Categories
3D Information Augmented Reality Innovation

Improving AR Experiences with Gravity

I’m passionate about the use of AR in urban environments. However, having tested some simple applications, I have been very disappointed because the sensors on the smartphone I use (Samsung GalaxyS) and the alogrithms for feature detection we have commercially are not well suited to show me really stable or very precise augmentations over the real world.

I want to be able to point at a building and get specific information about the people or activities (e.g., businesses) within at a room-by-room/window-and-door level of precision. Instead, I’m lucky if I see small 2D labels that jiggle around in space, and don’t stay “glued” to the surface of a structure when I move around. Let’s face it, in an urban environment, humans don’t feel comfortable when the nearby buildings (or their parts) shake and float about!

Of course, this is not the only obstacle to urban AR use and I’m not the first to discover this challenge. It’s been clear to researchers for much longer. To overcome this in the past some developers used logos on buildings as markers. This certainly helped with recognizing which building I’m asking about and, based on the size of the logo, estimating my distance from it, but there’s still low precision and poor alignment with edges.

In 4Q 2011 metaio began to share what its R&D team has come up with to address this among other issues associated with blending digital information into the real world in more realistic ways. In the October 27 press release, the company described how, by combining gravity awareness with camera-based feature detection, it is able to improve the speed and performance of detecting real world objects, especially buildings.

The applications for gravity awareness go well beyond urban AR. “In addition to enabling virtual promotions for real estate services, the gravity awareness in AR can also be used to improve the user experience in rendering virtual content that behaves like real objects; for example, virtual accessories, like a pair of earrings, will move according to how the user turns his or her head.”

The concept of Gravity Alignment is very simple. It is described and illustrated in this video:

Earlier this week (on January 30, 2012), metaio released a new video about what they’ve done over the past 6 months to bring this technology closer to commercial availability. The video below and some insights about when gravity aligned AR will be available on our devices have been written up in Engadget and numerous general technology blogs in recent days.

I will head right over to the Khronos Group-sponsored AR Forum at Mobile World Congress later this month to see if ARM will be demonstrating this on stage and to learn more about the value they expect to add to make Gravity Aligned AR part of my next device.

Categories
2020 Internet of Things Social and Societal

My Refrigerator

It's convenient to store your white wine and perishables outside when your refrigerator is small. On our balcony, there are no predators to come and take our food. And the temperature outside remains a relatively stable level of cool. In Western Switzerland we are experiencing a cold snap and I brought in items I had been keeping outside so that they wouldn't freeze. I put them in the refrigerator but it was not easy finding room.

[side note: I'll never forget the remark made by an American I once visited shortly after she arrived in country. She asked me "What is it with these Barbie-size appliances?" In many parts of the world, Barbie-size appliances are all you need when you can easily and frequently stop at retail stores. We don't drive a pick-em-up-truck to the grocery store. We walk there, buy what we need and carry it home.]

When I need to stock up, I ask everyone in my family to pick up a few items, or I use the on-line shopping service, LeShop. It's time consuming to go through the catalog but it is convenient to have the products delivered to your door for approximately 4% of the purchase price. (LeShop charges 7.90 CHF to deliver a 200 CHF order).

Taking a break while perusing LeShop's catalog, I read this article in the New York Times about smart appliances of the future. "Is this the next step in the evolution of my Barbie-size appliance?", I asked myself.

I would find it terrifically useful if my next refrigerator not only kept an inventory of its (small but tightly packed cold box) contents, but also connected tightly (or even loosely) with my LeShop order.

What if I could select a recipe the night before, ask my refrigerator (including my balcony shelves) and pantry if there was any ingredient missing, and then have whatever I was missing brought to me? Almost as easy as going to a restaurant and ordering from a menu!

A fridge that synchronizes with my store would be very useful to me but maybe not everyone. Society may not want this time-saving feature. Some may like to shop for food. Before there were roads leading to every door, people questioned the benefit of the automobile. Until everyone had one in their home, office and pocket (or pocketbook) people questioned the utility of the telephone. Why have a camera in a telephone when you have both separately? Many other innovations have become essential components of daily life.

In a recent post RCR Wireless writer Marshall Kirkpatrick took this whole question of machines talking to one another further. He identified a topic that resembled my posts about new technology adoption and use of AR technology among kids and teens. Kirkpatrick points out how quickly technology has evolved since our parents and grandparents were born (television, Internet, etc) and asks:

How do we talk to children about such a radically new relationship with technology that will characterize the world they’ll work and play in as adults? Machine-to-Machine connectivity is not as easy to grasp as the prospect of people communicating with new devices.

And he brought in an illustration from an article co-authored by Dominique Guinard, one of the young Swiss IoT entrepreneurs. Please click on the illustration to enlarge! Under the illustration are Kirkpatrick's translations to English of all the things these connected devices are saying to the teen pictured on the right.

 

 

 

 

 

Freezer: I was thinking about defrosting today.

Clock: Aren’t you supposed to have left the house already by this time?

Faucet: I dripped all night! You should call the plumber.

Toaster: Do not give me too big a toast toast, this time, eh?

Cooking utensils: I remind you that you have not eaten any greens for three days.

Washing machine: And my clothes? who's going to hang them out to dry?

Categories
Augmented Reality Social and Societal

AR-4-Teens

Changing human behavior is difficult. Go ahead, try it! Exercise more! Eat tomatoes for breakfast!

Changing behavior with new technology is right up there amongst the world's greatest challenges, after world hunger and a few other issues. In my post on AR-4-Kids, I concluded that if children were introduced to AR during infancy, adopting it would never be in question. Certainly using it in daily life would seem natural. Do companies providing AR today really need to wait for the crop of children born in 2010 or later (introduced to tablets with Ernie and Bert speaking to one another) to play with these technologies and keep them as part of their behaviors? 

Suppose you learned as an infant to adopt new technology? "Millennials" are among those who, from their earliest memories have mobile, Internet-connected technology in their hands and pockets and, in some cases, intuitively figure out the role it plays in their lives. 

Results of a study covered in several mobile marketing portals (but is surprisingly difficult to find on the Ypulse site), are not encouraging. The high school and college-age participants of Ypulse's survey are “baffled” by augmented reality technology, particularly when it's infused in mobile apps on leading smartphones. Neither of the news bulletins I've read about this study (here and here) describe the Ypulse methodology or sample size. However, below are the findings at a glance from the Mobile Marketing Watch portal:

  • Only 11% of high schoolers and collegians have ever used an augmented reality app.
  • retailers like Macy’s and brands like Starbucks have come out with mobile AR apps. They’re fun and clever, but as with QR codes, Millennials don’t always get the point.

Among students who have used AR apps:

  • 34% think they’re easy and useful;
  • 26% think they’re easy but not useful;
  • 18% think they’re useful but not easy; and
  • 9% think AR apps are neither useful nor easy to use.

We have a long way to go before the technology put in the hands of consumers, even the magnificent millennials today, meets true needs, adds value and gives satisfaction. Heck, we're not even near a passing grade! 

Those who design and produce AR experiences must reduce their current reliance on advertising agencies and gimmicks. Or at least they must reduce emphasis on "wow" factor that clearly has no purpose (except to engage the potential customer with a brand or logo).

Utility, especially utility in the here and now, is more important than anything else to change behavior and increase the adoption of AR. 

How useful is your AR experience?

Categories
Augmented Reality Social and Societal

Pop-Up Poetry

I occasionally read using the Amazon Kindle application installed on my laptop, but eBook reading doesn't appeal to me. I prefer physical books. That's why this new publication written by Amaranth Borsuk and programmed by Brad Bouse, Between Page and Screen, caught my eye. It's a physical book that can only be read using a webcam connected to the web. You point the book's page at the webcam to read the letters and watch the animations.

This work consists of letters exchanged between two lovers, "P" and "S." Some have called it poetry. Without a literary reviewer's mind or having read it myself, I can't say if it is truly a work of poetry but it is exciting to see how technology, paper and art continue to mingle in new ways.

I'm not thinking this is a practical or particularly enjoyable experience, in part because I don't care for the big marker approach to AR, but this is a natural progression following upon other "magic book" projects.

One of the most well-known is Camille Sherrer's magic book project Le Monde des Montagnes (2008) which uses Natural Feature Recognition (no markers) to detect the page you have shown to the camera and then superimposes animations on the live video of the page (the augmentation is only on the screen).

 

 

 

Imagine what this could be like if it were a graphic novel, like some other projects. I'm thinking here of Jack, the Time Traveller, a project developed by Julian Looser, Adrian Clark, Shunsuke Fukuden, and Katy Bang (while they were working at the HIT Lab NZ) for the Australian Centre for the Moving Image exhibition Screen Worlds. The book tells the story of Jack's journey through the history of cinema and his quest to find an interesting and well-paid job.

There are other ways to play at the intersection of print books and video. In one example of about the same time period as Jack, The Time Traveller (early 2011), Davy and Kristin McGuire created a 3D effect and digitally inserted characters into the story using video recorded with a Canon 5D Mark II projected onto paper.

"It tells the story of a mysterious princess who lures a boy into her magical world to warm her heart of ice. It is made from sheets of paper and light, designed to give a live audience an intimate and immersive experience of film, theatre, dance, mime and animation."

One of the many differences between these three important Magic Book projects and the first work I referred to above is that Between Page and Screen is available for USD 24.95 from Siglio Press.

Categories
Augmented Reality Social and Societal

AR-4-Kids

I've focused my attention on what adults can do with the real world when data is associated with people, places and objects in particular settings. When developing AR-4-Cities (with the AR-4-Basel project) and AR-4-Venues (with the AR @ Mobile World Congress 2012 project) the scenarios always involve an adult roughly the age of my daughters (21, 24 and 26).

Side note: These people are among the very oldest digital natives. In early 1987 the eldest "painted" pictures (in black and white) with a mouse on a Fat Mac. A few years later, the middle daughter's first machine, a Macintosh II, was connected to a 2400 baud modem but I'm really not sure she ever used it because there wasn't any content on the Web and it was horribly difficult to get connected. By that time I had graduated to the 9600 baud modem to connect to AppleLink and download e-mail. 

Okay, back to the future. Within months of the beginning of the mobile AR craze CNET senior writer, Daniel Terdiman, revealed the future of toys. With the exception of one trip to a Toys-R-Us to purchase an iTag AR-enabled Avatar Action Figures set, in February 2010 (and this was for an adult friend who could not obtain the Mattel merchandise in Switzerland), I have neglected the youth segment.

What an oversight! How many children have smartphones or tablets? The most accurate answer is more today than last year and fewer today than next year.

Plenty of people within the AR community recognized this trend early and have been working on it. Put-a-Spell, the first game Ogmento (an AR game publisher started by Ori Inbar) demonstrated about two years ago, featured a panda bear teaching children how to read with tiles (photo below).

And the category is expanding. The results of the survey of AR toys Christy Matte published on Techlicious today reveals the 2012 "crop" of AR for kids. I've never been to Techlicious before this article caught my eye. The topic is a good fit. Although I detest their slogan "We make Technology Simple," the site appears to be a technology portal for (young) women, probably the age of my daughters only not digital natives, where they can read reviews and make purchases. Recent blogs and feature stores are about Internet safety and the best tablets for children's books.

I don't know when I'll have an opportunity to use the new AR-enhanced toys, if ever, but it's clear that children who play with these in 2012 will find AR in other aspects of their lives perfectly normal. And, in 5 years time, the users of these products will marvel if they arrive in a new place and discover that there are no local points of interest available. It will be like a Christmas tree without gifts under it or going into the Sahara dessert without water.

Categories
Augmented Reality Events

Augmented Olympics

The London 2012 Olympic Games are fast approaching. I'm eager to see the extent to which Augmented Reality could be applied to this global celebration of human athleticism. I'm keeping a list of all the campaigns and applications being developed for this special event. Today the first instance was entered in my list. If you want access to this list, send me a message.

BP America recently launched as a component of its Team US support, a campaign using AR to raise public awareness of the US Olympic team.  They've worked with rising stars in archery, cycling, gymnastics, track & field and swimming, as well as some athletes with handcaps shown in the graphic below, to develop content (video clips and photographs). In addition to populating their web site, they had the help of New York City-based Augme to package the content into AR experiences triggered by using trading cards.

 

The system seems a bit of a stretch. There are a lot steps for users, even if they are sports fans.

Imagine this:

  1.  BP America will need to spend a few (certainly 5 figures) dollars and weeks letting people know that there are trading cards in upcoming issues of Bloomberg BusinessWeek magazine.
  2. Then, after buying the BusinessWeek and finding a card, the user will need to follow instructions leading them to a web page where they can launch the image recognition. A press release says that the app is also available for mobile (I was unable to find it, but let's assume for the moment that it's available on iTunes)
  3. Finally, if they are able to get the software to work, the Internet connection is high speed and their computer is sufficiently powerful, they will need to have a web cam. All included in a smartphone, of course.
  4. Those with all the components will then raise the trading card in front of the webcam or smartphone.

I'm not a BusinessWeek subscriber and will probably not find these cards, but I'd really like to know how the use of AR in this scenario is going to bring more value to sports fans than watching the videos and looking at photos already on BP America's web site.

I'll contact the people at Augme who designed the campaign and ask if I can see the statistics on this experiment in a few months time.

Categories
Innovation Internet of Things Standards

ITU Initiatives Help it Remain Relevant

The International Telecommunications Union is a standards development organization based in Geneva, Switzerland and over the past 30 years has published very important specifications for telephony and networking. Over the past decade, and especially the last 5 years, as the Internet expanded and overtook telephony as the principle vehicle for personal communications, the IETF and other standards bodies seemed to take a leadership role in communications standards.

Membership attrition drove the ITU to search for new agendas and redefine itself in the new world. Periodic examination of goals and missions is necessary in any organization, but particularly important for one whose members or customers must pay fees and seek justification for their expenses. I think that, for the ITU, the results of this process of soul searching are beginning to bear fruit.

I'm currently following the ITU Joint Coordination Activity on Internet of Things standards, which began in May 2011, and have attended two meetings of this group. Its survey of the IoT standards landscape will be very valuable to many groups when published. The motivations and the process are very complementary to the work the AR Standards Community is doing. I'm also highly impressed by and seek to attend and observe future meetings of the Internet of Things Global Standards Initiative (IoT GSI). In this group representatives from these seven ITU Study Groups work together:

  • SG 2 – Operational aspects of service provision and telecommunications management
  • SG 3 – Tariff and accounting principles including related telecommunication economic and policy issues
  • SG 9 – Television and sound transmission and integrated broadband cable networks
  • SG 11 – Signalling requirements, protocols and test specifications
  • SG 13 – Future networks including mobile and NGN
  • SG 16 – Multimedia coding, systems and applications
  • SG 17 – Security

This cross Study Group approach is very effective to address such a fundamental "cross domain" topic as standardization for the Internet of Things.

Recently the ITU TSAG (Telecommunications Standards Advisory Group) made two announcements that caught my eye and demonstrate other results of their efforts to stay relevant in the future as a standards body. The first is the formation of a new group focusing on Bridging the Gap: from Innovation to Standardization. One of the common objections to standards is that they stifle innovation so confronting this head on is an excellent initiative. The focus group's results will be released during an event in November 2012.

Second, the ITU TSAG announced that it is initiating another (parallel to the IoT JCA) "landscape" analysis activity on the topic of Machine-to-Machine communications. This charter for this new activity (pasted below from the announcement page for convenience) is currently open for comment.

"The Focus Group will initially focus on the APIs and protocols to support e-health applications and services, and develop technical reports in these areas. It is suggested that the Focus Group establish three sub-working groups:

  1. “M2M use cases and service models”,
  2. “M2M service layer requirements”, and
  3. “M2M APIs and protocols.”

Strong collaboration with stakeholders such as Continua Health Alliance and World Health Organization (WHO) is foreseen. The Focus Group concept allows for greater operational flexibility and crucially allows non-ITU members and other interested organizations to participate."

Although e-health applications are not all that interesting to me, I believe the concept of developing technical reports focusing on different areas will be very productive. And, as with the IoT-GSI, the M2M focus group will also be complementary to other ITU-T Study Groups, especially Study Groups 13 and 16, and to other relevant UN agencies, SDOs, forums/consortia, regulators, policy makers, industry and academia. I'll be observing this activity when they meet and work closely with the IoT-GSI in Geneva next month.

Categories
Augmented Reality Innovation True Stories

Augmented Vision 1

Yesterday I wrote a few thoughts and plans I have about Augmented Humans. In what seems like more than sheer coincidence, I immediately began to see connections to this theme. Today, by following a series of links that seemed to have nothing to do with the topic ("is this how it's supposed to work?" I asked myself), I stumbled upon this early October 2011 piece on Tanagram's blog about Rob Spence.

According to the post, Rob is working is now a consultant for Eidos Montreal. As part of his consulting gig, he shot and produced this video.

The 12-minute piece compares what today's Augmented Humans experience and have with the future vision presented in the recently released Deus Ex – Human Revolution.

Note that Tanagram’s Firefighter Augmented Reality Mask is featured in this video.

Categories
Augmented Reality Events Internet of Things Research & Development

Augmented Humans

Augmented humans are at the epicenter of a scenario for the future that Ray Kurzweil has been popularizing for over 20 years. To recap the central thesis of his life's work, including the book The Singularity is Near published in 2005, Kurzweil promotes the notion that technological singularity is the inevitable result of our research on genetics, nanotechnology and robotics (including artificial intelligence). Whether one believes the trends to which he points will go as far as Kurzweil predicts (in which some of those born human and who live among us today will live far longer than any earlier specimens of our race and will, at the same time, benefit or suffer from "superintelligence") or not, research is continuing unabated in these domains.

Some findings of basic and applied research in areas at the core of the Singularity will be reported by those who will present papers during the third annual Augmented Human conference. This conference whose proceedings will later be published by the ACM focuses on augmenting human capabilities through technology for increased well-being and enjoyable human experience. The program committee solicited contributions on the following topics (this list pasted directly from the conference call for papers, which closed earlier this week):

  • Augmented and Mixed Reality
  • Internet of Things
  • Augmented Sport
  • Sensors and Hardware
  • Wearable Computing
  • Augmented Health
  • Augmented Well-being
  • Smart artifacts & Smart Textiles
  • Augmented Tourism and Games
  • Ubiquitous Computing
  • Bionics and Biomechanics
  • Training/Rehabilitation Technology
  • Exoskeletons
  • Brain Computer Interface
  • Augmented Context-Awareness
  • Augmented Fashion
  • Augmented Art
  • Safety, Ethics and Legal Aspects
  • Security and Privacy

I'd like to hear what these folks are doing. However, I'd also (maybe even more) like meet and get acquainted with flesh and blood Augmented Humans. One whom I met a few years ago at a conference is Rob Spence. Rob is a documentary filmmaker who lost an eye and decided, with the help of Steve Mann, one of the original first-person webcamera video streamers, to have a wireless video camera fitted into his prosthetic eye. Rob kept a blog about the experience for several years but moved it three years ago this month to another host and seems to have been closed. Here's a 2010 interview with Rob published on the Singularity University's blog. According to Rob Spence's web site, visited today when researching this post, he's working on a documentary for the Canadian Film Board. So, at least for now, his story is private.

I'm currently reading Hard-Boiled Wonderland and the End of the World, a work of fiction by Haruki Murakami. The central character (unknowingly) has his brain rewired as part of an experiment and it (his brain) is programmed for him to live the rest of his life "reading" dreams from the skulls of unicorns. It's a gracefully written story. Although stories of people whose bodies and minds have been altered to become "augmented humans" make for excellent works of fiction, of a blog, and probably a documentary, I suspect that the paths humans pursue towards this goal are filled with failed attempts. Interesting to note the last two bullets on the list of topics covered at the AHC. There's confirmation of my concern.

At Laval Virtual, the largest industry event dedicated exclusively to Virtual Reality, Masahiko Inami, a professor in the School of Media Design at the Keio University (KMD), Japan, is giving a talk entitled "Initial Step Towards Augmented Human". Here's the session description:

What are the challenges in creating interfaces that allow a user to intuitively express his/her intentions? Today's HCI systems are limited, and exploit only visual and auditory sensations. However, in daily life, we exploit a variety of input and output modalities, and modalities that involve contact with our bodies can dramatically affect our ability to experience and express ourselves in physical and virtual worlds. Using modern biological understanding of sensation, emerging electronic devices, and agile computational methods, we now have an opportunity to design a new generation of 'intimate interaction' technologies.

This talk will present several approaches that use multi/cross modal interfaces for enhancing human I/O. They include Optical Camouflage, Stop-Motion Goggle, Galvanic Vestibular Stimulation and Chewing Jockey.

Although probably less shocking and hair-raising than the talks at the third AHC, this session should also be very thought-provoking and practical for those working in the field of Virtual Reality. I'll try to make it to both of these events to get fully informed about all aspects of Augmented Humans.

Categories
Augmented Reality Business Strategy

Frog Design’s Top Tech Trends in 2012

Frog Design's post on top technology trends for 2012 is highly insightful. First, the graphic. It's Alice who just can't resist a peak into the future!

Then the list of trends begins with the trend on which I spent considerable time with in 2011 and see expanding in 2012: using mobile AR and similar interfaces to engage with the data available (published by) Smart Cities.

Although many others saw its potential a decade ago, and numerous cities have been working on it since this decade began, there's still a lot of research to do before a basic formula emerges, a set of best practices or guidelines shakes out. Here's how Frog Design's Chief Creative Office describes the modern city:

"The modern city is becoming a pointer system, the new URL, for tomorrow’s hybrid digital–physical environment. Today's Facebook will be complemented by tomorrow's Placebook. Explosive innovation and adoption of computing, mobile devices, and rich sources of data are changing the cities in which we live, work, and play. It's about us, and how computing in the context of our cities is changing how we live. A digital landscape overlays our physical world and is expanding to offer ever-richer experiences that complement, and in emerging cases, replace the physical experience. In the meta–cities of the future, computing isn't just with us; it surrounds us, and it uses the context of our environment to empower us in more natural, yet powerful ways."

This description assumes, thought isn't explicit about having a sensor-rich environment (aka Internet of Things). Isn't the "digital landscape overlaying our physical world and expanding to offer ever-richer experiences" a beautiful image?

Many of the other 14 trends are also well synchronized with the topics of this blog.
I hope you will find this presentation as valuable as I have. I recommend that you view in full screen mode.

Categories
2020 Research & Development

Abundance, the book

For me the word "abundance" is associated with a positive, peaceful state of mind. In essence, it's the opposite of viewing the world from a place of need, fear or greed. And it's a fantastic title for a blog, a movie, a company, or a book. Wish I had thought of it!

In the forthcoming book Abundance: The Future Is Better Than You Think, the authors, Peter Diamandis and Steven Kotler, suggest that our future will be shaped by four emerging forces:

  • the exponential technologies,
  • the DIY innovator,
  • the Technophilanthropist, and
  • the Rising Billion.

The terms aren't defined on the portal and the first chapter doesn't introduce them either, but the marketing of the book is beautifully well aligned with the title in the sense that it makes the potential reader feel the abundance they (those who are promoting the book) have to share with the rest of the world.

Those who pre-order the book are promised a bundle of benefits. Customers who place an order before February 13, 2012 on the book's portal will receive:

  • access to Singularity University’s private graduate training video library (covering AI, robotics, computing systems, neuroscience, synthetic biology, nanotechnology, energy, and innovation);
  • a $1200 gift certificate toward attendance at SU’s 7-day Executive Program at the NASA Ames Campus in 2012;
  • free online access to view Transcendent Man, a documentary film chronicling the life and controversial ideas of Ray Kurzweil; and
  • an invitation to a meeting with the book’s authors via webcast.

That's a lot for $24. I pre-ordered my copy before I wrote this post.


Categories
Augmented Reality Events Standards

AR Standards Community

When we place a phone call, we don't insert a pre-fix for Blackberry phone, a different prefix for calling someone who uses an iPhone and another for Android users. A call request is placed and connected, regardless of the device and software used by the receiver's handset.  When people publish content for the Web (aka "to be viewed using a browser"), they don't need to use a special platform for Internet Explorer, a special content management system or format for Opera Software users, another for Firefox users, and another for those who prefer to use Safari. And, as a result of substantial effort on the part of the mobile ecosystem, the users of mobile Web browsers can also view the same content as on a stationary device, adapted for the constraints of the mobile platform.

With open standards, content publishers can reach the largest potential audiences and end users can choose from a wealth of content sources.

Augmented Reality content and experiences should be available to anyone using a device meeting minimum specifications. If we do not have standards for AR, all that can and could be added to reality will remain stuck in proprietary technology silos.

In the ideal world, where open standards triumph over closed systems, the content a publisher releases for use in an AR-enabled scenario will not need to be prepared differently for different viewing applications (software clients running on a hardware platform).

The community working towards open and interoperable AR will be meeting March 19-20 in Austin, Texas to continue the coordination activities it performs on behalf of all content publishers, AR experience developers and end users.

If you can come, and even if you are unable to meet in person with the leaders of this community, you can influence the discussion by submitting a position paper according to our guidelines.