it feel like the band are performing in the middle of a textured cube.

    c) This is harder to describe, but the singer was using a strobe as if to reach out and “touch” the audience.  

    It felt like, if given working projective AR tech at low installation costs, many artists would jump at the chance for a more immersive show. Certainly I see Kinect-ish technology having an impact here in coming years. The nice thing about AR from a festival-artist’s perspective is you can have a “set” without necessarily bringing and installing it. Cell-phone or HMD based displays won’t cut it though; this needs to be something the whole audience can share.

    June 13, 2011
    There’s no such thing as “Virtual Space”

    tl;dr: “Virtual space” is a poor metaphor, we shouldn’t take it too literally, especially when hypothesizing about the legal ramifications of putting things “in it”. 

    The topic of who owns virtual space (in front of existing advertising billboards outdoors, in museums and other curated spaces) comes up often in discussions about AR and its implications, and for me this is a symptom of people taking AR metaphors too literally. When we imagine physical spaces as if they have a single contiguous virtual volume, we can end up projecting the limitations of physical space onto digital data. This is unnecessary, inappropriate, and leads to confusion.

    What’s actually happening with (visual) AR? Well, we have a view on the world, and we have some geo-spatial data comprising a thing to render, an understanding of how to render it, and metadata describing where in a coordinate frame it is addressed. At some point, we composite a suitable rendering of that data with a view of the real environment (our actual view, a video stream, etc). Essentially we are using a spatial descriptor, be it a pose reading from sensors, or feature points from a camera image, to generate an address in a data representation scheme, and we’re fetching data proximal to that address in a given database. We may “align” the rendering with the view, but this happens in 2D at the rendering stage.

    The geo-spatial data is infinite: we can create any number of database instances that will return any number of different data objects for the same coordinate. Equally, creating an geo-located AR 3D model doesn’t “use-up” “virtual space” that could be occupied by someone else, and you can have multiple objects associated with a given coordinate. Understanding this makes the idea of geo-spatial digital property claims ridiculous (that over 2000 potentially coincident AR layers happily coexist simultaneously on the same platform drives home the point). So even if we hang on to “virtual space”, even just as a metaphor, “virtual spatial layers” is better - it emphasizes the multiplicity (even within platforms). 

    Examining one of the excellent hypothetical questions:

    So what would happen if someone painted an AR beard on the Mona Lisa

    The beard would reside not in the space between you and the Mona List, but as a data entry in a particular database, run by a particular service, viewable with a particular application (today). Nothing happens, but it becomes possible to find and view the AR beard if so desired. The process of rendering the beard happens entirely on your device (whatever it may be). And as discussed previously, the viewing is inherently opt-in

    Considered like this, the legal issues look more likely to surround copyright and the combination of the virtual overlay and the overlaid taken together as comprising a derivative work than geospatial positioning. Copyright issues are likely to be irrelevant in public commons, and in cases where there is no copyrighted object being derived from (e.g. if you place your AR piece in an empty piece of museum). (Of course, IANAL).

    So, AR metaphors shouldn’t be taken too literally, and it would be much better to promote non-metaphorical thinking about AR when considering legal ramifications even hypothetically, to try to limit the scope to well-defined issues like copyright and derivative works, rather than to promote “virtual space” thinking which is liable to cloud the issues and potentially lead to much more restrictive and insane legislation like taking ownership of ranges of addressing schemes that correspond to physical volumes, or partitioning ranges to different AR vendors etc. 

    That said I’d really like to get other people’s take on this.

    May 30, 2011

    MVI_7513-desktop by thesystemis on Flickr.

    (IR, Kinect based) Face tracking, plus projection AR. Ubiquitous projection in performance based or experiential spaces (night-clubs, concerts etc) is something to start considering - your device can hand over the augmenting to the environment where available - especially interesting for self-augmenting.

    April 26, 2011
    I’m plugging away at a City Scene demo right now, but I’d rather throw it all away and start figuring out how to make AR art with a similar feeling to that shown: intimate, precisely located, and cute. Definitely leaving some physical props in there. 
via @vuokko 

    I’m plugging away at a City Scene demo right now, but I’d rather throw it all away and start figuring out how to make AR art with a similar feeling to that shown: intimate, precisely located, and cute. Definitely leaving some physical props in there. 

    via @vuokko 

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