Gameware: A Case-Study in AR Development

I have been aided in this series by a connection with Gameware Development Limited, a Cambridge-based commercial enterprise working in the entertainment industry. Gameware was formed in May 2003 from Creature Labs Ltd, developing for the PC games market which produced the market leading game in Artificial Intelligence (AI), Creatures. When Gameware was formed, a strategic decision was made to move away from retail products and into the provision of technical services. They now work within the Broadcasting and Mobile Telephony space in addition to the traditional PC market. I use this business as a platform to launch into a discussion of the developments current and past that could see AR become a part of contemporary life, and just why AR is such a promising technology.

Gameware’s first explorations into AR came when they were commissioned by the BBC to develop an AR engine and software toolkit for a television show to be aired on the CBBC channel. The toolkit lets children build virtual creatures or zooks at home on their PCs which are uploaded back to the BBC and assessed:

 

A typical Zook, screenshot taken from Gameware's Zook Kit which lets children build virtual creatures
A typical Zook, screenshot taken from Gameware's Zook Kit which lets children build virtual creatures

 

The children with the best designs are then invited to the BAMZOOKi studio to have their virtual creatures compete against each other in a purpose-built arena comprised of real and digital elements. The zooks themselves are not real, of course, but the children can see silhouettes of digital action projected onto the arena in front of them. Each camera has an auxiliary camera pointed at AR markers on the studio ceiling, meaning each camera’s exact location in relation to the simulated events can be processed in real time. The digital creatures are stitched into the footage, and are then navigable and zoomable as if they were real studio elements. No post-production is necessary. BAMZOOKi is currently in its fourth series, with repeats aired daily:

 

BAMZOOKi, BBC's AR game show where children’s zooks compete in a studio environment
BAMZOOKi, BBC's AR game show where children’s zooks compete in a studio environment

 

BAMZOOKi has earned Childrens BBC some of its highest viewing figures (up to 1.2 million for the Monday shows on BBC1 and around 100,000 for each of the 20 episodes shown on digital Children’s BBC), which represents a massive milestone for AR and its emergence as a mainstream media technology. The evidence shows that there is a willing audience already receptive to contemporary AR applications. Further to the viewing figures the commercial arm of the BBC, BBC Worldwide, is in talks to distribute the BAMZOOKi format across the world, with its AR engine as its biggest USP. Gameware hold the rights required to further develop their BAMZOOKi intellectual property (IP), and are currently working on a stripped down version of their complex AR engine for the mobile telephony market.

I argue, however, that Broadcast AR is not the central application of AR technologies, merely an enabler for its wider applicability in other, more potent forms of media. Mobile AR offers a new channel of distribution for a variety of media forms, and it is its flexibility as a platform that could see it become a mainstream medium. Its successful deployment and reception is reliant on a number of cooperating factors; the innovation of its developers and the quality of the actual product being just part of the overall success the imminent release.

As well as their AR research, Gameware creates innovative digital games based on their Creatures AI engine. They recently produced Creebies; a digital game for Nokia Corp. Creebies is one of the first 3D games which incorporates AI for mobile phones. Gameware’s relationship with Nokia was strengthened when Nokia named them Pro-Developers. This is a title that grants Gameware a certain advantage: access to prototype mobile devices, hardware specifications, programming tools and their own Symbian operating system (Symbian OS) for mobile platforms. It was this development in combination with their experiences with BAMZOOKi and a long-standing collaboration with Cambridge University which has led to the idea for their HARVEE project. HARVEE stands for Handheld Augmented Reality Virtual Entertainment Engine.

Their product allows full 3D virtual objects to co-exist with real objects in physical space, viewed through the AR Device, which are animated, interactive and navigable, meaning the software can make changes to the objects as required, providing much space for interesting digital content. The applications of such a tool range from simple toy products; advertising outlets; tourist information or multiplayer game applications; to complex visualisations of weather movements; collaborating on engineering or architectural problems; or even implementing massive city-wide databases of knowledge where users might ‘tag’ buildings with their own graphical labels that might be useful to other AR users. There is rich potential here.

In HARVEE, Gameware attempt to surmount the limitations of current AR hardware in order to deliver the latest in interactive reality imaging to a new and potentially huge user base. Indeed, Nokia’s own market research suggests that AR-capable Smartphones will be owned by 25% of all consumers by 2009 (Nokia Research Centre Cambridge, non-public document). Mobile AR of the type HARVEE hopes to achieve represents not only a significant technical challenge, but also a potentially revolutionary step in mobile telephony technologies and the entertainment industry.

Gameware’s HARVEE project is essentially the creation of an SDK (Software Development Kit) which will allow developers to create content deliverable via their own Mobile AR applications. The SDK is written with the developer in mind, and does the difficult work of augmenting images and information related to the content. This simple yet flexible approach opens up a space for various types of AR content created at low cost for developers and end-users. I see Mobile AR’s visibility on the open market the only impediment to its success, and I believe that its simplicity of concept could see it become a participatory mass-medium of user-generated and mainstream commercial content.

Introduction

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
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 Augmented Reality, televised football matches augment meaning with digital graphics
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:

An Augmented Virtuality, the ITV newscasters sit at a real table in a virtual studio
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.

An Opus to AR – It Begins

Here it goes. The first entry of my grand opus on Augmented Reality, and why I think it will be the most impacting new media form we have had since the rise of the Internet. I will serialise a total of 10,000 words, hyperlinked where appropriate, and with illustrations where possible. The title of this work is as follows:

Assessing an Augmented Future: What is Augmented Reality, What are its Potential Applications in the Entertainment Industry, and What Will its Emergence Mean for the User in Society?

Series Order:

  1. Contents
  2. Abstract
  3. Introduction
  4. What is AR and what is it capable of?
  5. Gameware: A Case Study in AR Development
  6. Constructing a methodology
  7. Reverse Engineering: Locating AR within its wider context
    1. Virtual Reality
    2. The Internet
    3. Mobile Telephone
    4. Summary
  8. Deconstructing AR: assessing it’s socio-cultural impact
    1. Applying McLuhan
    2. Applying Baudrillard
    3. Applying Benjamin
  9. Conclusion
  10. Bibliography
    1. References
    2. Further Reading

Please stick with me, I plan to release each element over a the next few weeks beginning today with Part 2, my research abstract. Grab an RSS feed and please chip in with your contributions.