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
Internet of Things Social and Societal

Do you believe (in IoT)?

Larry Smarr’s early December article in the New York Times, An Evolution Toward a Programmable Universe, poetically explains how over the next ten years we and everything around us will be connected. The potential societal, economic and health benefits of the Internet of Things come bursting out of Smarr’s paragraphs like from a pastor on the pulpit. While I’m firmly persuaded that such benefits are possible, I also anticipate that there might be risks.

Another example of the NYT’s campaign to raise public awareness of the IoT was published on December 17. The Internet Get Physical rose to be most popular article of the day (or week, I’m not sure). As the author, Steve Lohr, points out, the Internet of Things is relevant to the general population because it can have an impact on both the health of our planet and business health.

Across many industries, products and practices are being transformed by communicating sensors and computing intelligence. The smart industrial gear includes jet engines, bridges and oil rigs that alert their human minders when they need repairs, before equipment failures occur. Computers track sensor data on operating performance of a jet engine, or slight structural changes in an oil rig, looking for telltale patterns that signal coming trouble.

Sensors on fruit and vegetable cartons can track location and sniff the produce, warning in advance of spoilage, so shipments can be rerouted or rescheduled. Computers pull GPS data from railway locomotives, taking into account the weight and length of trains, the terrain and turns, to reduce unnecessary braking and curb fuel consumption by up to 10 percent.

Thomas Friedman’s thought piece early this week about technology (and network-connected things) in cities (smart cities) is asking readers (especially those in the GOP) to consider how technology innovation produces employment and fuels economic recovery.

When taken individually, each of these is beautifully formulated. Together they read like a hymn book of future (particularly IoT) technology.

I point out the trend because I wonder what is behind it, and what readers who are not following this field closely, but who closely take in every NYT feature and editorial, think of these repeated praises. Is there an element of faith in the goodness of technology resembling the faith some place in God? Have there in the past been similar, concentrated efforts to promote one technology sector as the savior of the planet? Are readers reassured by the thought that technology is going to come to their rescue? Will the general public be disillusioned if (when) such benefits take longer than predicted to materialize?

Categories
Augmented Reality Policy, Legal, Regulatory

Spimes and the Law

Until a technology (or suite of technologies) reaches a critical mass market "mind share" (defined as there's high awareness among those outside the field but not necessarily mass market adoption), there's little attention given to legal matters. Well, the big exception I'm aware of in the domains I monitor is the attention that mobile network operators give to what goes over their infrastructure. Their sensitivity is due to the fact that operators are, under national regulatory policies, responsible for how their services are used and abused.

Although spimes are too diverse to be recognized as a trend by the mass market, Augmented Reality is definitely approaching the public consciousness in some countries. One of those is the United States. AR is on several 2012 top technology trend lists (post on Mashable, BBC ran a four minute video piece on AR in New York City during a prime time TV news magazine, hat tip to Brain Wassom for this one).

With over 50% of the US cellular users on smartphones (according to Flurry report quoted on Tech Crunch on December 27, 2011), and a very litigious society, Americans and American firms are likely to be among the first group to test and put in place laws about what can and can't be done when combining digital data and the physical world. In June 2011, during the third AR Standards Community meeting, an attorney practicing geospatial law in the US, Kevin Pomfret, spoke about the potential legal and regulatory issues associated with AR.  He identified the potential liability associated with accidents or errors during AR use as one of the issues. Pornography and content for "mature audiences" was another area that he highlighted.

This week, Brian Wassom blogged about legal topics that he believes will be important in 2012. Below are my responses and thoughts about the points made in Wassom's post.

1. The first Licensing Model for AR Content. I'm a stickler when it comes to vocabulary. Although often used, the term "AR content" is a misnomer. What people are referring to is content that is consumed in context and synchronized with the real world in some way.  In this light, there are really two parts to the "AR content" equation: the reality to which an augmentation is anchored, and the augmentation itself.

Wassom's point is that, in 2012, a business model around premium AR content will be proven. I hope this will happen but I don't see a business model as a legal matter. There is a legal issue, but it is not unique to AR. There certainly are greedy people who cross the line when it comes to licensing rights. Those who own the information that becomes the augmentation have a right to control its use (and if it is used commercially with their approval, to share in the proceeds). There's never been any doubt that content creators, owners, curators and aggregators all have a role to play and should be compensated for their contributions to the success of AR. However, when information is in digital format and broken down into the smallest possible unit, what is the appropriate  licensing model for an individual data field or point? How those who provide AR experiences will manage to attribute and to license each individual augmentation is unclear to me. Perhaps the key is to treat augmentations from third parties the way we treat digital images on the web. If the use is non-commercial, it can be attributed, but there is no revenue to share. When the use is commercial, in "premium AR experiences," the entity charging a premium fee must have permission from the owner of the original data and distribute the revenues equitably.

2. The First Negligence Law Suit. Wassom believes that people whose awareness of the physical world is impaired by augmentations so completely that they are injured would feel that they can put the blame on the provider of the AR experience. He's got a point, but this should be nipped in the bud. I think those who provide platforms for AR (applications or content), should begin their experiences with a terms and conditions/disclaimer type of agreement. It may take one negligence or liability suit to drive the point home, but over time we will all be required to agree to a clause which releases the provider from responsibility for the actions of users. Why don't people publishing AR experiences preempt the whole problem and introduce the clause today?

3. First Patent Fight will be over Eyewear. I'm following the evolution of hands-free AR hardware and agree that it is not going to be much longer before these are commercially available. Nevertheless, it will require that more than 100,000 of these to be sold before it will be worth anyone's time and money to go after the provider of the first generation of eyewear for consumer use. In my opinion, it will take several generations more (we are already in the second or third generation) before the technology is sufficiently mature to be financially viable. So by that time, a completely different cast of characters will be involved. Why would anyone with patents in this area want to stifle the innovation in hands-free AR in 2012 with a patent fight?

4. Trademarks. I'm looking forward to the day when the term "Augmented Reality" completely disappears. If there begins to be trademark claims around the term in 2012, so much the better! Then people will begin to drop the term to refer to what will be commonplace anyway and we can accelerate the time necessary to just accept that this will be a convenient and compelling way to live.

5. AR frowned upon by family values and fundamentalist religious groups due to explicit content. It is clear that adult content drives the growth of many technologies and AR is unlikely to be different so I agree with Wassom that the adoption of AR in this market is inevitable. It is likely to provide a very clear business case for premium content so, from a financial point of view, this is all good. Having pedophiles using AR would not be surprising and certainly not desirable, but I don't think the technology making AR possible will be treated any differently from other technologies. It's not the technology to blame. It's human nature.      

Categories
Augmented Reality Social and Societal Standards

Virtual Public Art Project

Some believe that experiencing art in digital forms while interacting with or set in real world settings will be a widely adopted use case for Augmented Reality. People will be able to experience more examples of artistic expression, in different places and to contribute by expressing themselves through their software and mobile devices. Projects to explore the interaction of digital and physical objects are quite popular at the annual SIGGRAPH event.

One of the earliest projects using the Layar AR browser for artistic expression in public (and private) spaces is the Virtual Public Art Project begun in March 2010 by Christopher Manzione, a New York City artist and sculptor. Manzione created the VPAP by publishing his creations in a dedicated layer. The site says:

VPAP is the first mobile AR outdoor art experience ever, and maximizes public reception of AR art through compatibility with both iPhone 3GS and Android phones using the free Layar application.

Artists around the world have invested in putting their digital work into the VPAP layer. Projects like this one certainly have the potential to dramatically change how people interact with one another and with art, especially if they are also able to leave their comments or opinions about the artist's work.

One of the limitations of the current VPAP, and perhaps a reason it has not received attention since the fall/winter of 2010-2011, is that it is only viewable on one browser. If there were standards for AR formatting, as there are today for formatting content viewed in a Web browser, then any viewer application, capable of detecting the user's context such as the AR browsers from wikitude and metaio (junaio) would also provide access to the artists' work. In an ideal world one source of content could offer all users the same or similar experiences, using their software of choice.

In the face of multiple proprietary technology silos (and client applications with projects requiring wide, browser-neutral audiences), some AR experience developers offer services based on a single back end with interfaces to each of the publishing platforms. Examples include the Hoppala Augmentation by Hoppala Agency, BuildAR by MOB Labs and MARways by mCRUMBS. In each case, these platforms streamline the publishing process for the content creator to have the widest possible reach.

Will they also need to write interfaces to the next AR browsers? What will these platforms be capable of when Web browsers also support AR?

I guess these are not questions on which artists should be spending their time.