Questioning Augmented Space

Embed Size (px)

Citation preview

  • 7/29/2019 Questioning Augmented Space

    1/31

    Alexander Xan Manning _ p06268878

    14thJune 2011

  • 7/29/2019 Questioning Augmented Space

    2/31

    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

    3/31

    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].

  • 7/29/2019 Questioning Augmented Space

    4/31

    [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

  • 7/29/2019 Questioning Augmented Space

    5/31

    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

  • 7/29/2019 Questioning Augmented Space

    6/31

    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.

  • 7/29/2019 Questioning Augmented Space

    7/31

    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)

  • 7/29/2019 Questioning Augmented Space

    8/31

    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).

  • 7/29/2019 Questioning Augmented Space

    9/31

    [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.

  • 7/29/2019 Questioning Augmented Space

    10/31

    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

  • 7/29/2019 Questioning Augmented Space

    11/31

    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

  • 7/29/2019 Questioning Augmented Space

    12/31

    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

  • 7/29/2019 Questioning Augmented Space

    13/31

    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)

  • 7/29/2019 Questioning Augmented Space

    14/31

    [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.

  • 7/29/2019 Questioning Augmented Space

    15/31

    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.

  • 7/29/2019 Questioning Augmented Space

    16/31

    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.

  • 7/29/2019 Questioning Augmented Space

    17/31

    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

  • 7/29/2019 Questioning Augmented Space

    18/31

    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/5821492
  • 7/29/2019 Questioning Augmented Space

    19/31

    [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

    20/31

    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

  • 7/29/2019 Questioning Augmented Space

    21/31

    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.

  • 7/29/2019 Questioning Augmented Space

    22/31

    [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/maar
  • 7/29/2019 Questioning Augmented Space

    23/31

    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.

  • 7/29/2019 Questioning Augmented Space

    24/31

    [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

  • 7/29/2019 Questioning Augmented Space

    25/31

    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.

  • 7/29/2019 Questioning Augmented Space

    26/31

    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)

  • 7/29/2019 Questioning Augmented Space

    27/31

    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).

  • 7/29/2019 Questioning Augmented Space

    28/31

    [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

  • 7/29/2019 Questioning Augmented Space

    29/31

    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

  • 7/29/2019 Questioning Augmented Space

    30/31

    people like iek could be incorporated into augmented reality, informing the

    way that it develops.

  • 7/29/2019 Questioning Augmented Space

    31/31

    CRARY, J. (1990)Techniques of the Observer: On vision and modernity in the

    nineteenth century. Cambridge MA, US: MIT Press.

    GRAHAM-ROWE, D. (2011) Smart contact lenses for health and head-up displays.

    New Scientist(2794). Available from:

    http://www.newscientist.com/article/mg20927943.800-smart-contact-lenses-for-

    health-and-headup-displays.html [Accessed: 29/04/2011]

    HEIDEGGER, M. (1950)The ThingIN: HEIDEGGER, M. (1971)Poetry, Language,

    Thought. New York, US: Harper and Row.

    HEIDEGGER, M. (1951)Building Dwelling ThinkingIN: HEIDEGGER, M. (1971)

    Poetry, Language, Thought. New York, US: Harper and Row.

    HEIM, M. (1993)The Metaphysics of Virtual Reality. New York, US: Oxford University

    Press.

    KERN, S. (1983)The Culture of Time and Space. Cambridge MA, US: Harvard

    University Press.

    KURZWEIL, R. (2005)The Singularity is Near. New York, US: Viking.

    MANOVICH, L. (2002, 2005)The Poetics of Augmented Space. [WWW]

    Manovich.net. Available from: http://manovich.net/DOCS/Augmented_2005.doc

    [Accessed: 01/11/2010]

    MITCHELL,W. J. (1995)City of Bits: Space, Place and the Infobahn. Cambridge MA,

    US: MIT Press.

    RIESER, M. (2006)Hosts[WWW] Available from:

    http://www.martinrieser.com/Hosts.htm [Accessed: 15/02/2011]

    VESELY, D. (2004)Architecture in the Age of Divided Representation. Cambridge MA,

    US: MIT Press.

    IEK, S.The Reality of the Virtual(2004) Documentary. Directed by: BEN WRIGHT.

    UK. Self Published