"Reality leaves room for imagination" - John Lennon

Friday, May 9, 2008

Welcome folks!

As I acquired more experience with blogging it felt that I needed more...I have decided to move to wordpress. We will continue to publish at www.gamesalfresco.com.

See you there!

Friday, April 18, 2008

This just in: updates to "10 best AR devices..."

Hours following the publication of my latest post: “10 best AR Devices…” multiple announcements hit the air supporting my predictions:
1) Enkin: handheld navigation concept for Google Android phone
2) Apple’s patented head mounted display for iPhone
3) Gaming appearing recession proof, with close to a million handheld game devices sold in March 2008.

Wednesday, April 16, 2008

10 best augmented reality DEVICES that will reinvent mobile video games

In my last post, I proposed a countdown of the top 10 augmented reality demos that are poised to revolutionize video games. That collection focused on concepts that inspire a totally new kind of gameplay. Novice readers testified it was a great introduction to augmented reality, while AR savvy insiders found some newly discovered ideas quite inspiring. Thank you all for the great feedback.

Now, let's talk hardware: how in the world are we going to play these games?

Courtesy of "Window to The Future" By Steve Kosareff
AR game devices run the gamut from 20 lbs-backpack-and-head-mounted-display-systems to tiny handheld cell phones.

Once again, Marshall McLuhan's legacy (“the medium is the message) guides the discussion: The evolution of AR hardware devices changes the game mechanics and opens the door for a revolution in game experience.
Scholars have studied it at length (sidebar); I propose a simplified view spanning 3 generations:

The Past: Generation "Kit Bag"

Tinmith epitomizes generation "kit bag"

* took place over the last 10+ years
* custom built backpack with laptop, accessories
* head mounted display
* used exclusively in research
* groundbreaking experience yet -
* heavy, complex, and expensive

The Present: Generation “Hand Bag”

Generation "hand bag" took off with The Invisible Train

* started in 2003 with a horizon of 2010
* mass production: banking on the ubiquity of mobile devices
* aspiring for larger screens with more powerful devices
* easy to carry, ergonomic, affordable, yet -
* occupies hands, limits immersion

The Future: Generation “No Bag”

Leonard Low's concept eyewear for augmented reality

* next 3-15 years
* eyewear: glasses and later contact lens
* handsfree; immersive
* in short: nirvana...(also means in Hindu - the end of suffering)

So, what’s the perfect device for mobile augmented reality games?

Experts argue that it depends on the type of game.
I buy that. Here’s the revised challenge: if game developers want to build a game like Roku’s Reward - what handheld device should they zero in on?

Looking at present and future generations, here is my countdown of the top 10 AR mobile devices with which developers will reinvent video games:

10. PDAs (Personal Digital Assistant)

MIT's Environmental Detectives

PDAs knocked out the “kit bag” generation and signaled the dawn of the “hand bag” generation. They delivered mobility and extensibility (it's easy to add a camera, GPS or other accessories) and it offered reasonable processing power.
However, with the convergence of devices such as cell phones, cameras, and the miniaturization of computers - PDAs are becoming obsolete.
Notable PDAs for AR include: iPAQ, Dell Axim, Fujitsu-Siemens, and Asus

9. UMPC (Ultra Mobile PC)

Outdoor tracking with a UMPC at the University of Cambridge

UMPCs are the most powerful handheld devices out there. Its Windows operating system makes it a familiar and practical platform for development.
Sony Vaio UX is used often by researchers; Raon Digital Everun is another candidate.
UMPCs would have been at a higher position on this list - had it not introduced 2 barriers for adoption as an AR game device: price (upwards of $1500) and size (needs a sizable bag). After all, the UMPC is designed for business - not games.

8. Smart Phones

C-Lab's KickReal runs on a Siemens phone

If you're after the masses, smart phones are your best bet thanks to their ubiquity (out of 1.14 billion cell phones sold in 2007 - 10% were smart phones according to IDC) . In two or three years, it will be nearly impossible to buy a conventional cell phone (as agreed at the CTIA wireless show 2008.)
So, almost everyone has them, cameras are getting better, they're adding accelerometers, and positioning capabilities and some games have proven to work on this type of devices.
Popular mobile phones (sorted by OS popularity according to canalys) include Symbian, Microsoft, RIM, iPhone, Palm (Acquired by Access), and Linux.
Google’s Android phone has ambitions to carve its niche, but has still a long way to go (too slow, not stable). It may emerge as a viable option in 2009.
One AR company suggests the HTC P6500 as “a good approach [for augmented reality games] with faster and easier development tools.”
But because of its small screen, low end processors, and major market fragmentation - smart phones cant leap beyond the 8th spot.

7. iPhone

The iPhone could surpass other game devices (Roughly Drafted Magazine )

Though considered a smart phone - owing to its unmatched user experience - the iPhone deserves its own category.
Its form factor, touch screen, accelerometer, more modern technology, and now with an open SDK - it's irresistible.
Although Apple is not known as a great gaming company there are currently 373 games listed under iPhone webapps.
Apple’s total control of the whole product compared with Gphone’s patchwork of multiple companies will result in a better experience.

6. Handheld Game Devices (PSP, Gizmondo, Nintendo DS)

Gizmondo used for the Caleb project at Graz University

Handheld game devices are leading the growth in the game hardware market. Some people believe they will cut into the console market. Devices such as Sony's PSP, Nintendo DS (and Gizmondo assuming it will indeed reemerge) have a great form factor - and the fact that they are designed specifically for games, gives them an edge over general purpose devices.
But here's the caveat: PSP and the DS need to be complemented with accessories such as camera, as well as accelerometers, positioning and ubiquitous connectivity capabilities - to be able to play in this game.

5. Nokia Phones (N Series)

MARA project at Nokia

Haven't we already covered smart phones at #8?. Well, Nokia isn't just another smart phone company. Through extensive research, it pushes the envelop of augmented reality experiments on phones more than any other manufacturer.
Notable devices include N-81, N95, N-810.
The feature packed multimedia heavy N95 stands out as the most popular among researchers despite some limiting factors:
* runs on symbian - not great for heavy programming
* small 2.6” screen with 240 x 320 pixels only
* Expensive (above $500) and not really for mass market

4. MID (Mobile Internet Devices)

Intel announced these MIDs to be releases in 2008

Intel is putting its muscle behind the MID. The MID is designed for multimedia consumption on the go. It’s extremely portable with an ideal screen size (4-5”); it’s fully connected and armed with a strong (low power consumption) processor. The fact that it runs on a scaled down Linux makes it accessible and fast. But, what really separates it from the UMPC is its sub $500 target price.
Before year end ,Intel hardware partners are planning to release these products: LG Xnote, BenQ, Aigo, Lenovo MID.
Although experts have no real world experience with the MID - it's shaping up as the preferred choice; if you plan to develop an augmented reality game this year - I would single out the MID as your #1 device.

When the flood of MIDs comes upon us, here is the criteria I suggest to separate the wheat from the chaff:
* screen size between 3.5"-5.5" (4"-5" ideal)
* min 65K colors, 800x480 pixels
* strong processor - min 400MHz
* with CGI acceleration (e.g. NVidia APX2500, TI OMAP 3)
* ubiquitous connectivity with cell (3G) and wifi/wimax
* high quality video camera: resolution (640x480), 30 fps
* positioning capabilities (GPS or software based locationing)
* inertial sensors, accelerometers, digital compass
* blue tooth for adding essential accessories
* touch screen - nice too have
* price - below $500; $200 would be ideal for the masses

Now let's delve into the future; here devices become more conceptual, which means - not proven, yet stimulating. Prepare to be audaciously hopeful.

3. Looking glass (design concept)

In its designer Mac Funamizu’s own words:

“This is what I wish the Internet search will be able to do with a mobile device in the NEAR future. Touch screen, built in camera, scanner, WiFi, Google map (hopefully Google earth), Google search, image search… all in one device. Like this way, when you can see a building through it, it gives you the image search result right on the spot.”

Will anyone ever build it? I don't know - but it sure looks cool.

2. Glasses

Mirage Innovations is one of the contenders for the future generation

Nokia dubbed mobile phones as the 4th screen (following cinema, TV, PC). According to this count, glasses will be the 5th screen. It spearheads the next generation of augmented reality: the “no bag generation”. This is when we become liberated. Handsfree. The interactive overlays on top of reality surround us anywhere we look. Can we start developing games for glasses? not quite yet. They still lack built in cameras, eye tracking, and tend to cause dizziness. Should we start thinking about it? Absolutely. Rolf Hainich has dedicated a book to this concept and aptly called it the end of hardware. Ben Averch writes about this market in his future-looking blog.

Companies to watch:


Microvision is working on lightweight eyewear for augmented reality


Lumus Optical has just launched their new and slick eyewear


Vuzix from military to consumer video eyewear

Here is the criteria I’d use to evaluate the progress of contending eyewear companies:
* looks and weighs like regular sun glasses
* see thru, high resolution display
* integrated camera
* eye tracking
* position and movement sensors
* integrated sound

1. Contact Lens

Darpa project for the creation of micro- and nano-scale display technologies

Apart from topping the list of “things you wouldn’t borrow from a friend”, contact lens leap to the top spot of AR devices. Normally, the mere thought would be scientifically dismissed as “too far off”, but this Darpa project makes it slightly more conceivable. In Vernor Vinge’s Rainbows End near future novel - everybody (except retreads) wears them. It becomes a natural extension of human intelligence, with user interface that can be summed as squint and gesture. It gives itself away only due to the occasional blank stare which is typically confronted with: “are you googling again!?”.
The story is taking place in 2025. Not too far off. Back to the present: Scientists have already created a proof of concept - see image below.

University of Washington prototype of a similar gadget

Didn’t make the list
*Laptops - laptops were used extensively during the “kit bag” generation as a key ingredient of the back pack, but during the hand bag generation - no one wants to the roam the streets tethered to a laptop. First implementation of Plundr ran on a laptop - but gamers soon clamored for the Nintendo DS version.
*Zune - should it be?...
*Brainchips - beyond the horizon of contact lens lies the world of brainchips . I am not touching this one with a 12 foot pole...I consider myself a technology enthusiast, but this makes me feel uneasy. I want to always have the choice to de-augment my reality when I’ve had enough. Hard connections into my brain may deprive me from that right.


Many thanks to the expert contributors: Daniel Wagner, Charles Woodward, Blair McIntyre, Peter Wojtowicz, and Jose Carlos dos Santos Danado (YDreams).

What's your take? I really want to hear from you.


Cast your own vote!

Monday, March 3, 2008

Top 10 augmented reality demos that will revolutionize video games

Augmented Reality (AR) has the potential to do something parents can't: free gamers from their couches and usher them into the real world, to play.

Here is my countdown of the top 10 best AR demos poised to revolutionize video games:

10. Human Pac Man
When Dr. Adrian David Cheok (NUS) wanted to create an exciting augmented reality game, he chose to remake the first video game to ever introduce a character - the legendary Pac Man. Cheok literally stepped into Pacman's shoes in this first-person-shooter-like real world game.

9. Come Out & Play
In 2006 the Come Out & Play Festival turned New York City into a playground for a weekend, then did the same for the city of Amsterdam in 2007. Hundreds of players gathered to play dozens different Big Games across each city.








None of the games played in the festival made it to my top ten list - individually. They fell short of stretching the interactivity between real and virtual. But as a group - they reminded us that playing games outdoors can be fun, and technology can make it even funner.

8. Second Life Avatar Enters the Real World
Tobias Lang and Blair MacIntyre (GA Tech) give us an extraordinary glance at what happens when the virtual world "leaks" into the real world. No, they didn't use a green screen as you can see behind the scenes.  Is it a hint for some of us to ditch Second Life and augment our First...?

7. WIFI ARMY FPS
The world is the battlefield, your phone is your weapon. Players organize in 2 teams armed with cell phones with the goal to locate and take pictures of their opponents. The phone compares captured pictures against a database of player faces and awards points for correct hits. Peter Whatanitch of W2Pi (creator of the game) explains how it will work. It could become quite an experience as staged in the Lumix Battle commercial.



6. Shadow Monsters
Phil Worthington is an artist that injects coolness into augmented reality.
"Magical monsters appear from shadows cast by the hands of participants, reacting to gestures with sound and animation. Wolf like creatures, birds and a rastafarian are among the characters that speak and squeek as imaginary mouths open and close. Shadow Monsters is an intuitive and magical experience for young and old alike to play with body posture for creating crazy narratives."

5. AR Grafitti by DAIM
Artist DAIM creates virtual 3D graffiti floating in space in his latest art project "Tagged in Motion" of NextWall .
What if everyone could overlay reality with their own virtual creation?


4. CARCADE - In-Car Video Game
Andreas Nicolas Fischer and team suggest to take advantage of the fast changing scenery experienced by car passengers - and turn it into a video game (remember Gondry’s Star Guitar Video Clip?). Could be a great way to pass time. I’d call it: “Are we there yet..?”



3. Total Immersion at Demo '07
Probably the most commercially successful company that specializes in augmented reality, Total Immersion delivers the best live demos in this domain - with a French accent. They have also featured in CES 2008 keynote by Intel's CEO Ottelini.



2. Roku's Reward
This concept* video shows the potential of augmented reality utilizing today's technology:
  • A handheld camera device,
  • live video overlaid with 3D graphics,
  • computer recognition - identifying real life objects,
  • positioning and acceleration sensors,
  • virtual objects interacting with reality,
...wrapped up in a fantasy narrative make up this yet-to-be-developed game.


*According to Phil Stenton (HP Labs, UK): "Roku remains a demo film. We haven't signed up with anyone to create the game yet."

...And the top demo is...

1. Rainbows End by Vernor Vinge
Though delivered in words only, this "demo" paints the farthest vision for augmented reality so far. Everything else you'll see on this topic will look like excuses: "sorry, we don't have that technology yet..."
Yes, but do you have the imagination?
"There was something familiar about this prey. It was young and clever looking ... a newborn from Juan's own design! And that meant its Mommy would be nearby. Juan said, "You know, I don't think --"
"The Problem Is, None Of You Think Nearly Enough." The sound was premium external, like sticking your head inside an old-time boom box. Too late, they saw that the tree trunks behind them grew from yard-long claws. Mommy. Drool fell in ten-inch blobs from high above.
This was Juan's design scaled up to the max."

Didn't make the list...
* You may ask how come I left out another classic remake: AR Quake. Well, this remake is indeed played outdoors, but let me ask you this: does it add much to the original experience of that first person shooter?
* How come I am ignoring what some call "the future of books" such as EyeMagic Book or WizQubes? Is it really that different than manipulating 3D characters on the computer screen?
* Daniel Wagner, a major force behind recent AR innovation, may be disappointed that his pioneering handheld AR game the Invisible Train didn't make it. No hurt feelings; it's a great proof of concept, but isn't it more fun to play with the *visible* train?
* Other educational oriented games such as MIT's Environmental Detective or U-WIS's MadCity Mystery certainly beat learning in a classroom - but aren't they indistinguishable from traditional low tech scavenger hunts?

Can you beat this list? I want to hear from you.


Cast Your Own Vote!