Conclusion

I set out to assess the implications of a wholly new medium, one which had received little academic attention written from a media theoretical perspective. I made clear use of an industry connection to gain inside knowledge of the developments occurring to bring this medium to the mainstream. Building a methodology that could sustain the level of analysis that I hoped to achieve, I observed the interactions between technology and industry, market forces and cultural influences. Having positioned my subject at the crest of a curling wave, I employed critical media theory to explore the potential implications of my subject in its wider context of social reality. This ambitious task has granted me insight into how the complex interactions of various fields give rise to social change. Along the way I have revealed seams rich in potential for further analysis.

McLuhan is proven to apply to yet another medium, the perspective he offers served my analysis quite well. A further exploration might make use of his Acoustic and Visual Space probe, Cavell’s basis for McLuhanistic spatial enquiry in his book McLuhan in Space (2002) would be a good starting point for such work, since it applies McLuhanism to the media of time and space, thus a good start for work on the presence of virtual objects. Media analysts occupied with screen design might wish to extend Bolter and Grusin’s (1999) work on remediation to the emergent Mobile AR technology, perhaps from an explicit digital gaming perspective. Those with interest in advertising or business as applied to Augmented Reality would do well to continue Benjaminian thought to its logical end: manipulating a virtual object to hold added-value for commercial enterprise. Those with a more creative bent might enjoy a study of the public perception of AR artworks using Benjamin also. There is scope for research into AR-based social interactions; gaming styles; immersion and identity formation, but this sort of work necessitates that first Mobile AR spends at least some time in public consciousness.

Finally, I believe that I have convincingly laid out an argument showing that AR is currently being developed and packaged as an entertainment technology, but its potential for community-driven, self-proliferating excitement of user-created content makes AR a significant and culturally-transformative technology. Convergence between media types will enable and drive the creation of innovative content which if successful will itself rely on new ways of accessing and viewing content and ultimately new forms of content and user experience entirely. We are at the crest of a wave. Will it wither and let a larger wave pass above it, or will it grow to reach tidal proportions? Despite my predictions, only time will tell.

Web Discoveries for August 11th

These are my del.icio.us links for August 11th

Applying Baudrillard

For Jean Baudrillard (1983), “at any moment in the course of our modernity, a particular arrangement of signifying objects and images conditions the way we see the world” (Clark, 1995). “Each major transformation is accompanied by a feeling of disorientation and discomfort over the loss of the previous ‘reality’. This effects a recourse into the imagined certainties of the receding order to ground or stabilise that which is new. In this way, “reality loops around itself”, as “each phase of value integrates into its own apparatus the anterior apparatus as a phantom reference, a puppet or simulation reference”” (Baudrillard, 1988: 145, 121; cited in Clark, 1995). In these words, we see Baudrillard’s perspective can apply neatly to my analysis of Mobile AR. Taking up where McLuhan left us- a view of the Magic Lens constrained by its deterministic overtones- Baudrillard injects the much-needed element of an actively social construction of Mixed Reality, whilst grounding my work in his Postmodern thought on Virtuality.

I am interested in the view that iterations of reality, whilst overlapping and viewable through the Magic Lens, support and influence each other’s existence within a wider structure. I could live wholly in The Virtual, and bring to it conceptions of the reality from whence I came. We see a similar behaviour in Alternate Reality games such as Second Life (Linden Lab: 2003) or The Sims (Maxis: 2000) whereby developers program known physical world causalities, behaviours and actions despite the near-limitless formal opportunities offered by the medium. Users, when given freedom, will likely bring their own conceits and personal experiences to these alternate realities, thereby foregoing what else might be possible in favour of their own culturally-inherited drives and ambitions. The Magic Lens presents a wholly new canvas for the social construction of reality. The collaborative and democratic Mobile 2.0 ethos that Nokia hope to breathe into Mobile AR could falter if users bring too much of our present iteration of reality to it. The Magic Lens offers an opportunity to reshape The Real, not solely through tagging buildings or leaving messages floating in mid-aid, but through the lessons we might learn through engaging with each other in a new way.

Baudrillard focused his work on how we interface with information, and how we build it into our view of reality. He posited that The Media had hijacked reality, becoming a powerful force in the construction of hyper-reality, a social reality that has become more powerful than we exert control over. Through the Magic Lens, we might give form to some aspects of hyper-reality. The medium allows for virtual elements to co-exist with real objects occupying space in the user’s own hyper-reality. In this way, each user can choose which hyper-reality they want to exist in, whether it is one in which 3D AR avatars walk the streets and go about their virtual lives; or one where arrows and directions graphically point out where to go to fulfil a shopping list’s requirements. The Magic Lens makes a shift from mass-media control to personalised, user-focused context-based reality: Reality 2.0 if you will.

Assuming AR does present a new layer to reality, there are certain Baudrillardian imperatives that we will bring to this landscape. One such imperative links the physical properties of real-world space- gravity, mass, optics- to our new environment. To make sense of virtual elements in their context we will employ what we already know about the environment we are in. This means that the most prized virtual objects will exhibit expected behaviour, intuitive interactivity and will be visually suited to its surroundings. Similarly, an object’s location in space alters its perceived importance. I would argue that should a common Mixed Reality exist, governing bodies would write entire protocol for the positioning and size of virtual objects so that one contributor could not take up more than his worth. Important to consider is that even writing hypothetically I am bringing Baudrillardian imperatives to task, applying democracy to a non-existent world! Baudrillard’s “reality loops around itself” has a troublesome effect on my analysis. Let me instead take a fresh perspective, in my next section written from the perspective of Walter Benjamin…

Summary So Far

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.

Web Discoveries for June 24th

These are my del.icio.us links for June 24th