This is ubicomp

@ubistudio: Introducing the Ubiquitous Media Studio

Tuesday, July 13th, 2010

As promised during my talk at ARE2010, I’m launching a new project called the Ubiquitous Media Studio, a.k.a. @ubistudio. The idea is to gather an open network of technologists, artists, experience designers, social scientists and other interested folks, to explore the question “If the world is our platform, then what is our creative medium?” I’m provisionally calling this notion “ubiquitous media”, building on initial research I did in this area several years back. The idea is also very much inspired and influenced by my friends at the most excellent Pervasive Media Studio in Bristol England, who you should know as well.
button-ubi So what is ubiquitous media? I don’t know exactly, thus the exploration. But it seems to me that its outlines can be sensed in the choppy confluence of ubicomp, social networks, augmented reality, physical computing, personal sensing, transmedia and urban systems. It’s like that ancient parable of the blind monks trying to describe an elephant; the parts all feel very weird and different, and we’re trying to catch a glimpse of the future in its entirety. When you look through an AR magic lens, ubiquitous media is in there. When your kid went crazy over the Pokemon and Yu-Gi-Oh story-game universes, it was in there too. When you snap your Nike+ sensor into your running shoe, you’re soaking in it. When you go on a soundwalk or play a mediascape, there’s more than a bit of ubiquitous media in the experience.

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Anyway, we are going to investigate this, with the goals of learning new creative tools and applying them in creative projects. And “we” includes you. If you’re in the Bay Area and you think you might be interested, just jump right in! We’re having a little get-together in Palo Alto:

@ubistudio: Ubiquitous Media Studio #1
Thursday July 22, 2010 5:30-8:30PM
Venue: The Institute for the Future
Details & RSVP: http://meetup.com/ubistudio

I hope you’ll join us. You can also stay connected through @ubistudio on Twitter, and a soon-to-be-more-than-a-placeholder website at ubistudio.org.

Nokia’s approach to mobile augmented reality

Tuesday, August 25th, 2009

We had good AR-related fun at last night’s talk by Kari Pulli and Radek Grzeszczuk from Nokia Research, “Nokia Augmented Reality” hosted by SDForum. It was basically a survey of AR-related work done at Nokia in the last few years, with special emphasis on their research work in image-based recognition.

Kari presented an overview of several research projects, including:

MARA (Mobile Augmented Reality Applications) — A GPS+compass style AR prototype, also using accelerometers as part of the user interaction model. See also this Technology Review article from Nov06.

Image Space — “A user-created mirror world”, or less romantically, a social photo capture & sharing system, using GPS+compass to locate and orient photos you take and upload, and allowing you to browse others’ photos taken nearby.

Landmark-Based Pedestrian Navigation from Collections of Geotagged Photos — A bit hard to describe, best to have a scan of the research paper (pdf).

Point & Find — Mobile service that uses image-based recognition to tag and identify physical objects such as products, movie posters and buildings and provide links to relevant content and services. This is being incubated as a commercial service and is currently in public beta.

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Radek did a technical dive into their approach to image-based recognition, touching on a variety of image processing techniques and algorithms for efficiently extracting the salient geometric features from a photograph, and identifying exact matching images from a database of millions of images. The algorithms were sufficiently lightweight to run well on a smartphone-class processor, although matching against large image collections obviously requires a client-server partitioning. This work seems to be an important part of NRC’s approach to mobile AR, and Radek noted that their current research includes extending the approach to 3D geometry as well as extracting features from streaming images. Capturing a comprehensive database of images of items and structures in the world is one barrier they face, and they are considering ways to use existing collections like Google’s Street View as well as urban 3D geometry datasets such as being created by Earthmine. Another area for further work is matching images that do not contain strong, consistent geometric features; the algorithms described here are not useful for faces or trees, for example.

Update: DJ Cline was there and has pictures of the event, the slides and the demo.

Related links:
SDForum Virtual Worlds SIG
SDForum Emerging Technologies SIG
Gathering of the AR tribes: ISMAR09 in Orlando

a brief response re: web squared

Friday, July 10th, 2009

Tim O’Reilly and John Battelle recently proposed the term “Web Squared” to describe the next phase of the web, where “web meets world” in a melange of collective intelligence, data utilities, pervasive sensing, real time feedback, visualization, emergent semantic structure, and information infusing the physical world. For what it’s worth, I quite like it. We needed a new handle for the remarkable confluence of technologies we are experiencing, and I think Web Squared nicely captures the exponential expansion of possibilities while reaffirming that the web is the only plausible distributed systems infrastructure to build the new world on.

I was also intrigued by the authors’ conclusion, which moves the discussion beyond the realm of technology and into “the stuff that matters”:

All of this is in many ways a preamble to what may be the most important part of the Web Squared opportunity. The new direction for the Web, its collision course with the physical world, opens enormous new possibilities for business, and enormous new possibilities to make a difference on the world’s most pressing problems.

As a techno-optimist by nature, I’m pretty susceptible to visions of enormous new possibilities. I’ve even generated a few of those lovely consensual hallucinations myself, and they can be very exciting to be in the middle of. And it’s almost certainly true – the potential implications are huge. However, I think we also need to examine this vision more critically as part of the ongoing discussion, for example giving serious attention to Adam Greenfield’s design principles for Everyware, and to John Thackara’s concerns when he writes:

Connected environments…and the Internet of Things as a whole, are not a step forwards if they guzzle matter and energy as profligately as the internet of emails does

and echoes Patricia de Martelaere’s caution against

“wasting our lives by continuously watching images of world-processes, or processes of our own body, and desperately trying to interfere – like a man chasing his own shadow.”

After all, in the era of Web Squared we are not just creating new business opportunities; we are talking about cyberspace seeping out of the very fabric of reality. I’m thinking that we don’t want to screw that up.

what is ubiquitous media?

Friday, June 26th, 2009

In the 2003 short paper “Creating and Experiencing Ubimedia“, members of my research group sketched a new conceptual model for interconnected media experiences in a ubiquitous computing environment. At the time, we observed that media was evolving from single content objects in a single format (e.g., a movie or a book), to collections of related content objects across several formats. This was exemplified by media properties like Pokemon and Star Wars, which manifested as coherent fictional universes of character and story across TV, movies, books, games, physical action figures, clothing and toys, and American Idol which harnessed large-scale participatory engagement across TV, phones/text, live concerts and the web. Along the same lines, social scientist Mimi Ito wrote about her study of Japanese media mix culture in “Technologies of the Childhood Imagination: Yugioh, Media Mixes, and Otaku” in 2004, and Henry Jenkins published his notable Convergence Culture in 2006. We know this phenomenon today as cross-media, transmedia, or any of dozens of related terms.

Coming from a ubicomp perspective, our view was that the implicit semantic linkages between media objects would also become explicit connections, through digital and physical hyperlinking. Any single media object would become a connected facet of a larger interlinked media structure that spanned the physical and digital worlds. Further, the creation and experience of these ubimedia structures would take place in the context of a ubiquitous computing technology platform combining fixed, mobile, embedded and cloud computing with a wide range of physical sensing and actuating technologies. So this is the sense in which I use the term ubiquitous media; it is hypermedia that is made for and experienced on a ubicomp platform in the blended physical/digital world.

Of course the definitions of ubicomp and transmedia are already quite fuzzy, and the boundaries are constantly expanding as more research and creative development occur. A few examples of ubiquitous media might help demonstrate the range of possibilities:

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An interesting commercial application is the Nike+ running system, jointly developed between Nike and Apple. A small wireless pressure sensor installed in a running shoe sends footfall data to the runner’s iPod, which also plays music selected for the workout. The data from the run is later uploaded to an online service for analysis and display. The online service includes social components, game mechanics, and the ability to mashup running data with maps. Nike-sponsored professional athletes endorse Nike-branded music playlists on Apple’s iTunes store. A recent feature extends Nike+ connectivity to specially-designed exercise machines in selected gyms. Nike+ is a simple but elegant example of embodied ubicomp-based media that integrates sensing, networking, mobility, embedded computing, cloud services, and digital representations of people, places and things. Nike+ creates new kinds of experiences for runners, and gives Nike new ways to extend their value proposition, expand their brand footprint, and build customer loyalty. Nike+ has been around since 2006, but with the recent buzz about personal sensing and quantified selves it is receiving renewed attention including a solid article in the latest Wired.

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A good pre-commercial example is HP Labs’ mscape system for creating and playing a media type called mediascapes. These are interactive experiences that overlay audio, visual and embodied media interactions onto a physical landscape. Elements of the experience are triggered by player actions and sensor readings, especially location-based sensing via GPS. In the current generation, mscape includes authoring tools for creating mediascapes on a standard PC, player software for running the pieces on mobile devices, and a community website for sharing user-created mediascapes. Hundreds of artists and authors are actively using mscape, creating a wide variety of experiences including treasure hunts, biofeedback games, walking tours of cities, historical sites and national parks, educational tools, and artistic pieces. Mscape enables individuals and teams to produce sophisticated, expressive media experiences, and its open innovation model gives HP access to a vibrant and engaged creative community beyond the walls of the laboratory.

These two examples demonstrate an essential point about ubiquitous media: in a ubicomp world, anything – a shoe, a city, your own body – can become a touchpoint for engaging people with media. The potential for new experiences is quite literally everywhere. At the same time, the production of ubiquitous media pushes us out of our comfort zones – asking us to embrace new technologies, new collaborators, new ways of engaging with our customers and our publics, new business ecologies, and new skill sets. It seems there’s a lot to do, so let’s get to it.

a few remarks about augmented reality and layar

Wednesday, June 24th, 2009

I genuinely enjoyed the demo videos from last week’s launch of the Layar AR browser platform. The team has made a nice looking app with some interesting features, and I’m excited about the prospects of an iPhone 3GS version and of course some local Silicon Valley layarage.

At a technical level, I was reminded of my Cooltown colleagues’ Websign project, which had the very similar core functionality of a mobile device with integrated GPS and magnetometer, plus a set of web services and a markup language for binding web resources (URLs) to locations with control parameters (see also: Websigns: Hyperlinking Physical Locations to the Web in IEEE Computer, August 2001). It was a sweet prototype system, but it never made it out of the lab because there was no practical device with a digital compass until the G1 arrived. Now that we have location and direction support in production platforms, I’m pretty sure this concept will take off. Watch out for the patents in this area though, I think there was closely related prior art that even predated our work.

Anyway I looked carefully at all the demos from Layar and the various online coverage, and wondered about a few things:

  • Layar’s graphical overlay of points of interest appears to be derived entirely from the user’s location and the direction the phone is pointed. There is no attempt to do real-time registration of the AR graphics with objects in the camera image, which is the kind of AR that currently requires markers or a super-duper 3D point cloud like Earthmine. That’s fine for many applications, and it is definitely an advantage for hyperlinks bound to locations that are out of the user’s line of sight (behind a nearby building, for example). Given this, I don’t understand why Layar uses the camera at all. The interaction model seems wrong; rather than using Layar as a viewfinder held vertically in my line of sight, I want to use it like a compass — horizontally like a map, and the phone pointed axially toward my direction of interest. This is most obvious in the Engadget video, where they are sitting in a room and the links from across town are overlaid on images of the bookshelves ;-) Also, it seems a bit unwieldy and socially awkward to be walking down the street holding the phone in front of you. Just my $0.02 there.
  • How will Layar handle the navigation problem of large numbers of active items? The concept of separate “layars” obviously helps, but in a densely augmented location you might have hundreds or even thousands of different layers. Yes this is a hard UI/UX problem, but I guess it’s a problem we would love to have, too much geowebby goodness to sort through. I suppose it will require some nicely intuitive search/filtering capability in the browser, maybe with hints from your personal history and intent profile.
  • Will Layar enable participatory geoweb media creation? I’d be surprised if they don’t plan to do this, and I hope it comes quickly. There will be plenty of official corporate and institutional voices in the geoweb, but a vibrant and creative ecosystem will only emerge from public participation in the commons. This will demand another layer of media literacy, and this will take time and experimentation to develop. I say the sooner we get started, the better.

In any case, good luck to the Layar team!

a remarkable confluence of technologies

Tuesday, June 23rd, 2009

ubicomp-tech-mandala

I have used versions of this picture in many of my talks over the last 10 years, and it just keeps getting more interesting. The overarching message is that we are in the midst of a remarkable wave of innovation, with major advances coming to fruition across many different technology domains, at more or less the same time. This is creating fertile conditions for all manner of new products, services and experiences to emerge through what economist Hal Varian calls “combinatorial innovation” (a nicely refined phrase for an incredibly messy process). Another way to put it is, this is the ubiquitous computing + digital media + internet + physical world supercollider, and we are starting to see the results of a very big, long-running experiment.

It has become somewhat of a cliche to promise radical transformation of businesses through technology, but just because it’s a cliche doesn’t mean it’s wrong. Over the next several years, much of the physical world will become connected into an Internet of people, places & things. This will fundamentally change the nature of our experiences with products, services, environments, organizations, and each other. There is no industry or institution that will be untouched; in retrospect we will see that traditional media companies were simply the low-hanging fruit. Just as the Nike+ running system transforms a shoe into a networked sensor node and an apparel company into the host of a worldwide social media community, combinatorial innovation will plant seeds of opportunity and disruption widely.

(Click image for ridiculously large version, cc-by-sa)