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7/29/2019 Questioning Augmented Space
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Alexander Xan Manning _ p06268878
14thJune 2011
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This essay has been included on my online portfolio as a sample of my
academic written work. Whilst this essay scored a distinction level mark, I
highly recommend that this work is neither referenced, nor paraphrased as it
has not been published through the university.
Please feel free to contact me for more information.
http://xan-manning.co.uk/7/29/2019 Questioning Augmented Space
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One of the buzz words currently being thrown about in the world of
technology is Augmented Reality (commonly abbreviated as AR). With the
increasing number of smartphones, wearable computers, wireless information
services and ubiquitous computing the idea of an electronically augmented
space has often been discussed. Early applications of augmented reality can be
seen in museums and outdoor exhibitions1,tourism, advertising and
entertainment. In this essay I set out to discover what is meant by augmented
reality, to question its usefulness and to think about alternate denitions
through the work of Slavoj iek. As we begin to dene augmented reality we
will see an evolution from virtual reality, an abstraction in which we are
disembodied, towards an immersive environment of rich, dynamic
information interwoven within the setting it appears to inhabit. The essay will
focus on rst setting out the technological background of augmented reality,
how it is technologically driven, and will then seek to look a bit deeper at a
more experiential level using phenomenology as a mode of inquiry.
Let us begin by posing the simplest question in order to allow us to dig deeper.
What is Augmented Reality? This can be answered by considering the
denition given by those organisations investigating it. The denition I am
going to use to initiate discussion is the one given on the Massachusetts
Institute of Technology web page for wearable computing. The main reason
for this is that it gives a clear, concise description of what is attempting to be
achieved in Augmented Reality but also opens up a multitude of questions.
Augmented reality refers to the combination [o] the real and the virtual
to assist the user in his environment.2(See gure 1)
1 Museum without Walls Audio trail in Philadelphia, Pennsylvania makes use of mobile smart phones and Quick
Response (QR) codes to structure a walk through the city making 35 stops at 51 sculptures.
http://museumwithoutwallsaudio.org/
2 MIThrill (1999) MIT Wearable Computing Webpage [WWW] MIT Available from:http://www.media.mit.edu/wearables/lizzy/augmented-reality.html [Accessed: 10/03/2011].
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[Fig. 1.] A typical impression of Augmented Reality being used as a tool for drawing. This image is a
recreation of the image presented on the MIT wearable computing web page and implies an interface
involving a wearable Head-up display (HUD) and a system that tracks nger (or marker) movements.
We can deduce a number of interesting points from the above statement.
Apart from the obvious questions about what is real and what is virtual, the
words environment, user and assist bring curious questions to the
foreground. Environment can seem a vague term when it is thrown around so
much in today's discussion. In the context of this statement it is implied that
the environment is something that isused. We can also deduce that it is
something that we need assistance using. What exactly is the usable
environment? The environment in this statement doesn't infer dwelling or
inhabitation but a dierent level of participation. In selectively placing the
pronoun his into the statement, the environment being referred to is a
personal one, and is likely referring to the graspable world within the user's
horizon. What is it in our environment that we need assistance in using?
Space? Situation? Things? The website that the quote belongs to implies things
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in an image (see gure 2). Here augmented reality being used to repair
equipment.
[Fig. 2.] A printer with a digital overlay giving step-by-step instruction on repairs and maintenance.
Image Source:http://www.media.mit.edu/wearables/lizzy/augmented-reality.html [Accessed: 31/05/2011]
Thehelpwe get in using our environment is given by combining the real
with the virtual reality. The standard denition of virtual reality assumes
that there is a real reality to abstract from, i.e. there is something real from
which we can abstract. In the case of augmented reality there is also an
assumption that this virtual abstraction has something real to be layered
upon.
Lev Manovich, in his essay The Poetics of Augmented Space, considers
augmented reality specically in architectural terms. To Manovich, the
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environment in use is architectural, but he then asks whether architecture, as
form, becomes irrelevant. Does it support, or is it subsumed by, information
ows?
Does the [architectural] form become irrelevant, being reduced to
functional and ultimately invisible support for information ows? Or do
we end up with a new experience in which the spatial and information
layers are equally important? In this case, do these layers add up to a single
phenomenological gestalt or are they processed as separate layers?
(MANOVICH, 2005)
The emphasis on an architectural environment requires further investigation
into the way virtual and physical spatiality work together in Augmented
Reality, to avoid a discontinuity in our experience. The role of architecture in
augmented reality becomes an interesting line of enquiry; to what extent do
architects design a building to support augmented reality and where do they
draw the line in depending on the virtual layer lling the gaps where
ornamentation3once belonged? William J. Mitchell predicts that:
It will become meaningless to ask where the smart electronics end and
dumb construction begins [] Architects will increasingly confront
practical choices between providing for bodily experience and relying on
telepresence. (MITCHELL, 1995. pp. 171-172)
3 Ornamentation is the term used by Lev Manovich in The Poetics of Augmented Space.
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For both Manovich and the researchers at MIT, the environment they refer to
is the potentially graspable reality. Another way of looking at this reality is as
phenomenal reality - the given world that we experience mediated through
our senses. This reality is something that can be potentially abstracted and
made virtual.
Virtual reality is not a new concept, as is evident from the modern
understanding of virtual reality it is an abstraction and representation of an
assumed reality. Virtual Reality frequently operates as a tool to provide
accurate representation, as is made clear with the clich use of the term What
you see is what you get (WYSIWYG). Predominantly virtual reality is an
abstraction of vision, something that can be seen historically in the
geometricisation of vision in Renaissance perspective and Euclidean space.
Perspective served as an attempt to understand space, it inuenced a way of
thinking about space and helped to inform the way Renaissance cities were
designed (VESELY, 2004. pp. 112). The abstraction of vision was later evident in
other optical devices and optical representations such as the camera obscura.
The camera obscura was seen as a more sophisticated representation of vision
and aided in our understanding of how vision actually works. Jonathan Crary
quotes this passage fromEncyclopdie ou dictionnaire des sciences, des arts et
des mtiers, vol 3:
[The camera obscura] throws great light on the nature of vision; it
provides a very diverting spectacle, in that it presents images perfectly
resembling their objects; it represents the colours and the movements of
object better than any sort of representation is able to do. (CRARY, 1990.
pp. 33)
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The lengths to which people experimented with the camera obscura went as
far as to place the lens and vitreous humour of the eye of a large animal or
dead person in the hole that lets in light. The results of which allowed us to
observe the way that light is distorted as it passes through the eye, thuslearning about the optics of the eye (CRARY, 1990. pp. 47).
The camera obscura began to open up questions on how we accurately
represent the world we live in. In the above quote we can see that not just
perfect resemblance was important, but accuracy of colour and movement was
part of the frustration felt in creating these representations. In painting and in
photography, the problem of capturing movement into one static image
became infuriating with numerous experimentations, varying in success. The
camera obscura itself was unable to capture such movement, merely reproduce
in real-time. Stephen Kern informs us of the techniques of capturing moving
objects and the diculties faced with more modern tools such as the
photographic camera. Kern identies one photographer's response to
cinematography. In 1913, the futurist photography of Anton Bragaglia
employed the photo-dynamism method. Photo-dynamism involved keeping
the aperture open for an extended period of time, exposing the lm to the
moving light. To him the result was a more accurate representation that
captured the intermediate ux of movements that were missed in
cinematography which broke time and motion into discreet frames. The
results of Bragaglia's photo-dynamism were interesting in that there is indeed
a sense of movement (See Figure 3.)(KERN, 1983. pp. 21).
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[Fig. 3.] The Cellist by Bragaglia. The photographer became so driven by the desire to represent
movement that he produced images such as this one. Source: History of Modern Art, H. H. ARNASON.
Cinematography was generally seen as the more sophisticated art form, able to
better capture motion. Abstracted vision is no longer static but recorded and
replayed with a more accurate representation of time and movement. The
success of this medium relies on our ability to read the replayed representation
of frames as motion picture and not as a series of individual, static frames. As
the medium of cinematography grew in popularity, sound was recorded and
played along-side the video, representing the noises surrounding the scenebeing visually recorded. As this happened audio-visual abstraction became
unied into one standard medium of representation.
Audio-visual abstraction became the primary basis for abstraction in virtual
representations. Based on the evolution from Euclidean space and perspective,
to the camera obscura, the photographic camera and cinematography there is
an obvious agenda to recreate the assumed real as we perceive it into a virtual
audio-visual representation. Computer mediated virtual reality starts to
abstract the sense of touch in the same way, as will be discussed later.
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Contemporary use of the term virtual reality has no straight forward
denition. There are a multitude of denitions, some that contiguously lead
on from another denition and others that violently clash with common
preconceptions. The disagreements can often arise out of attempting to
dierentiate terms such as cyberspace, telepresence and virtual reality
from one another. Under some denitions these terms do not have a dened
boundary and are eectively the same, under others they refer to specic
aspects depending on who said them and when. Michael Heim collates 7
dierent denitions - simulation, interaction, articiality, immersion,
telepresence, full-body immersion, and network communication - of which
there are key ones that allow us to link into other authors and thinkers.
As both Heim and Vesely both initially use the word simulation to assign
their use of virtual reality, it seems a good point of departure. Simulation
within the connes of virtual reality is the presentation of high denition
graphics, and often three-dimensional digital acoustic spaces, within a virtual
environment that portrays a sense of realism. Here we see the aforementioned
abstraction of the audio-visual experiences of phenomenal reality. In order to
achieve this so called realism it is fair to say that the aim of the simulation is to
deceive the senses, in particular the eye. The environment mentioned in the
previous MIT statement is displaced by another, simulated, virtual
environment. In this virtual situation we are disembodied as we transfer our
participation from the real to the virtual. (HEIM, 1993. pp. 110)(VESELY,
2004. pp. 4)
This is where a denition begins to overlap with other denitions that Heim
has drawn upon. Simulation is extended by immersion. Immersive simulation
is often imagined in terms of head mounted displays and gloves, as illustrated
in Vesely's book (pp. 309, see gure 4). The desired result is the user is almost
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completely removed from their physical surroundings and their participation
translated to the virtual reality.
[Fig. 4.] NASA virtual reality simulation interfaced through a wearable headset and gloves. The gloves are
the human interface device (HID) that allow the individual to navigate around the virtual environment
represented in the audio-visual headset by means of a set of programmable gestures.
Source: VESELY, 2004. pp. 309.
To become immersed in this way is to become focused, and in this focus we
nd humans can operate within a level of abstracted reality that has proven
benecial for learning. In the case of ight simulators a trainee pilot can begin
to get a sense of ying a plane before they ever take o the ground. When
entering the immersive simulation, the all important sense of danger is not
present, wrong moves can be made without consequence. This can be quite a
dangerous situation in itself; if I play a video game simulation on a racingtrack, I can crash into barriers and other cars and have no care for my virtual
self's well being. In this virtual situation there are no consequences for my
actions and I just re-spawn if I die. When I am behind the wheel of my car on
the motorway I cannot think like this, heaven forbid that I ever lose the ability
to make sense of what is real and what is virtual. The situation of the trainee
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pilot also demonstrates immersive simulations providing a safer condition for
which people can inhabit dangerous spaces with no direct risk to their physical
health. Another example of this is a bomb disposal unit utilising a robot in
place of themselves. What becomes apparent, and somewhat frightening, is the
division of our lives denoted by the colloquial abbreviation IRL (In Real Life).When immersed in the virtual reality there is a tendency to delegate ones
presence into Real Life, where I dwell, and Virtual Life where I am known
by many aliases - an electronic neur on the network as William J. Mitchell
introduces himself. (MITCHELL, 1995. pp. 7)
From this point of view we are now merging with telepresence and network
communication as a denition for virtual reality. William J. Mitchell explores
the denitions of telepresence and network communications as an electronic
extension to our eshy reach. He uses the term cyborg (cybernetic organism)
where our body becomes augmented (enhanced) by our electronic
paraphernalia. Mitchell discusses the situations that already exist:
There are endless reasons for robotically extending your reach. If you area skilled surgeon, you might want to make your capabilities more widely
available through the use of remote manipulation techniques, or you
might just want to stay well away from dangerous places like battleelds or
the South Side of Chicago.
If you are a vulcanologist, you might not want to climb down into an
active crater to take a look (MITCHELL, 1995. pp. 38)
On the smaller scale, in a situation with low risk, telepresence has made its
way into our lives through instant messaging and with greater ecacy through
video conferencing software. The boundaries of the building in which I sit, the
city in which I live are dissolved and I can interact with another human being
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on the other side of the world without a passport and lengthy travel. Time, the
human measure of distance, has less impact on the interaction between one
another. I can be anywhere in the world, mediated through a camera,
microphone and a screen and meet with my friend; for the purpose of
discussion it is a semi-convincing solution. What becomes of this is a sense ofnearing through the apparent immediacy and the inability to get a sense of
distance through time.
The nal denition I wish to bring to the discussion is the one most familiar to
all of us, the Interaction denition that Heim oers us. In this denition we
consider the graphical user interface (GUI) to the everyday Operating System
(OS). Within this denition the point is put across that the GUI is a way of
interacting with virtual reality that is not meant to be fooling the senses, but is
a form of extension and a tool. Within the GUI we often see virtual
representations in the form of metaphors and paradigms often borrowing
from architectural forms. The Desktop is like the desk you work upon. The
window becomes a two-dimensional frame, a compartmentalised vista into
cyberspace. Heim writes this of the desktop and the trash can:
Some people consider virtual reality any electronic representation with
which they can interact. Cleaning up our computer desktop, we see a
graphic of a trash can[] The desk is not a real desk, but we treat it as
though it were, virtually, a desk. The trash can is an icon for a deletion
program, but we use it as a virtual trash can[] The virtual trash can does
not have to fool the eye in order to be virtual. Illusion is not the issue.
Rather, the issue of how we interact with the trash can as we go about our
work. (HEIM, 1993. pp. 111)
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[Fig. 5.] Typical Desktop Environment. Windows and Trash can typical elements in the interaction with
this form of virtual reality. The Trash Can is circled and has been labeled here as Wastebasket.
This denition brings to light a point of view of the virtual reality, that its
everyday purpose is as an elaborate tool. But is that all Virtual Reality is? We
witness its use for gaming, recreation and eCommerce, where it is sometimes
referred to as a second life. We understand the virtual second life because
we know what we mean by life. Technology in general has permeated our
existence, the virtual reality has an inuential relationship on our lives and the
way we communicate. However, we cannot exist solely in the virtual reality,certain bodily functions and needs cannot be met in cyberspace. Dalibor Vesely
calls this divided representation.
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As Dalibor Vesely identied, the dialectic between what is real and what is
virtual cannot be pinned down by an assumption that we know what is real:
... using the term 'real' becomes problematic when ideologies and
opinions are ercely competing, when even 'virtual reality is just another
reality' and the 'fact that it is computer generated with no physical
existence makes it no less real.' (VESELY, 2004. pp. 12)4
If we cannot dene what is real then where do we perceive the boundary
between the real and the virtual? Imagination a very real part of our
existence can also be thought of as virtual. As sentient, thinking beings we
can anticipate an outcome of a decision before we even act upon it. This very
act can be compared to computer simulation as a method of acting out
without consequence (sometimes called the 'sandbox'). As previously
mentioned, another dicult situation to dene what is real and what is virtual
is in telepresence and the associated feeling of nearness.
Martin Heidegger's way of describing nearness is through things. To Heidegger
a thing is something that gathers the fourfold, that is earth, sky/heavens,
divinities and mortals. A particular example would be the jug inThe Thing
that Heidegger describes as near-by. For Heidegger the jug is an eective
example when it is acting as a vessel and contains water or wine. The moment
in which the act of pouring or a libation is taking place is the key moment
when humans are experiencing earth and sky through the jug made of earth
born materials as well as the gift of drink from the divine. Whilst the jug is
staying the fourfold in a united onefold, the fourfold is something that is
4 VESELY is quoting DREYFUS, H. L. Misrepresenting Human Intelligence, IN: BORN, R. (ed)(1987)ArtificialIntelligence. London: Croom Helm. pp. 4155.
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essentially not available to us when it is not gathered by the thing
(HEIDEGGER, 1950). The bridge serves as a better example, its location in the
landscape creates place, which Heidegger tells us:
The locationadmitsthe fourfold and itinstallsthe fourfold. The two making room in the sense of admitting and in the sense of installing
belong together. (HEIDEGGER, 1951)
That relation to location and to the fourfold as gathered by the bridge allows
for us to become near to the bridge when we think of (or remember) it. The
image in our minds may be referred to as virtual in some denition of the term
virtual reality, but it is still a real bridge within our memory that gathers the
fourfold. (HEIDEGGER, 1951). In an abstract interpretation of the mental
image of the bridge, when talking to someone I know, the network connection
between my video conference software into someone elses is acting to bring
me near to my friend in a distant location. Two people, dened as being in a
location by the virtual bridge (the arc between nodes) through data. The nodes
are locations, and are made so explicitly by the bridge itself, otherwise they are
part of the vast, anonymous cyber landscape. The manifestation of nearness is
possibly related to what Slavoj iek refers to in Lacanian psychoanalysis as the
Imaginary Virtual. In a conversation I am not dealing with the person
directly but I am dealing with the phenomenological image of that person as
mediated through my senses, in which I am only selectively interacting with
the other person (IEK, 2004). The network bridge between us works
because we understand and can complete the situation. Is it that
phenomenological image the one we are remembering in order to become near
in telepresence? We will return to iek in more detail later on.
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Lev Manovich, in his self published article The Poetics of Augmented Space,uses the term AugmentedSpace. Manovich's aim in doing so is to expand upon
the Augmented Reality paradigm and bring similar technologies from other
areas of computing and electronic communication into the denition. We
include Ubiquitous and Context-aware Computing, Wearable Computers,
Human Computer Interfaces, Intelligent Buildings and Wireless Location
Services, all of which have a relation to the subject or their context. If we take
the example of Wireless Location Services we can note the ability to discoverthe users location. If we were to be delivering targeted advertising we have the
potential to deduce the building use and present the user with an advert that
delivers attractive information about a like-service nearby. To Manovich these
technologies attain the same outcome of layering data ows upon physical
space (MANOVICH, 2005). Augmented Space becomes an umbrella
terminology, the emphasis of what is being augmented denoted by the word
space. AugmentedSpaceis ultimately an interchangeable term withAugmentedReality.
Within the extended denition, we already live in a computer-mediated
augmented reality as identied by Manovich. Every day we move through
cellspace, the invisible layers of digital information already penetrate our
towns and our cities and have already come to visibility through screens and
displays. Adverts have become electronic and dynamic, for example, Ford
released a series of AR Posters in 2011 demonstrating a magic mirror eect.
As you stare at the screen reecting the image of yourself captured by video
camera, a virtual model of a car appears to be constructed on your
outstretched hand5.This level of advertising - beyond being a gimmick - is not
5 An example video is available from: http://www.youtube.com/watch?v=GI3s3oa3yEE
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too far o the surface of the wall becoming dynamic ornament.
Manovich reminds us that historically, ornament has always been present
within our built environment taking forms such as sculptures, fresco paintings
and stained glass. However, the move into the augmented space is replacing
this traditional, static, ornamentation of surface with a dynamic electronic and
personal ornamentation.
If we consider some of the current methods of delivery, we can take the
current day example of smartphones and their interaction with cellspace. Not
only are they a way of receiving personal data in the form of email, but they arealso now able to extract geographically located (geotagged) data from the
electronic ether. Layers of surface built from electronically represented
information can be overlaid onto a physical surface through the magic lens of
the smartphone. Real world markers such as QR Codes and Fiducials (See
gure 6 and 7) allow for precise placement of virtual objects in real world
locations. An issue with the use of QR Codes is one of exclusion. An individual
who is unaware of what it is or what it does cannot interact with it in theintended manner. Fiducials are likely to be more successful in current
examples of their usage, especially in their adoption in architectural practice
where the architect will send the Fiducial to be printed so that the client can
see the three-dimensional model be built upon a sheet of paper6.
6 An example of a virtual 3D visualization of a building placed upon a fiduciary marker.http://vimeo.com/5821492
http://vimeo.com/5821492http://vimeo.com/5821492http://vimeo.com/5821492http://vimeo.com/58214927/29/2019 Questioning Augmented Space
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[Fig. 6.] A Quick Response (QR) code, this can be placed anywhere and digital information can be
extracted from it using smartphones and webcams. This QR Code contains the phrase Made you look!.
[Fig. 7.] A duciary marker, this essay page will have a sasquatch appear walking on the paper when you
visithttp://www.livingsasquatch.com/and allow the site to use your webcam.
IMAGE SOURCE: http://www.livingsasquatch.com/
A more radical, or should I say distant, vision of delivering a complete
experience of augmented space is to augment the body. Human enhancement
and the transhumanist movement (denoted by H+ by the transhumanist
magazine h+). The movement endeavours to bring about the human version
2.0 who will be able to transcend biology with the ability to blend and cross
http://www.livingsasquatch.com/http://www.livingsasquatch.com/7/29/2019 Questioning Augmented Space
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the virtual and the physical realities together as if it were a bodily function.
This predicted vision of things to come seems unlikely but gives an idea of the
level of thought being put into augmented space and how we engage with it. If
we take account of what Vesely deduces from Merleau-Ponty about how we
experience space through topography, orientation and physiognomy, focus ondelivery of Augmented Space by directly stimulating the body allows us to
question the ecacy of human enhancement. Vesely describes in detail the
experience of wearing inverted vision glasses and the diculty we have in
reconciling our visual experience with out other senses, the absolute body still
aware of its proper orientation. In this example the world is visually altered, up
is down and left is right, however the body takes a lot of time to adjust to the
change. Parts of the body that are unseen seem to be unable to adapt to thechange proving that more than vision dictates how we understand space and
our situation. Attempts to manipulate the way we see mechanically and
electronically, whilst leaving the rest of the senses in the body to stay aware of
its actual orientation are in danger of confusing discontinuity (VESELY, 2004.
pp. 48). The only perceivable solution Kurweil can oer is a swarm of small
nanobots that suppress actual sensory input and replace them with
simulated, virtual sensory input (KURZWEIL, 2005. pp. 234-236). Ray
Kurzweil's predictions may never fully be realised but some of the predictions
contained in The 2010 Scenario - the technological capabilities we have
developed by the year 2010 - are already being translated into reality, research
into contact lenses that project onto your retinas is under way (GRAHAM-
ROWE, 2011).
So why are we moving deeper into augmented space? The nature of
augmenting space is not necessarily reductive in the same way that it is within
virtual reality. As discussed, the virtual is laid upon the real and so is
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theoretically adding to it. Augmented reality acts as the continuum between
the real and the virtual and so has a greater possibility for success and can even
be used poetically.
Taking from an example of my own work with the Processing coding language,
we can see that sensors acting as sensory organs collect data and translate it
numerically. The microphone measures the amplitude of acoustic information
and represents it numerically as a oating point value between 1 and -1, 0
denoting silence. The camera measures light and this data is represented in
values of tone and hue, each pixel having an hexadecimal value such as
#E8E9EB (the value given to the colour referred to as whitesmoke, a cyan-ish
grey). On rst glance the script performs a simple operation of reducing the
stimuli of reality to numerical values to process simple equations and to
display the output visually. Going much deeper into the experience of the
script is the visualisation of noise, bringing it literally to visibility. As I sit and
watch myself or the environment that the camera is recording I begin to see
the image darken and lighten in response to sound events, I begin to notice
that the microphone is picking up the smallest tap and the image is always
visible. As I realise this I go quiet and attempt to make sense of the situation, to
pick up the stray bit of noise pollution contaminating the silence. The
rustling of trees in the wind outside, the fan on the computer, the speakers
giving out a very whispered, audible buzz, the sound of my breathing, all of
which are stopping the image from disappearing into darkness. Whilst the
virtual is merely a fragment of reality mediated through the screen, the
engagement with the new layer it forms constructs a point of focus. The
application of measured sensory data maintains reference to the world around
the observer, providing a more eective virtuality that can be further
developed into augmented reality.
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[Fig. 8.] Simplistic sourcecode for visual piece, equations and functions rely heavily on numeric input
parameters that are obtained from the microphone and webcam.
[Fig. 9.] The script makes video input appear black when quiet, the image only becomes visible with
background noise. In these series of images the sensitivity has been turned down and music is playing,
each note on the piano causes the image to become visible.
Example video available fromhttp://pzt.me/maar
http://pzt.me/maarhttp://pzt.me/maar7/29/2019 Questioning Augmented Space
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In a more thematically elegant demonstration, Martin Rieser's installation
Hosts attempts to further reect upon the Christian iconographic themes of
human life and death in religious buildings. As made apparent by Vesely in the
example of Chartres Cathedral, the topographical arrangement and
orientation around the sun represents the death and resurrection of Christ inreference to solar cycles (VESELY, 2004. pp. 63-69). As we see in Rieser's work,
light plays a further role in communication and adds some tangibility to the
themes apparent in religious buildings. The installation, in the setting of Bath
Abbey, is composed of a series of screens. Visitors are issued a chirper (a type
of ultrasonic signal emitting badge) which reveal their location to the
installation in relation to the screens. Each screen has a vague blur of a person
that when approached by a visitor will come into focus and begin to engagewith the user. As the user stands near to the screen the host will smile and
return the visitors stare, occasionally looking over the visitor from head to toe.
If the individual stands in front of a host long enough it will begin to recite
poetic aphorisms, the mood of which dependant on the mood set selected
randomly from a bank of phrases (RIESER, 2005). These hosts begin to
epitomise augmented space; the visitor has a personalised experience of
information that is geographically located in that the participation in the
artwork is personal and the host sprite's response to you is unique. The
aphorisms themselves are important for the reection time inspired by
attempting to fully grasp what the host is saying.
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[Fig. 10.] Hosts installed within Bath abbey. The host sprites appear as a vague blur until you walk up
close.
Source: http://www.martinrieser.com/Hosts.htm
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We have already seen the virtual as a representation of abstracted layers of
reality whilst exploring the denition of virtual reality. We have also seen that
augmented reality relies on a continuity of reference in order to achieve any
level of success. However, Slavoj iek, in his video documentary, The Reality
of the Virtual, pushes this further by asking what is virtual about reality. iek
begins by registering his distaste for the virtual reality as a digital reproduction
of our experiences of reality. As our initial denition of augmented reality
relied upon this notion of virtual reality it becomes incredibly interesting
when the denition of virtual reality is turned upside down and we look at the
reality of the virtual. Using Lacanian psychoanalysis, in particular the Lacanian
triad (the Three Orders) of the symbolic, the real and the imaginary as a
method of breaking down the virtual we begin to see that virtual reality
transcends the digital.
The imaginary virtual, according to iek, is phenomenologically crucial in our
interaction with others. When engaged in conversation, we abstract and
fragment the phenomenological image of the other person to only deal with
that which is important for the conversation and leave behind the distracting,
embarrassing and sometimes disgusting information. For example, in a
conversation with someone it is known and sometimes even evident that the
person you are talking to sweats, they defecate and they engage in sexual
intercourse. Within the context of the conversation this information is
unnecessary and could even become detrimental; the imaginary virtual imageof the individual becomes the truncated reality that structures the situation.
The imaginary virtual reality becomes the load bearing layer upon reality, not
fully actualised but invaluable to conversation.
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The order of the symbolic other is an expression of the relationship of the
subject to the big Other, here given in the example of paternal authority. Here
paternal authority is only able to be eective if it exists as virtual, the
actualisation of paternal authority through physical and verbal violence
destroys the relationship. The symbolic virtual is in this instance a threat, thelook a father gives in order to control and it can only ever exist virtually. iek
uses another example in belief, for example belief in Santa Claus. Belief that
cannot be fully actualised can also be seen within religion and the relationship
to the God/gods we believe in, and as previously discussed under the authority
of, a Deity or higher being. When the belief becomes too strong, when it is
taken too seriously it becomes frightening and as iek describes it
monstrous. The symbolic virtual reality can therefore be seen as the virtualstructure to systems of belief, threat and authority, only able to exist when not
enacted.
When progressing onto the Real Virtual there is the issue of dening the real.
We have to begin by descending back into the orders to analyse the Imaginary
Real, the Symbolic Real and the Real Real. Briey, the Imaginary Real is
represented by images on the imaginary level that are horric and hard to
confront. The Symbolic Real is here represented by quantum physics,
theoretically and formulaically the results make sense and function but when
done experimentally, when the investigation is actualised the results are
unpredictable or unexpected (paradoxes, parallel universes, etc.) and while the
process is being observed the outcome is changed. The symbolic real therefore
only exists through formulae and signiers and cannot be experienced.
The Real Real is, according to iek, a level of subtext under the real narrative
level.
[The 'Real Real'] would have been all that accompanies the Symbolic Real
as its obscene shadow. (IEK, 2004)
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He identies this most clearly in cinema, lms such asThe Sound of Music
andShortcutsstrike as good examples, the top narrative level tells one story
but underneath it all there is a subtle subtext that, when successful, plays to
our desire. InThe Sound of Music,iek believes that the Real Real ispresented in the two levels of narrative, the rst layer is that it is is story of
democratic resistance to Nazism. The second layer would be that it is about
honest fascists resisting decadent, Jewish, cosmopolitan takeover. In the
same way the Real Real is the unconscious level underneath the conscious level
of our experiences, in this sense it is what we do not know that we know
(IEK, 2004).
As we re-apply the Lacanian triad of the real to the virtual, iek likens the
real division of the virtual as the circular pattern abstracted from elds of
magnetic force using iron lings. The shape generated by the iron lings are
real but are the virtual abstraction of the real elds of magnetism that we
cannot experience rst-hand, to us it is the non-existent attractor (See gure
11).
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[Fig. 11.] Fields of magnetism made apparent by iron lings. The magnet (attractor) is only real to us as an
abstraction created by the iron lings.
Source: http://en.wikipedia.org/wiki/File:Magnet0873.png
With all of this discussed, how does this t in with the idea of Augmented
Reality? If we go back to the previous statement from MIT and look at it in this
context.
Augmented reality refers to the combination [o] the real and the virtual
to assist the user in his environment.
MIThrill (1999) MIT Wearable Computing Webpage [WWW] MIT Available from:
http://www.media.mit.edu/wearables/lizzy/augmented-reality.html [Accessed: 10/03/2011].
Amazingly this denition requires no alteration to remove the reference to the
virtual reality mediated through computers and other devices. If we apply what
iek has informed us we start to throw up many questions. Firstly, if we are to
assume that beyond the three orders of virtual reality there is still reality left, is
the virtual reality, especially in its symbolic and imaginary order not already
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enhancing our reality through its structuring of situation? Secondly, if we are
to take the phenomenal reality as the only reality we really know which largely
belongs to the imaginary virtual reality would we be in fact augmenting
(enhancing) the virtual reality with more layers of virtual reality? In order for
augmented reality to become useful does it need to complement these threeorders or would building upon the three orders in fact destroy them? Here I
am thinking of the symbolic virtual reality which seems to be quite fragile, the
imaginary real is also vulnerable when altered if we think back to the inverted
vision experiment. Perhaps augmented reality must primarily work on the
level of bringing something into focus that is not yet known, the subtext to the
narrative of reality?
Augmented reality observed technologically in its current state of infancy can
be seen merely as a gimmick, however, as it is starting to penetrate through
our daily activities with ever growing usefulness we can start to ask some
questions of why we might want to be using it. As a technique for layering
virtual information onto real-world topography in which there is also
orientation, architects, artists and designers will have to carefully consider the
data ows that will be using their buildings as a backdrop or framework
structure. Place, from what we learn from Heidegger, can be dened by the
insertion of a thing which gathers the fourfold into a location, for example
the bridge. As information is visually placed on our structures and around our
personal horizon will we be able to handle the resulting phenomenal image?We know that the continuity of reference can be maintained within the
abstraction of reality into the virtual. Reference to ground and cosmos leads to
a more useful abstraction that can be benecial is this how augmented
reality will seek to attain a more sophisticated level of representation? I would
be intrigued to see if the alternate views of virtual reality oered to us by
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people like iek could be incorporated into augmented reality, informing the
way that it develops.
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