Anyone for Tonsil Tennis?

This is pretty cool I guess. The idea is that your partner “helps you” to play a video game by letting you snog them in different ways (while you’re looking at a computer screen and therefore not really paying attention).

It’s a bit gross, but it’s still a novel idea, so have a look:

What’s the mechanic here?

The Kiss Controller interface has two components: a customized headset that functions as a sensor receiver and a magnet that provides sensor input. The user affixes a magnet to his/ her tongue with Fixodent. Magnetic field sensors are attached to the end of the headset and positioned in front of the mouth. As the user moves her tongue, this creates varying magnetic fields that are used to control games.

We demonstrate the Kiss Controller bowling game. One person has a magnet on his/her tongue and the other person wears the headset. While they kiss, the person who has the magnet on his/her tongue, controls the direction and speed of the bowling ball for 20 seconds. The goals of this game are to guide the ball so that it maintains an average position in the center of the alley and to increase the speed of the ball by moving the tongue faster while kissing.

And what’s the point?

I literally do not know. If I were the developers I’d have focused on highlighting their innovative technique to use the tongue as an input device: it’s the most dexterous muscle in the body and it’s use is often one of the few remaining facilities among paralytics.

Can’t this be a remote control for wheelchairs or similar, rather than a Wii Sports ripoff? Come on guys…

More details here: Kiss Controller.

My Personal Blogging Ecosystem

Hello! Before we get down to business, here’s just a quick announcement: This weekend I launched a new WordPress plugin called Foursquare Map – any readers with your own blogs, please check it out and let me know how it goes!

Another thing I did this week was to set up my own GTD system with a fresh Moleskine book. I’ll be using this set of icons to help me manage my growing to-do list. First on that list was to follow up on a note to “Map the Digital Cortex Ecosystem“, so *tick!*

What does that entail? Over the two years the site has been running, I’ve tried and tested loads of ways to syndicate content, drive traffic and grow my following. I think I’ve just about maxed-out on the optimisations I can make, and expect further growth to come solely from publishing interesting content. So what does my so-called ‘optimal’ set-up look like? Thanks to Paint.NET you can see for yourself (click for full-screen):

Some tips for building your own blogging ecosystem:

  • Try StumbleUpon – it shows me the coolest stuff every day because I’ve spent time telling it my interests, and then fine-tuning the system with thumbs up / down. I use it about 50 times a day.
  • Get Read It Later – when you don’t have time to give a site the attention it deserves, click the ‘RIL’ button and it’ll sync to the cloud, for reading at a later date. I’ve racked up so much cool stuff this way.
  • Use Delicious Effectively – it’s immensely powerful when used in the right way, and I use it to write one sentence descriptions, along with loads of tags, that publish to my Tumblr each day.
  • Start a Side Blog – some stuff is too cool not to blog about, but sometimes that stuff doesn’t warrant a full blog post (esp. when you’re busy). That’s where Tumblr comes in, and mine is now the fifth largest referrer here, after just two months!
  • Don’t Cross the Streams – sure it’s fun to publish everything everywhere, but it’s sensible to apply a bit of intelligence: what’s really the most appropriate content for that channel? That’s why only blog content goes to my Facebook fan page.
  • Twitter is WIN! – It’s an amazing tool for bloggers, both for content discovery and for content syndication. It’s especially powerful when paired with Tweetmeme buttons on your site (like below). The same is true of the Facebook ‘Like’ button.

There’s probably more to structuring a blogging ecosystem than this, like the ‘star system’ with Twitter/Spotify/Google or the X-Marks approach. There’s also the big question of how you go about measuring any of this stuff, and no word has been made of an actual content strategy but hey, that’s the eternal battle, eh bloggers?!

That’s it from me, hope you enjoyed this post. Let’s discuss tactics… Go!

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.