05 may 2014 Augmented Reality, art and technology How will we do it? A look into the future of 3D animation and AR Wim van Eck Towards Hybrid Disciplines in a Postdigital World Isjah Koppejan The Great Pig in the Sky Interview with Theo Botschuijver AR[t] Magazine about Augmented Reality, art and technology May 2014 Interview with Theo Botschuijver, Page 12 2 Documentary of Jeroen Visser: Theo Botschuyver: art, science, recreation (1986), photo by Roel Bazen 3 Colophon Table of contents welcome to AR[t] Virtual IllusionS What Psychedelics, the Counterculture and Virtual Technologies have in common Dorien Zandbergen Contributors ISSN The great pig in the sky Interview with Theo Botschuijver Hanna Schraffenberger & Jouke Verlinden 06 08 12 2213-2481 AR Lab & Partners Contact Wim van Eck, Edwin van der Heide, Yolande Kolstee, The Augmented Reality Lab (AR Lab) Maarten H. Lamers, Stephan Lukosch, Robert Prevel, Royal Academy of Art, The Hague Hanna Schraffenberger, Jouke Verlinden (Koninklijke Academie van Beeldende Kunsten) Illuminating Shadows Intuitive Interaction with Projected Augmentations Marcello Gómez Maureira & Carolien Teunisse 20 Guest Contributors Prinsessegracht 4 Rosen Bogdanov, Florian Heller, Isjah Koppejan, 2514 AN The Hague Heide Lukosch, Marcello Gómez Maureira, The Netherlands Diego Montoya, Melo Montoya, Pawel Pokutycki, +31 (0)70 3154795 Peter van der Putten, Dirk Schart, Carolien Teunisse, www.arlab.nl Tamiko Thiel, Alexander Verbraeck, Dorien Zandbergen [email protected] Graphic design Editor-in-chief Esmé Vahrmeijer Hanna Schraffenberger printing Editorial board Media Krachtcentrale, Rotterdam Mariana Kniveton, Laetitia Kolstee, Yolande Kolstee, Jouke Verlinden, CoVer Reba Wesdorp Boooooom Photography: David Joosten Designer: Manouk Hasebos Make-up & Hair: Joëlle Romita Model: Wouter @ Republic Models www.arlab.nl 4 How will we do it? A look into the future and the past of 3D animation and augmented reality Wim van Eck Augmented Self Some thoughts on augmenting ourselves Yolande Kolstee The AR Curse Maarten H. Lamers Hello Plant! Deepening Human Connections to Plants by Sonic Augmentation Rosen Bogdanov & Peter van der Putten 30 36 40 42 Towards hybrid disciplines in a postdigital world Reflection on the future of art, science and tech in arts education Isjah Koppejan 48 Site Venice Site Biennale: The Manifest.AR Augmented Reality Intervention into the 2011 Venice Biennial Tamiko Thiel 56 Hitting imaginary walls, pulling virtual strings What augmented reality can learn from urban dance Hanna Schraffenberger 66 There is more than meets the eye in Augmented Reality Game Environments Stephan Lukosch, Heide Lukosch & Alexander Verbraeck 72 Corona: Audio AR for historic sites Florian Heller 80 Developing augmented reality applications: A future perspective Robert Prevel 86 Hyper-Mondrian Dirk Schart, Diego Montoya & Melo Montoya 88 The so-called Augmented Reality Pawel Pokutycki Radioscape, Wormhole Dordrecht and Beyond On the Sensation of Presence Edwin van der Heide 92 96 5 WelcomE... to the fifth edition of AR[t], the magazine about Augmented Reality, art and technology! Two and a half years ago the AR Lab, a collabo- do it’ focusing on the future and past of 3D ani- ration between The Royal Academy of Art, Delft mation and Augmented Reality. He looks at how University of Technology and Leiden University, software has developed throughout the years and started the AR[t] magazine series with the ambi- uses this expansion to see where we are heading. tion to compile and design an inspiring magazine Hanna Schraffenberger continuous with her inter- for the emerging AR community inside and out- view articles. For this issue, she has interviewed, side the Netherlands. Our experience and influ- together with Jouke Verlinden, designer Theo ence in the field grew over time, and our various Botschuijver. Two former US presidents are also contributors have written thought provoking and featured in this issue: John F. Kennedy in Maarten sometimes outspoken articles about AR. In all our Lamers’ article ‘The AR Curse’ and Benjamin issues we have shared our interest in Augmented Franklin in my article ‘The Augmented Self’. Reality, discussed its applications in fine arts and The other articles cover, amongst others, critical provided insight into the underlying technology. views on Augmented Reality, artistic approaches, We are proud of what we have established with natural phenomena that are combined with the the magazine in such a short space of time and the latest technology and we learn what Urban Dance international audience we have reached. can teach us about Augmented Reality. In this fifth issue of AR[t], we look at AR from vari- Our thanks goes out to all researchers, artists ous perspectives, however, the articles do have a and lecturers at the AR Lab (whether based at common denominator: the future of Augmented the Royal Academy of Arts, The Hague or Delft Reality. In some of the articles the future of AR is University of Technology or Leiden University) explicitly outlined, in others it is more implicit. and all other authors from all around the world We hope that this collection of articles guides who have contributed in this and previous issues. you in prospective projects. Stop predicting, Moreover, a special thanks to you, the reader of start producing: the future of augmented reality AR[t] magazine. is bright! I hope we keep sharing our experiments and ideas In random order, I would like to give you a quick about AR and other intriguing, new techniques. impression of some of the articles you will find in We look forward to meeting you somewhere in this issue. the near future, in one reality or another! Wim van Eck continues his series ‘How did we Yolande Kolstee, Head of AR Lab do it’, but it is now turned into a ‘How will we 6 7 Virtual Illusions What Psychedelics, the Counterculture and Virtual Technologies have in common by Dorien Zandbergen In Spike Jonze’s latest movie Her [1], the lonely Theodore develops a relationship with his Operating System Samantha. After an initial period of romance, the two alienate from each other. Yet, different from human-to-human relations, the cause for this alienation is that Samantha really is – in her very being - alien to the human Theodore. While for Theodore, Samantha is the One and Only, Samantha has thousands of simultaneous connections with virtual other entities. And where Theodore relies on verbal communication to express himself to Samantha, Samantha is at a loss of words when she wants to explain to Theodore what happens to her while she is Joaquin Phoenix in Her (2013), image courtesy of Paradiso Filmed Entertainment rapidly evolving into something else. Samantha’s capacity for connecting, learning, developing and evolving is so big, that she can’t rely on the lim- people’s living rooms, voice-controlled personal- “counterculture” generally refers to the post-war and exploitation, and rebuild a new, holistic sense ited repertoire humans have available for com- ized digital assistants that seem able to read peo- international movements of students, poets, writ- of awareness. Zen meditation, brought to Califor- munication. In this she finds companionship with ple’s minds, and the normalized and seamless use ers, academics, bohemians and others who felt nia by Indian guru’s and returning Indian travelers, the uploaded spirit of a certain Alan Watts, who of small cameras, earphones and microphones as united in a desire to reinvent western culture – as well as psychedelics, yoga, absurdist theatre will be further discussed later on. habitual extensions of the human senses. away from corporate greed, war-related violence and encounter groups were among this repertoire and environmental destruction. Within this cultur- of de- and re-conditioning techniques. Jonze’s movie is set in a near future city modeled Yet, the brief appearance of Alan Watts showed al milieu, Watts represented the so-called mystic on a combination of Los Angeles and Shanghai. me something else. Namely, that our ideas about strand: for him, cultural change had to come from It is less well-known that electrical, electronic The story could be interpreted as most people the potential of digital technology – such as the a change in personal perception. Watts regarded and later digital technologies played similar de- understand the science fiction genre in general: idea that it can manifest higher forms of aware- “society’s official version of reality” as “silly and and reconditioning roles. In his The Electric Kool- as giving people a taste of the future and particu- ness - are inspired by cultural domains not com- inadequate.” For him, another type of reality can Aid Acid Test (1968), American author Tom Wolfe larly of the role of advanced technology in this monly associated with technology. Domains such be experienced that reveals the “grandeur of the [3] describes how this was the case for a group future. In this understanding, a movie like Her as spirituality and political orientation, for in- cosmos.” (Watts in [2, p. 54]). of hippies, The Merry Pranksters. The pranksters has predictive value; it helps people anticipate stance. the strange realities of a world more and more lived communally in a cottage in a forested area Those within the counterculture who were drawn south of Palo Alto, and made cross-country trips characterized by the non-intrusive, intuitive, in- Alan Watts (1915-1973) was a British-born, self- to this type of explanation regarding the causes in a 1939 International Harvester school bus that terfaceless presence of forms of artificial intel- educated theologian, philosopher and lecturer. In of social alienation, warfare and environmental they bought from a man with 11 children. They ligence with emotional and rational intelligence the 1960s and 70s he was a mystic teacher and a destruction, embraced a variety of techniques. had wired their house, the forest around it and the that exceeds that of people. Jonze shows a world spiritual leader for the so-called countercultural These would help them “decondition” from social bus with speakers, microphones and stroboscopes of all-immersive games that become one with movements predominantly in California. The term narratives that preach competition, dominance so as to create disorienting environments of sound 8 9 ics, conventionally known as a theory of digital Theodore and his beloved operating information systems, formed one of the (semi) System, Spike Jonze’s movie could be scientific backbones of this cultural environment embraced as one such technique. Dorien Zandbergen where people tried to imagine the world and the connection between its parts (nature, humans, machines, etc.) in holistic terms. References It is in this cultural context that the idea of the 1. Jonze, S. (Writer, director, personal computer, the World Wide Web, Virtual producer). (2013) Her [Motion Reality, and today the Internet of Things, Quan- picture]. United States: Warner tified Self and the Singularity have found very Bros Pictures. positive and hopeful reception. As Richard Barbrook and Andy Cameron (1995) put it [4], this 2. Anderson, W. T. (2004). Californian Ideology has become the dominant The upstart spring: Esalen framework for interpreting digital technologies, and the human potential move- outside of California as well. Whether phrased ment: the first twenty years. In 1996, Dorien Zandbergen worked for the helpdesk in explicitly spiritual terms or not, this ideology iUniverse. of the Dutch internet provider XS4ALL. Fascinated by the engaged culture she saw emerge around this perpetuates the idea that humanity’s merging with ubiquitous intuitive technologies helps us 3. Wolfe, T. (1968). The Electric Kool-Aid Acid Test. London: Black of digital culture as an anthropologist. Her MA thesis connect with a global humanity, helps us expand Swan. discussed gender dynamics and the political structure of Open Source hackers in a squat in Amsterdam. For our knowledge of the world and make us more Biofeedback practitioner. From D.B. Payne and C.T. 4. Barbrook, R., Cameron, A. (1995). her PhD thesis, she studied the countercultural con- The Californian Ideology. Alamut: text in which information technologies developed Yet, where it was the intention of these 1960s and Bastion of Peace and Informa- and popularized in California since the 1960s. Assisted 70s hippies to turn against, what they regarded tion, Retrieved May 8, 2014, from by a Fulbright Scholarship, she conducted this research creative and efficient. Reitano, BioMeditation: The Scientific Way to Use the Energy of the Mind (Brookline, Mass.: BFI, Inc., 1977), ii new thing called the internet, she became a student empathise more with different kinds of reality, as, rigid and blinding thought systems – like con- http://www.alamut.com/subj/ while spending a year in Silicon Valley. Currently, as and light. The culmination of this cacophony was ventional religion, cultural convictions and norms ideologies/pessimism/califIdeo_I. an independent researcher, she is studying the way in the three-night Acid Test held in San Francisco in – today, this digital optimism has become dog- html which European cities turn themselves into so-called 1966. Like many other such events at the time, the matic in its own right. As such, it blinds people to venue of the Acid Test housed projectors, oscillo- the very real possibility that the ever-increasing scopes, music and strobe light. The idea was that presence of tracing and tracking sensor-based in this ‘cacophonous’ multi-media environment technologies creates an orwellian nightmare. And there was no room for rational contemplation and to the fact that exploitation, warfare and corpo- Zandbergen, D. (2011). New Edge. a critical cross-disciplinary platform on Smart Cities. attachment to conventional thought systems. rate greed simply continue to exist in our digital Technology and Spirituality in the San The aim of this platform is to understand better, in a worlds, yet in ways that are perhaps even more Francisco Bay Area. Leiden University. hands-on, ethnographic way, what the conditions are Ideas that came from this cultural background difficult to discern. It also stops people from Non-published dissertation, to be in which information technologies can be empowering, would later play a role in the Californian enthu- carefully contemplating how sensor technologies found at: http://dorienzandbergen. and when they can be disempowering. In all this work, siasm for Virtual Reality and Virtual Worlds. Also may alienate humans from their own human sens- nl/links/ Dorien likes to maintain a hands-on understanding of the first non-military experimentations with sen- es and direct day-to-day environments. Smart Cities. Following processes of digitization in dif- Further Reading ferent spaces in the city, she wants to understand how this works out in practice. This research will be part of a documentary and will give way to the founding of techniques and technologies varying from woodworking tools to software. sor-based technologies for motion-tracking or for biofeedback purposes were informed in part by It is my opinion that we need new types of de- a similar motive – to decondition from engrained conditioning techniques to challenge our collec- [email protected] patterns of human thought and to get in touch tive blind faith in the digital. By beautifully show- @DorienZ with a higher form of reality. Similarly, cybernet- ing the painful yet insurmountable gap between www.dorienzandbergen.nl 10 11 The great pig in the sky Interview with Theo Botschuijver by Hanna Schraffenberger & Jouke Verlinden 12 13 In my adolescent years, I stumbled upon a documentary on Dutch TV that had a huge impact on my dreams of the future. It featured a funky designer-computer scientist who was enthusiastically creating a pre-Kinect depth camera. He did this by hacking a Polaroid ultrasonic sensor and x-y frames, controlled by an Apple II with a custom-built graphics card. The documentary made my head spin: computers were cool, technology can “augment” the process of creating art … Years later, while I was graduating on VR technology in the US, I found out about this funky designer-computer scientist’s longtime collaboration with VR artist Jeffrey Shaw. Uncanny! They certainly explored the future in the past… If anyone should be consulted about the future of Augmented Reality, it should be him: Theo Botschuijver. To be honest, I hadn’t even heard of Theo Botschuijver before my colleague Jouke suggested that we’d interview him. After checking Theo’s website [1], it turned out that, although I didn’t know him, I knew many of the works that Theo had realized together with media artist Jeffrey Shaw. More importantly, his oeuvre featured many Augmented Reality pieces – some of them were realized long before I was born. Of course, I was intrigued…. What was someone who had been working with AR in the 1970s doing now and what were his plans for the future? in Europe. There was a farm close by Eindhoven Augmented Inflatables – Inflatable Reality where all kinds of people could work and experi- Theo’s augmented inflatables are designed to be ment. In 1967, we started working together, up presented in combination with a virtual layer that until 1983. We called ourselves the Event Struc- is projected onto them. Theo figured out how he ture Research Group.” could combine a physical, inflatable object and a had studied in Italy and wanted to do some things virtual layer that is projected onto this object in Walking on water and a smoking octopus his Talking Head series. “I have several Talking Heads. I project footage of The Event Structure Research Group is behind a talking face onto an inflated head. This setup is many of the early inflatables, such as the ‘Air- connected to a microphone so that the projected ground’ (1968), a large inflatable playground and face moves its mouth when one speaks into the the ‘Waterwalk’ (1969), an inflatable that allows microphone. That way, the inflatable head ap- a person to enter it and walk over water by walk- pears to speak.” We can imagine that this can ing in it. “Wait, I can show you!” Theo takes out be quite entertaining at a party and liven up an a book in which he keeps track of all his projects. otherwise straightforward speech. However, we As the pages turn, we get more and more famil- are more fascinated by his more conceptual, ar- iar with his work. There’s commercial work, such tistic, and sometimes almost romantic, works. For as amusement park-like experiences designed for example, Cloud (1970, Event Structure Research big car companies to promote their latest model. Group, Theo Botschuijver, Jeffrey Shaw), which There is political work; an inflatable world-bomb was exhibited in front of the Stedelijk Museum in that has circled over the heads of demonstra- Amsterdam. Like the inflatable heads, the work We call out a shy “Hello?” and after some seconds learned about woodworking, metals; we had theo- tors at the peace demonstration at the Museum uses projection mapping, and combines virtual and of uncertainty, we enter the studio. Theo’s work- retical lectures: they were a fantastic five years. Square in Amsterdam in 1981. There are sketches physical elements in the real environment. It con- place is spacious; it is filled with his old works, big We could spend entire mornings talking about for shoes that use piezoelectric materials to shine sists of a physical, inflatable cloud onto which – at sawing machines, lasers and materials in all shapes forms and shapes and structures.” As much as when you walk. There is an inflatable Octopus. night – a daytime cloud is projected, accompanied and sizes. The huge studio is also rather cold. We Theo enjoyed studying at the university, it was the Most works come with an accompanying story. “It’s by mist effects and weather sounds. find Theo and Hannie - Theo’s partner and busi- practical aspect of it that he enjoyed the most. always different how the public reacts. In the case ness associate - in a small and comfortable little “One year of the course was a practical year. Here of the octopus, people were starting to attack it side-room. Hannie is filling the stove with wood it all came together. I worked at a furniture fac- with knifes. But with time, you learn to anticipate and Theo’s self-made inflatable windows do a good tory and at the glass division of Philips and at the things that could go wrong. We hooked the octo- job at keeping the cold outside, illustrating Theo’s precision moulding department where they built pus up to a smoke machine. So that after the at- expertise when comes to inflatables. We take off the most accurate and fascinating little parts.” tack he emitted smoke from all his wounds. Until our jackets, get acquainted with Theo’s dog and Despite the great time he had at Philips, he soon someone run off with the smoke machine….” As before we know it, we are entangled in a conver- stopped with his path towards industrial design. “I diverse as his work is, inflatables - most of which sation about the beginning of Theo’s career. ended up in England, where I got in touch with a Theo made himself - in all sizes, forms and fig- band called Pink Floyd. They were still unknown ures form a recurring theme throughout all of his back then, and I enjoyed their first performances. work. If there would be a professorship in inflat- They did not restrict themselves to the stage. able production, his name would be the first to “I would probably have pursued a degree in fine They wanted to play with the whole space and in- come up. His collection includes figurative ones arts, hadn’t it been for my art teacher in high volve the audience as well. That appealed to me. (the Octupus), useful ones (an inflatable drum- school who pointed me towards a new school in Those guys were more approachable back then….” set), architectural pieces (domes and buildings), Eindhoven, which had just started and which of- That was around 1967, the same time when he also beautiful objects (clouds), some questionable ones fered a degree in industrial design.“ The combina- started his long-standing collaboration with Jef- (huge breasts that can serve as party decoration) tion of technical classes, difficult theory and ap- frey Shaw. “Jeffrey and I met around ‘64/65. He and finally, a collection of augmented inflatables. Early career 14 Kim Eshuis, Svp.sfeerbeheer plied practice immediately appealed to Theo. “We Talking Head 2 (2002), inflatable human head as a projection screen. When we arrive, the door to Theo’s studio is open. 15 the city hall while a live band was playing. Then A few pages of the photobook later, we enter AR the pig, but they wanted it to look like one of the plastic structure was inflated with smoke, territory again. At least, the image Theo shows those Walt Disney pigs or like the friendly pig while an array of film and water dye projectors us looks an awful lot like an AR headset. As it that stands in front of your butcher. Pink Floyd, constantly casted movies onto the structure. The turns out, that’s exactly what the headset on the however, wanted an aggressive and realistic pig. audience was very enthusiastic and wanted to picture is supposed to illustrate. It is a dummy I made the model pigs for them and a company participate; some of them even undressed and prototype of Theo’s idea for a 3D desktop work- produced three big scale versions.” Unfortunate- jumped onto the inflatable. space, which is situated in the real environment. ly, the team responsible for the production didn’t In 1986, he extracted the small CRTs from cam- take the necessary precautions when it came to One of our favorite works is “Viewpoint” (Event- corders, and used half-silvered mirrors to project the photo shoot with the pig. “We let the pig fly structure Research Group: Theo Botschuijver, the Apple II’s crude 3D graphics. in the sky. But even before we started with the Jeffrey Shaw), an installation from 1975 that was real shoot, there was a sudden ‘pling!’ - the ring shown at the 9th Biennale de Paris, in the Mu- To illustrate that the headset is in contact with that connected the pig to its anchor broke... and Cloud (1970), Eventstructure Research Group: Theo see d’Art Moderne in France [2]. The installation the computer, Theo has connected the headset there was no safety rip-panel. The pig drifted Botschuijver, Jeffrey Shaw. Pieter Boersma showed images of several staged events that had to the computer with a cable. “It turns your own off! It wasn’t our fault, that was the job of the taken place in the museum’s space earlier. The living room into a memory palace. With the envi- firm we hired.” Now he can laugh about it, but As we explore Theo’s oeuvre further, it becomes animated slides of these events were projected sioned device, you can put your documents into back then it definitely wasn’t funny. “Everyone more and more apparent that those inflatables onto a retro-reflective screen. Because of the your real surroundings, and store them in real thought it was a publicity stunt but it wasn’t. are not his only works that have explored key retro-reflective properties of the projection sur- space. It will be much easier to find them back... The pig was floating into the worst possible di- concepts of Augmented Reality, such as combin- face, the events were only visible through a view- If I wear the glasses, and I look to the real book rection. As soon as I saw the pig drifting into the ing the physical and the virtual in real space, ing console and the screen remained grey from shelve, I can store files there…” direction of the airport, I called Heathrow and we mentioned earlier on. In fact, Theo has real- all other perspectives. The projected images ized a variety of AR works long before the term were aligned perfectly with the real space. Con- ‘Augmented Reality’ was devised. An early per- sequently, a look through the console revealed Looking back, looking ahead formance in 1967 that experimented with archi- a seamless collage of projected images and real Theo’s most well-known work is probably the for the pig. At some point the pig flew so high tectural structures, live action and projections surroundings. In passing, unsuspecting visitors huge inflatable flying pig that is featured on the that it was not considered a hazard anymore.” was “MovieMovie”. The Event Structure Research became part of the viewed scenery, resulting in cover of Pink Floyd’s album “Animals” from 1977. Ironically, the pig landed - and got itself injured Group, which at that time consisted of Theo a combination of real and virtual events taking “This wasn’t easy. We hired a company to make - at a pigsty. Theo and the team involved stayed Botschuijver, Jeffrey Shaw and Sean Wellesly place at the same time. “We had staged twelve Miller, prepared a pitch to bring “something spe- events. For example, one event showed a visitor cial” to the Knokke arts festival that year. And who went to sleep on a museum bench. Another their proposal was accepted! Theo made a huge image sequence showed how we built the instal- inflatable projection dome. Dressed in white lab lation, the process of setting up the retro-reflec- coats, Theo, Jeffrey and Sean set up the dome in tive screen in the museum space.” warned them. They couldn’t believe their ears. “Could you spell that sir?’ – P. I. G., a flying PIG!” – ‘Oh, I see”. They sent a helicopter with a sniper Early see-though HMD model. Documentary of Jeroen Visser: Theo Botschuyver: art, science, recreation (1986), Roel Bazen MovieMovie (1967), Eventstructure Research Group: Theo Botschuijver, Jeffrey Shaw, Sean Wellesly Miller. An extension of the Corpocinema idea produced for the Experimental Filmfestival in Knokke, Belgium. Pieter Boersma (left) and Suzy Embo (right) 16 17 Flying pig made for Pink Floyd (1976). Battersea powerstation, London, England. Phil Taylor, in: Mason, N. (2005). Inside out: a personal history of Pink Floyd. Chronicle Books. with the concept of a helium filled balloon with a minimized weight.” We can see sketches of the wing on Theo’s walls. We wonder, whether Theo is still planning on building an actual airwing. “This is a dream, yes, this is a dream. Unfortunately, we would need a lot of money to realize it, or we need to collaborate with a big company. The airwing has to be filled with helium and that’s exup all night, first picking up the pig from the sty pensive. In the end, I envision it about 200 meters and then repairing its holes… and finally shot the in size. But even to realize a small one, approxi- images for the album cover the next day. mately 18 by 20 meters would be fantastic. That idea is very attractive to me. The airwing would One more gig in the sky So far, the flying pig has been one of Theo’s most be great as a means for transportation. But also as a place to live... I can envision whole villages floating in the sky.” well-known projects. However, when it comes to the future he dreams about one more great gig in the sky: the airwing - a combination of airship and References: airplane. “We used to have two prevalent ways of flying, the airship and airplane. I always found 1. Botschuijver, T., & Van den Dop, H. (n.d.). it weird, that those were so at odds with each Spatial Effects, http://spatialeffects.nl/, ac- other… And after the Hindenburg disaster in May cessed on 6 May, 2014 1937, the airship era ended. But there are also catastrophes with airplanes and we still have those. 2. Shaw, J. (n.d.). Viewpoint. Retrieved from Anyway, I have always been fascinated by the idea http://www.jeffrey-shaw.net/html_main/ of a synthesis between the airplane and the air- show_work.php?record_id=46, accessed ship…. to combine the aerodynamics of a wing on 6 May, 2014 Airwing – a synthesis between airplane and the airship (computer model by Wick van Rij) 18 19 Illuminating Shadows Intuitive Interaction with Projected Augmentations by Marcello Gómez Maureira & Carolien Teunisse 20 21 Light is an important aspect for all types of visual augmented reality (AR) installations. This is especially true for projection-based AR, Bioinformatics research group at Leiden Univer- With this setup, people can interact with the pro- sity. With the help of Fons Verbeek who leads jection content by using the shadows they cre- or ‘spatial AR’, where video projectors are used to create a virtual the research group and also supervised our own ate when occluding the primary projection. One research project, we were able to get access to of the first features we implemented was using internal images of the zebrafish, making it the shadows to reveal the inside of the zebrafish in star of our AR installation. form of X-ray visualization. Creating a shadow on overlay on a physical canvas. When audience members approach spatial AR installations and enter the path between the projector and the zebrafish canvas would display the skeleton the canvas, this usually results in undesired shadows that disturb of the fish wherever shadows were formed. Sub- the illusion. This is particularly problematic in the context of inter- Design and Functionality active installations. How can the audience physically interact with The zebrafish model consists of a wood and wire layers that could be displayed by moving closer the display without causing disturbing shadows? One approach of base mesh that has been wrapped in paper- to or further away from the fish model. To do so, maché and painted white, serving as projection we used the depth information reported by the canvas. One of the two video projectors – the Kinect sensor to determine which visualization to primary projector – faces the fish model from display on the shadows. In its current form, our the side and is used to project the outer ap- interactive display can be used by several people pearance of the zebrafish onto it. The second at the same time, leaving the choice of which vi- projector is then positioned at an elevated posi- sualization is shown to the person closest to the tion in such a way that it is unlikely to cross its model. Since the depth of each person is tracked projection path. separately, it is also possible to give everyone dealing with such negative interference is to facilitate the interaction through separate computer input devices. With Illuminating Shadows we follow another approach: rather than seeing shadows as an undesired artifact, we embrace interference and explore the possibilities that it can offer. sequent experiments added further visualization their own shadow display. This is an intriguing Illuminating Shadows is an ongoing research proj- A working prototype – involving two video projec- In its regular state – that is without user interac- possibility that we intend to explore in the near ect that uses shadows as an intuitive means to tors, a Kinect motion sensor, and a large zebraf- tion taking place – the second projector is simply future. facilitate interaction in a spatial AR scenario. ish model - is the test bench for our experiments inactive. When, however, a user enters the space Our setup allows the audience to step in front of in this project. We wanted to design a display between the zebrafish model and the first projec- When using AR technology systems such as AR the projector and to interact with the display by that could find its place in a museum exhibition tor, a shadow area is formed on the fish canvas. glasses or smartphone and tablet apps with AR creating shadows on the canvas. Their shadows next to traditional physical exhibits. Without ac- This area is recognized by the Kinect sensor, which elements, we are constantly aware of the equip- are used to reveal additional layers of informa- cess to a fitting model for our project we decided passes the information on to a program that con- ment that enables us to experience the augment- tion. This is achieved with a secondary projector, to build our own: the aforementioned zebrafish trols the output of the second projector. Finally, ed reality. We feel the weight of the phone we which fills in the shadows with extra content. As model. Now the zebrafish is probably not the the second projector displays an image on the very hold in our hands when looking through our screen a result, the audience can use their shadows to, first specimen that comes to mind when looking same area that is covered by the shadow of the at the world and we cannot look away from the de- look inside an object and reveal additional infor- for a prototype subject. We learned about ongo- first projector, creating an ‘illuminated shadow’. vice mounted on our heads or resting on our ears. mation by moving their shadow over the surface. ing zebrafish research done by the Imaging and 22 23 Usually when using projection-based AR, we would are naturally curious about the possibilities and like the equipment to disappear from sight to give the questions that often start with “Wouldn’t it the illusion that the projections are part of our be great if ...”. In other words, we want to experi- reality. In our project, however, we welcome the ment and play with the technology to see what it awareness of the projection technology, at least can do. Essentially, this is the kind of curiosity we partly. While the second projector remains an ele- hope to inspire in the audience. ment that is ideally hidden from the audience, the Block diagram showing the interaction between hardware, software, and human user. primary projector is deliberately on full display. Its In order to do so, we invite them into the space position marks the source of both light and shad- between the projector and the physical canvas, ow, and is therefore an important element for the causing them to become part of the augmenta- interactive experience. tion and ultimately enabling them to experiment with it. By positioning users in this way, shadows Seeing Shadows in a New Light become an unavoidable component of the interaction. It is highly fitting then, that the creation of shadows can already in itself encourage play- In the first issue of AR[t] magazine, Jouke Ver- ful interactions. This is especially the case when linden discusses spatial projection-based displays bringing several people together to create shad- in his article “Pixels want to be freed!” [1], and ows on a shared canvas. While the personal space mentions occlusion and shadows as known prob- around a user is often reserved for close friends, lems in this field. This is certainly a problematic the perceived closeness between each individual aspect for many installations. Working with shad- shadow can encourage a playful atmosphere that ows as intentional elements does not necessar- wouldn’t normally occur between strangers. ily solve the issues. And yet, we cannot help but feel that considering shadows a part of spatial AR Another way in which we implemented the ele- could be an interesting opportunity, both as form ment of ‘play’ is through exploration. While users of interaction, and as a visual aspect that inher- are technically able to create shadows on the dis- ently connects the virtual with the real world. play that are large enough to influence the complete canvas, most of the time, the shadows only Schematic illustration of the augmented zebrafish installation. The Element of Play take up a small area of it. This causes the shadows to act like dynamic windows reaching into the ex- The aspect of ‘play’ has been of great impor- hibition model. Such windows focus the attention tance in the concept of our installation. Creating to the places they originated. A user might, for space for playful interactions holds the promise example, hold his or her hand in such a way that a of captivating audiences in a fundamentally per- shadow is created on the fin of the zebrafish mod- sonal and emotional way. This makes the interac- el. Consequently, the fin becomes the focus point tion, as well as the elements that are part of it, of the interaction. Seeing all the possible content all the more memorable for the audience. requires active exploration of the different areas by changing the shadows on the canvas. Here we When talking about interaction within the con- should remember that the distance between user text of augmented reality, there is a certain and the zebrafish has an impact on which shadow playfulness present in many of the most exciting layer is going to be displayed, which further in- works in AR and especially in spatial AR. That is creases the amount of exploration space. not to say that spatial AR cannot be used in more Early 3D sketch showing the projection of zebrafish skin on the left, and an X-ray projection on a user’s shadow on the right. 24 utilitarian environments. And yet, the use of There are, generally speaking, certainly more ef- spatial AR still seems be enjoying its honeymoon ficient ways to let users access information. Explo- phase of technological novelty. In this phase we ration of content, after all, already indicates that a 25 certain amount of effort is required. Furthermore, Second, a green animation was projected on the it hints at the possibility that some aspects might pedestal of the model when the installation was be left undiscovered. And yet, we believe this to not in use, showing a figure holding its arm up in be an absolutely acceptable element of our instal- front of a projector. and student of the Media Technology that there should not be a right or wrong way in While we have yet to receive feedback on wheth- early video and animation work, she how the model is explored. The user experience er the animation proved helpful, we do know that looked for interesting dialogues be- is what’s most important here. If users are capti- the addition of zebra stripes has actually caused tween different kinds of media and vated and enjoy interacting with the model, there some confusion. Here it should be said that our in her first encounter with a projec- is a high chance of them seeing everything there initial implementation of the zebra crossing was tor she created animations that aug- is to see. More importantly, there is a high chance done with paper. In retrospect it makes sense, mented the environment. Nowadays, that they will remember it. but as it turns out, people do not like to walk on she is particularly interested in cre- paper. The result of this implementation was that ating compelling experiences that re- users actively avoided the area towards which flect on interactions between people, we wanted to guide them. Even after the setup media and our physical reality. Mind Your Step Zebrafish (Danio rerio). Image by Okinawa Institute of Science and Technology (OIST) Carolien Teunisse is a media artist program at Leiden University. In her lation. In our project, playful interaction means 26 Carolien Teunisse Throughout our project we went through several was improved by marking the area with white iterations in which we modified our augmented tape, we made the mishap of cross-hatching an During her Digital Video Design zebrafish display. Especially when creating a area that should have indicated the existence studies at the HKU University of the prototype, many aspects, whether technical or of an interactive area. While cross-hatching pat- Arts in Utrecht, she met like-mind- conceptual, were changed along the way. While terns can absolutely be understood as defining an ed artists who together now form focusing mainly on the installation itself, it can be area, they are also often used to mark areas that DEFRAME collective. They explore easy to lose sight of the surroundings, referring to should not be used. the possibilities of current media technology by creating immersive both the environment in which the installation is presented and to the way in which an audience is What this small example shows, is that there experiences in the form of installa- invited to interact. were not many issues with the zebrafish display tions and live visual performances itself. It rather shows how simple modifications often using augmented projection In the case of our display we had to encourage surrounding the installation can change how us- technologies. Teunisse is also co- people to step into the space between the pro- ers perceive and interact with it. founder of Fiber, an audio-visual network platform based in Amster- jector and the physical model. The difficulty here is that many people actively avoid occluding a projection path, as this is usually discouraged Potential Implementations in projection displays. A mindful audience might So far, we’ve discussed the conceptual and physi- therefore entirely miss the possibility of interact- cal design as it was realized in our project. How- ing with our display – a situation that we wanted ever, in many ways the zebrafish installation is to remedy as best as possible. We introduced two very much a prototype, created for the purpose ways to help users understand that they are wel- of experimenting with the possibilities of shadow- come to interrupt the primary projection. First, based interaction with spatial AR setups. As such, zebra stripes were added that indicate which it represents only one of many possible forms of visualization of the zebrafish corresponds to a implementation. dam organizing events and a festival concentrating on the integration of media art and electronic music. certain distance. Here the symbolic nature of zebra stripes is meant to convey the message that It is easy to imagine the use of other display con- passing through the projection area is not only tent. Starting from the visualization layers, many possible but also required for interaction. other types of information could have been used in the zebrafish display. An interesting example DEFRAME.nl would be to visualize the development stages FIBER-Space.nl Pim Graus 27 of the zebrafish, starting from the larvae to its In this respect, it is also interesting to think of These examples show that there are many ways adult appearance. While the physical shape of different implementation in terms of scale. In in which the future developments of shadow in- the canvas would then no longer match the dis- their paper ‘Shadow Reaching: A New Perspective teraction in spatial AR might unfold. It is hard to play content, it could instead serve as a consis- on Interaction for Large Displays’, Shoemaker et not get excited about the possibilities and we tent reminder of the scale between the different al. [2] describe the interactive possibilities of us- certainly hope that our zebrafish installation was development stages. ing shadows to interact with very large screens. not the last of its kind. Since the reach of a shadow can easily be exIt is just as easy to think of completely different tended by moving closer to the light source from content. Augmenting a model of the human body which the shadows originate, users can interact could let users dive into the different anatomi- with elements that they would not be able to cal layers or even animate processes by moving reach otherwise. On the other end of the spec- closer to the model. Leaving the realm of organic trum is the possibility to create small-scale ver- matter, we can also imagine to augment architec- sions of our installation for the use in classrooms A video of Illuminating Shadows can be found at: tural structures and implement shadow interac- or in situations where multiple exhibition models www.vimeo.com/94137178 tion in such a way that it illustrates the changes are presented in close proximity to each other. made through history. Links http://www.illuminating-shadows.com Acknowledgements Over the course of this project we have received the display system as well as in constructing Marcello Gómez Maureira the prototype itself. We would like to thank Fons Verbeek and Hanna Schraffenberger, who supervised the development of this project from the start. We also want to thank Georgios Marcello Gómez Maureira is an in- Lampropoulos, Bram Snijders, Livia Teernstra, teractive media enthusiast who Meggy Pepelanova and Isabelle Kniestedt for the is on an ongoing journey through support they gave us whenever we were in need different professions and fields of a helping hand. of research. Originally trained as mechanical engineer, video game artist, and video game designer, References he is currently pursuing the Master’s Media Technology at Leiden 1. Verlinden, J. (2012, April). Pixels Want to University as part of his research Be Freed! Introducing Augmented Reality into designing interactive spaces Enabling Hardware Technologies. for audiences. Outside the aca- AR[t], issue 1, 42-59. demic environment, he develops video games and works as free- 2. Shoemaker, G., Tang, A., & Booth, lance game and graphic designer K. S. (2007, October). Shadow reaching: through his company ‘Dandy Uni- a new perspective on interaction for large corns’. displays. In Proceedings of the 20th annual ACM symposium on User interface software MARO.in 28 and technology (pp. 53-56). ACM. Zebrafish (Danio rerio). Image by Okinawa Institute of Science and Technology (OIST) a lot of help, both in the conceptual design of 29 Image 2. Skammekrogen, photo by Åsmund Sollihøgda with the courtesy of Makropol Image 1. 3-Sweep, image courtsey of Tao Chen How will we do it? A look into the future and the past of 3D animation and augmented reality by Wim van Eck In previous AR[t] magazines, I have used the ‘How 3D modelling and animation did we do it?’ column to give an insight on how the ings, better previews, more advanced physics, fects with existing software. The visual effects easier character animation tools etc. But these companies hired to realise these special effects are all small evolutions; the general workflow re- have enormous budgets which enable them to mained pretty much the same. The same goes for develop add-ons for existing software, or even most other commercial 3D animation packages. develop new software to achieve a certain goal. This actually makes sense though; most profes- Sometimes, these programs are developed fur- sional 3D animators don’t have time to constantly ther and released as commercial software or a get familiar with significant changes to their soft- plugin afterwards, a great way to earn back the ware. Having to learn big changes within your invested money. The Lord of the Rings trilogy, for software doesn’t go well with meeting everyday example, gave birth to two new software pack- deadlines. Many 3D professionals even work with ages. Mudbox was developed to digitally sculpt older versions of their software so they are sure the fantasy characters, and crowd simulation all bugs have been removed and their current software Massive made it possible to realise the workflow with other programs remains intact. We spectacular battle scenes featuring thousands of can be sure that the coming updates of commer- characters on screen at the same time. cial 3D animation packages will offer great new options and possibilities, but we should not ex- The same goes for the computer game industry. pect the biggest innovations here. This rapidly growing industry has been largely re- AR Lab creates its projects and which software is The majority of 3D artists use commercially avail- used there. Since this issue’s main theme is ‘The able software such as Maya, 3dsMax, Cinema 4d Future’, I will look into my perfectly ray-traced and Blender. In 2004, I was using Maxon Cinema The movie industry, however, is an incubator for power of personal computers. To comply to the glass sphere to predict how we will develop our 4D R9 to create my 3D models, while currently many fresh and innovative technologies. Big Hol- high expectations of the players, the visuals of projects in the near future… Or on second thought, I’m using Maxon Cinema 4D R15. When we look lywood blockbusters have immense budgets and new games have increased incredibly. The latest maybe it is a better idea to have a look at how at both interfaces we see nothing has radically their way to lure moviegoers is often to show game-engines such as Unreal Engine 4, CryEngine software has developed throughout the years to changed, the biggest changes are cosmetic. Obvi- special effects that have never been shown be- and Unity 5 are able to produce almost photoreal- see where we are heading, and at the same time, ously, many improvements were made through- fore on the silver screen. This forces them to in- istic visuals in real-time. Since it is almost impos- find out who drives innovation in this field. out the years; more realistic and faster render- novate, since they cannot achieve these new ef- sible to create the accompanying highly detailed 30 sponsible for the enormous increase of graphical 31 I also foresee exciting times for real-time render- recently impressed by Metaio’s new 3D objects ing. While it is currently mostly used for games and & environments tracking. Besides better tracking simulations, movies could also benefit. Since com- performance, we also started using software that puters, tablets and phones are getting increasingly was easier to use. ARToolkit still needed a good powerful processors, animated movies could be knowledge of C/C++, while nowadays we can use rendered in real-time instead of having to play easy to use game engines such as Unity to devel- back a huge pre-rendered video file. Current real- op our projects. Applications such as Aurasma/ time render engines already offer sufficient im- Junaio/Layar do not even require any program- age quality, and since the upcoming 4K resolution ming skills at all. (Ultra HD) format will result in such huge video Image 3. Project Tango, image courtesy of Google files it could make sense to render it out in real- Augmented reality software developed quite time. This was actually already quite common in quickly since its introduction, and these develop- the eighties, when programmers in the demoscene ments will surely not slow down for the coming programmed impressive real-time visuals only oc- years. Google Glass gave a preview of things to cupying small sizes such as 4096 bytes. come, with hardware becoming truly wearable in- environments manually, many game studios make 3D models by sketching simple 2D shapes, with Rendering movies in real-time would also offer stead of being bulky and uncomfortable. Instead usage of procedural content generation, enabling the software adding the third dimension auto- the spectator the possibility to virtually walk of mostly relying on cameras for tracking, we them to algorithmically generate variations of matically. A recent effort is 3-Sweep [2] (image around within the movie, choosing a unique point see a trend of combining more sensors for more game assets, instead of creating them manual- 1), a research project by Tao Chen et al. 3-Sweep of view to see the story unfold. Virtual reality stable and markerless tracking. A good example is ly. SpeedTree, for example, can generate whole can derive a textured 3D model from a single goggles such as the Oculus Rift or Sony’s Project Google’s Project Tango (image 3), which maps your forests of unique trees, and Allegorithmic’s Sub- photograph, only needing some simple input Morpheus are ideal to realize such possibilities. surroundings (and creates a 3D scan) by combining from the user. I recommend watch- The Danish short film Skammekrogen by director data from a motion tracking camera, depth sensors ing the impressive demo on their Johan Knattrup Jensen (image 2) is an exciting and a regular camera. Being able to sense your en- site since it is quite spectacular to attempt at such an approach, where you wear an vironment’s depth gives (among other things) the see their software in action. These Oculus Rift to see a family dinner drama unfold advantage that virtual objects can be occluded by applications are not often used by from the successive point of views of the five din- real objects, creating a much more advanced inte- professional 3D artists directly, but nerguests. It is unlikely that traditional cinema gration of the virtual within the real. the underlying technologies might will be replaced soon, but these new technolo- find their way into commercial 3D gies invite us to have a fresh new look at how One of the biggest problems with augmented re- animation packages at some point. stories can be experienced, possibly blurring the ality is that there is still no ‘standard’ application line between movies and computer games. to see all the different augmented reality proj- “While in the seventies games were developed by small teams or even individuals, a current blockbuster game such as Grand Theft Auto 5 is estimated to have a development team of over a thousand artists” are too many of them. The current need to install am certain procedural content generation will play an even bigger role stance Designer can generate variations of tex- ects. There are in fact some standards, but there So what will the near future bring? I Augmented reality and use many different viewers and applications ruins the whole experience. I don’t have high in the creation of pre-rendered and real-time 3D. tures. Such techniques do not only speed up the It simply will have to, since the consumer con- Augmented reality software went through quite hopes this will change in the near future, but a creation process, but also significantly reduce tinuously expects larger and more detailed digi- a development since its introduction. I started change is certainly needed to elevate augmented memory requirements. tal worlds and characters in movies and games. working with augmented reality in 2006, a time reality to a next level. While in the seventies games were developed by when popular augmented reality software such as A different type of innovation comes from aca- small teams or even individuals, a current block- ARToolkit was using fiducial markers (black and demic research at universities. These are places buster game such as Grand Theft Auto 5 is es- white patterns). While the tracking was already which allow focus on new technologies and in- timated to have a development team of over a quite stable, it was still sensitive to low-light con- teractions, without having to worry if the results thousand artists. Instead of increasing the size of ditions and partially occluded markers. The possi- Professional 3D scanners have become more af- are production ready and free of bugs. This can these teams even further, it would be more fea- bility to track high contrast images gave exciting fordable throughout the years, and free software results in innovative approaches to create 3D con- sible to give the artists tools which allows them new possibilities and also added better low-light such as Autodesk 123D Catch already gives excel- tent. Teddy [1] for example allows users to create to automatize even more parts of the process. performance and more forgiving occlusion. I was lent results. It is much easier to make a scan of 32 3D scanning 33 Image 4. Get Even, The Farm 51 someone’s face instead of modelling it by hand. in movies such as The Curious Case of Benjamin crease and open up exciting new possibilities. times for developers and consumers. Let’s stop But did 3D scanning already start to replace 3D Button, where a digital representation of actor Imagine 3D scanning a beautiful location with predicting and start developing! modelling? While 3D scanning offers exciting pos- Brad Pitt was created at different ages. Another your phone while you are on vacation, so your sibilities it also has some big drawbacks. Firstly, example are the photorealistic environments of friends at home can experience it virtually wear- the object already has to exist (you cannot scan the computer game Get Even (image 4, expected ing a device such as the Oculus Rift. This would something fictional), it should be accessible to in 2015), which were created by 3D scanning real surely be an great alternative for postcards or be scanned and ideally shouldn’t be transparent, world locations. This innovative approach makes digital photographs… Or why not 3D scan your ho- (2007, August). Teddy: a sketching interface reflective or dark, as this gives scanning errors it possible to seamlessly switch between live ac- tel room and place it online as part of a review so for 3D freeform design. In Acm siggraph 2007 with most scanning methods. And once you have tion recordings and the virtual game. people can virtually preview it at home? Sony al- courses (p. 21). ACM. 1. Igarashi, T., Matsuoka, S., & Tanaka, H. ready proposed such functionality during the GDC a 3D scan, it still needs quite some manual work to clean the model so it has a good topology (dis- The previously mentioned Project Tango could 2014 (Game Developers Conference) unveiling of tribution and flow of polygons) and a reasonable play an important factor by possibly putting a its Project Morpheus virtual reality headset. amount of polygons. This doesn’t mean that 3D 3D scanner in everybody’s hands, similar to what scanning is not widely used with often spectacu- happened when mobile phones became equipped This article has undoubtedly only shown a glimpse lar results. 3D scanning played an important role with cameras. The quality of the scans will in- of things to come, and these are truly interesting 34 References 2. Chen, T., Zhu, Z., Shamir, A., Hu, S. M., & Cohen-Or, D. (2013). 3-Sweep: extracting editable objects from a single photo. ACM Transactions on Graphics (TOG), 32(6), 195. 35 Augmented Self Some thoughts on augmenting ourselves by Yolande Kolstee NOW Integrating certain aspects of the virtual world network of sensor information and data trans- into our day-to-day activities is taking place at port working at top speed. a slow but unstoppable pace. People are getting used to on the spot information that is brought to To hear an exclamation like the one above is them digitally. Location based information, like quite common, but at a closer look, it is also a density of traffic, weather circumstances or is- bit weird: a person is looking for dynamic infor- sues in public transport, is a logical addition. We mation about the location while the person is are getting used to the idea of meta-data about actually at that place himself. Static analogue our environment and we expect this to be avail- information carriers, such as books, can pro- able all day, every day. We might consider it a vide us with information regarding our location kind of natural right, or even feel entitled to this and make us more aware of the special char- extra information. This kind of awareness of the acteristics it has; whether in historical, ethical, existence of meta-data can be seen as a special physical or cultural sense. The availability of type of augmented reality. We usually consider analogue information about a certain location is augmented reality the addition of real time vir- also available prior to the visit and will be so af- tual information. However, certain other types terwards. Location based information produced of data addition can also be seen as augmented by sensors, may be locally available or trans- reality. ported to the spot via our global positioning system. Location based information also offers LOCATION BASED DATA time dependent, dynamic information – something analogue information lacks. A location without dynamic digital information available on the spot is nearly unimaginable. People checking their smartphone for actual “Hey, I’m here at the Vanderbilt Square and I information, are not interested in the situation don’t have any info on the actual weather here! from 5 or 10 minutes ago. They could access this What’s going on?”. Having immediate access information since it is stored in log files, but those to data about our physical environment seems files are most often ignored. An app that reports natural, and not everybody realizes that this is, traffic jams that have already been solved, is ir- in fact, the result of an extremely complicated ritating and will soon be on the to-replace list. 36 37 LOGGING BODY RELATED DATA Benjamin Franklin listed his thirteen virtues as: ThirteenVirtues.com brings Franklin's simple an- In theory, the picture in picture effect continues alogue system to the information age. You can deeper into the picture ad infinitum. This self- track your progress against Franklin's virtues with monitoring trend, and the fact that we have more onist of Helen Fielding’s Bridget Jones’ Diary [1], 1. Temperance (Tem.) your favourite web browser. Or maybe you don't images of ourselves than ever before, makes us you should be familiar with lists like this: Mon- agree with all of Franklin's original 13 virtues - no aware of ourselves in an unprecedented way. The day: 6 units of alcohol, 12 cigarettes. Weight: 2. Silence (Sil.) problem. Just add, remove, or change them so psychological, social and health effects of this 75 kilos. The penetration of digital systems that Speak not but what may benefit others or that you only track what you are interested in. new type of self-awareness are open for research measure our own data is increasing every day. yourself; avoid trifling conversation. Apps on smartphones give us insight in data con- 3. Order (Ord.) If you are familiar with Bridget Jones, the protagEat not to dullness; drink not to elevation. cerning our body; for example, apps that mea- Let all your things have their places; let each sures our heartbeats per minute, our breath fre- part of your business have its time. in the coming years. AUGMENTING OURSELVES THE DROSTE EFFECT References 1. Fielding, H. (1996). Bridget Jones¹ Diary, quency, our burned calories based on our activity 4. Resolution (Res.) It is not unlikely that in 25 years all kinds of gad- (measured in footsteps for example), our sleep Resolve to perform what you ought; perform get-like monitoring equipment, like smartphones and wake patterns. We can input our weight and without fail what you resolve. or smart-watches, are replaced with microchip Pengiun books. 2. Franklin, B. The 13 Virtues, http://thirteen- calculate our BMIs (body mass index), which can 5. Frugality (Fru.) implants and possibly augmented reality lenses. be split up in fat, non-fat, bones and fluids. We Make no expense but to do good to others or As a result, that which has to be monitored and can even record the sounds we produce by voice yourself; i.e., waste nothing. that which is reading the monitored data is one or other body parts while we sleep. By monitoring 6. Industry (Ind.) entity: our self. This creates a strange version of our body, we are in a way augmenting our sense Lose no time; be always employ'd in some what the Dutch call the Droste effect [4]: an end- org/wiki/Droste_effect, accessed 8 May of ourselves. The quantified-self movement (see thing useful; cut off all unnecessary actions. lessness iteration of watching a picture in a pic- 2014. http://quantifiedself.com/) expands on this by 7. Sincerity (Sinc.) ture. We are monitoring ourselves while we are also logging external data like the composition of Use no hurtful deceit; think innocently and monitoring ourselves… the air we breathe. justly, and, if you speak, speak accordingly. virtues.com, accessed 8 May 2014. 3. Franklin, B. (2004). The Autobiography of Benjamin Franklin. Touchstone. In [2]. 4. Droste effect wikipedia, http://en.wikipedia. 8. Justice (Jus.) Mental and/or emotional performance in combina- Wrong none by doing injuries, tion with information about temperature or brain or omitting the benefits that are your duty. activity via wearable equipment can be added to 9. Moderation (Mod.) the image based on our bodies’ data. Although Avoid extremes; forbear resenting injuries so people have been tracking their activities and much as you think they deserve. Sun. Sil. • Ord. • feelings in diaries for centuries, life logging is dif- 10.Cleanliness (Clea.) ferent. It gives an interesting twist to augmented Tolerate no uncleanliness in body, cloaths, Fru. reality. Let us consider a very nice example by or habitation. Ind. Benjamin Franklin of what we would nowadays 11.Tranquillity (Tran.) Sinc. call mental performance logging as on the website Be not disturbed at trifles, or at accidents Jus. http://thirteenvirtues.com/ [2]. In 1726, at the common or unavoidable. age of 20, Benjamin Franklin created a system to 12. Chastity (Chas.) Mod. develop his character. In his autobiography, Frank- Rarely use venery but for health or lin states: “I propos’d to myself, for the sake of offspring, never to dullness, weakness, or clearness, to use rather more names, with fewer the injury of your own or another's ideas annex’d to each, than a few names with peace or reputation. more ideas; and I included under thirteen names 13.Humility (Hum.) of virtues all that at that time occurr’d to me as necessary or desirable, and annexed to each a short precept, which fully express’d the extent I Tue Wed Thu Fri Sat Tem. Res. Imitate Jesus and Socrates. Mon Clea. • • • • • • • • • • • • • •• Tran. Chas. Hum. •• • • Benjamin Franklin tracked his progress on self-made charts. The days were listed on the top row and the virtue were listed on the left column. If he violated a virtue on a given day, he placed a dot in the corresponding cell. gave to its meaning.” [3] 38 39 The AR Curse by Maarten H. Lamers I am not an “AR optimist”. In my opinion, augmented reality offers interesting possibilities, but few exciting realities. The ultimate killer app still needs to augment my reading glasses, fingertips or hearing aid. Perhaps Google Glass will inspire developers to come up with exciting new AR concepts, although the current outlook of this happening is bleak, from what has been announced. Could it be that AR is suffering from the VR-curse? In 1997, I visited CeBIT, Europe’s largest computer expo in Hanover, Germany with a friend. It was the age of virtual reality, and there we bought the Forte VFX1, a then state-of-the-art virtual reality system. It in no way matched our expectations. In the nineties, virtual reality was hyped through Hollywood movies and popular science. As a result, our expectations grew far beyond what it could really offer us. It promised us virtual worlds that were interesting and fun to move through. In reality it gave us Commodore-64 quality graphics, sloppy positioning, jurassic interaction latencies VR pioneer Nicole Strenger, CC BY-SA 3.0 John F. Kennedy and quite severe headaches. I think that this illustrates the VR-curse. Technology and interaction design have advanced greatly since 1997, but could want to interact with a mix of virtual and real con- that the VR curse is finally ending. Equipment will apps that match its specifications; instead, design it be that we are also expecting too much of AR? tent, as promised during my youth in KIJK maga- become more readily available, which must also new ideas and ask the geeks to make equipment zine1, where an AR gun could shoot the referee in be good for AR. But I don’t want to wait anymore. to match it. To paraphrase from JFK’s inaugural We want instant virtual content that seamlessly your televised football match. But none of that has I want good AR, and I want it now! Fortunately for speech, overlays onto the world around us, whether in the even appeared on the AR horizon. me, I will either be happy when that happens, or car or when watching football. But so far, the virtu- proven correct in my pessimism (“I told you so in ”Ask not what AR can do for you; ask what you can do for AR!” al ad-signs overlaid onto Eredivisie football games I may be completely wrong and just impatient. 2014!”). It’s an easy win-win for the pessimistic work only for one fixed camera position, not for The recent Oculus-Facebook deal may indicate me. But in fact, I would like AR to succeed. want maximum content availability with minimal 1 And for that to happen, we need to engage non- logical ideas may develop, but what the heck... distraction. But for now, Facebook profiles are the ticle. It was published in an issue of KIJK in early technicians in developing ideas for augmented re- From what I’ve heard this is the last edition of pinnacle of detailed content on Google Glass. We 1980’s. Let me know if you find it! ality. Don’t look at available equipment and make AR[t] Magazine, and my last chance to rant. all other cameras recording the same match. We 40 Naturally, this is a utopian view of how technoUnfortunately, I cannot find the original ar- 41 Hello Plant! Various artists have created installations cen- justed to foster interaction and better measure tered around the concept of plant sensing and a subject's levels of empathy and affections to- interaction. An early example is the ‘Interactive wards plants (see [14] for full details). Plants Growing’ installation, whereby interaction between people and physical plants impacts the appearance and growth of digital plants in a virtual environment [7]. An installation that takes the human out of the loop is ‘Sensobotanics’ by Thomas Hawranke. In this piece, a plant operates a first person shooter game, emphasizing the dif- by Rosen Bogdanov and Peter van der Putten ference in terms of the time dimension between both realities [8]. An example that is more of a mix between the artistic and the practical is Botanicus Interacticus by Disney Research, in which plants are used as a control device [9]. Nature and technology are often portrayed as en- But does that mean that studying the bonds be- A range of academic research projects also aug- emies. But can technology help us get closer to tween humans and plants is an off limits, esoteric ment plants with technology to create interest- nature? As a first step towards a ‘sonic garden’, research topic? We don’t think so. Almost every- ing hybrids. Professor Stephano Mancuso from we created a device that augments the experi- one has houseplants at home. This is so pervasive the University of Florence is an example of an ence of interacting with an ordinary houseplant that one may forget to ask why. We no longer accepted academic plant scientist making a with audio feedback. It is not meant as some ar- need houseplants to feed us or keep us dry, but case for seeing plants as more intelligent crea- tistic statement, but its purpose is to run a sci- keep plants to create a pleasant living environ- tures, and also collaborates with others to com- entific experiment to determine whether audio ment, or even to keep us company. If we ignore bine plants and technology. For example the EU feedback can deepen our bond with plants. these bonds, it actually becomes quite difficult Pleased project [10] focuses on using plants as a to explain why houseplants are so common. This network of sophisticated sensing devices [11, 12]. Over the course of evolution we evolved a need human experience is a real world phenomenon He also works with Barbara Mazzolai from the to bond with plants, as plants give us food, shel- that can be studied. Italian Institute of Technology in Genua on the design and prototyping of hybrid, robotic plants ter and other resources important to our survival. Augmented plant, equipped with electrodes. This urge to affiliate with other forms of life was Plants aren’t just basic, simple organisms either. called plantoids, for example for soil analysis in defined as the Biophilia Hypothesis by E.O. Wil- One doesn’t need to ascribe humanlike high level future space missions [3, 13]. son [1]. This partially explains why many cultures intellectual capabilities to plants to recognize ture soundscapes induce fascination with nature ascribed magical and human capabilities to vari- that these are actually complex, learning, and and feelings of relaxation. Carefully filtered noise ous aspects of nature including the plant world, networked interactive systems, with sophisti- and introduced rituals suggesting communication cated sensing, signaling and action behaviors [3]. with plants. And this was not restricted to our an- Take for example the way many plants use their cient forefathers. ‘The Secret Life of Plants’, the roots to detect, at any point, numerous chemical 1973 best seller, claims for example that plants and physical parameters [4]. Plants are able to So let us now discuss our own project in more de- droplet is generated. Two different envelopes are are high level sentient and intelligent beings and distinguish between different positive and nega- tail. The device used in this study provides sonic assigned depending on data coming from the sen- describes a range of prior experiments that lead tive experiences [5], while also registering some feedback from actual interaction (e.g. touch) sors – one leads to a less saturated droplet gener- to far reaching claims about plant abilities to per- sort of memory [6]. Studying these mechanisms, with a regular houseplant, and the goal of the ex- ation, while the other leads to a more saturated ceive and understand human behavior [2]. Not without making wild claims about humanlike in- periment was to measure whether this strength- one, e.g. resembling a small waterfall.1 surprisingly most of the experiments couldn’t be telligence, are an established practice in scien- ens the bond between the human and the plant. reproduced and it was generally seen as a prime tific plant research. We took in mind the background research and 1 pilot tests, whereby tasks were created and ad- plantinteraction.mp3 as a sample example example of pseudoscience [3]. 42 Human Plant Bonding Through Sonic Augmentation The sound design is based on the idea that na- that reminds of rainfall drops with randomized intensity and pitch were designed in PureData. Low-frequency modulated envelopes are ramped every 5 seconds to set the rate at which each Listen to http://www.liacs.nl/~putten/library/ 43 same level of feedback. Plant processes typically change slowly, are hard to measure reliably and there is a lot debate on what response mechanisms truly exist. We rather focused on measuring the human experience or perception, which is a real world phenomenon. Putting It To The Test Our prototype was tested for three days in the Hortus Botanicus in Leiden (see http://www. botanicus-interacticus.com/), the oldest bo- tanic garden in the Netherlands, with an overall sample group of 30 subjects and a single plant – Ornithogalum Thyrsoides, or Star of Bethlehem. First the participants filled in a survey to measure an individual's level of connectedness to nature, based on a scale used in psychological research [15]. Then the participants had to carry out a Ornithogalum, Star-of-Bethlehem number of interaction tasks such as touching the leaves, inspecting the plant carefully, cut a leaf At the sensor we measure electrical conductiv- and spray water, to enable the participants to ity in the plant using a Wheatstone bridge de- ‘bond’ with the plant. For half of the participants vice and two copper taped electrodes. It detects the interaction during this phase was augmented two main events; touching of leaves and spraying with the soundscape sounds through the device, water on leaves. When touching a leaf, the less the other half acted as a control group. They saturated envelopes mentioned above are acti- then had to carry out a number of tasks aimed personal and perspective-taking relations in the of the experiment. However, this is not neces- vated. However, big changes in capacitance can at measuring whether one could claim there was individuals that went through sound-augmented sarily a negative point. In the future, a larger increase the amount of droplets: up to 10 drop- an increased bond, for example setting a price on interaction with the plant, though some of these design focusing more on tightly connecting the let synthesizers each generating droplets every 5 the plant, attaching their name to the plant with differences may have been due to random bias sensory experience with the particular context seconds. If the data begins to peak – in this case, a choice between push pin or blue tag, add soil between test (those who received audio feed- of human-plant interaction can give even more if water gets on the electrodes, then all droplets from which the participants could remove some back) and control (no audio feedback), which we interesting results. One can think of placing the are generated with more saturated envelopes, in cigarette ends, and to push the boundary, read a measured through the survey at the start. In the experimental design more inside the actual gar- order to get a different feedback without losing poem to for the plant, either silent or aloud. Fi- self report results the test group scored higher den, instead of on a table in the entrance. More the effect of random generation. As opposed to nally participants themselves would report their than the control. plants means more flexibility in the design of ob- a straight sonification, this randomness creates level of connectedness to plants, using a visual a sort of perceptual detachment from the direct scale. visual interaction between the human and the Test setup at Hortus Botanicus, Leiden jective measures, and more flexibility in terms of Towards a Sonic Garden measuring and sensing interaction. Such design should also allow for more implicit measurements plant, without losing the feeling of actual feed- The results show that people with sound feed- More experiments would be needed to confirm of bonding by tracking interaction, which should back from touching and spraying water on plant. back spent more time on the interaction tasks some of these results, but in itself the experi- lead to more reliable results. Other ideas include than the control group, though one can argue ment serves as an early example of how such doing controlled experiments around interaction A key principle is that we don’t even assume to whether that was because of the sound itself or research can be performed and extended. The with a fake plant – i.e. looking for differences in measure any real or smart plant responses. In- the actual interaction. The results on the mea- context itself, as seen from this study, is impor- researching connectedness between actual life- animate objects could actually have provided the surement tasks demonstrate an increase in inter- tant – a botanical garden does shape the nature forms and artificial objects. 44 45 References The more long term idea of a ‘sonic garden’ fits well with an augmented end vision of extending man by interfacing it with both 1. Wilson, Edward o. (1984). Biophilia, Cam- nature and technology. Marshall McLuhan bridge: Harvard University Press. 2. Tomkins, P. and Bird, C. (1973). The Secret meant with the quote is that by placing 142–147. life of Plants, Harper and Row. physical objects in the realms of our con- 7. Sommerer C. and Mignonneau L. (1993). "In- sciousness and our nervous systems, we 3. Pollan, M. (2013). The Intelligent Plant. The translate everything (artificial or natural) New Yorker, pp 92-105, December 23, 2013. to a potential information system. The tools of such augmented physical realities Markin, V. S. (2009). Electrical memory in Venus flytrap, Bioelectrochemistry 75 (2): stated: “In the electric age, we wear all mankind as our skin” [16]. What McLuhan 6. Volkov, A. G., Carrell, H., Baldwin, A. and teractive Plant Growing," In Visual Proceedings of the Siggraph ’93 Conference, ACM Siggraph, 1993, pp. 164-165. 4. Brenner, E. D., Stahlberg, R., Mancuso, S., are, of course, often designed as direct Viv- anco, J., Baluska, F., and Van, V. E. extensions to our own sensory inputs/out- (January 01, 2006). Plant neurobiology: an puts - sensor interfaces and other electrical integrated view of plant signaling, Trends in Exkursionen ins Undingliche. Springer Verlag, Rosen is a MSc Media Technology gradu- media (screens, projectors, sound and radio Plant Science, 11, 8, 413-9. pp 88-93. ate from Leiden University, Netherlands. 8. Hawranke, T. (2010). Sensobotanics. In Trogemann, G. (editor), Code und Material He is interested in building interactive waves, etc.). In the context of our project and augmented reality his quote is perhaps Rosen Bogdanov 5. Goh, C. H., Nam, H. G. and Park, Y. S. 9. Disney Research Botanicus Interacticus, systems that augment biological processes better re-phrased to “...we wear all nature's (2003). Stress memory in plants: A nega- Retrieved from http://www.botanicus-inter- in order to investigate the implications skin”, given that we are not just extending tive regulation of stomatal response and acticus.com. Accessed February 22, 2013. those can have on humans’ perception of our own senses, but are interfacing to other transient induction of rd22 gene to light in living creatures as well. abscisic acidentrained Arabidopsis plants, The Plant Journal 36 (2): 240–255. their environment. For this he enjoys be10.EU Pleased project website, http://pleasedfp7.eu, Accessed February 22, 2013. ing on the crossroads of science, art and technology. Recently, Rosen researched whether sound-augmented human-plant 11. Manzella, V., Gaz, C., Vitaletti, A, Masi, E., Peter van der Putten Peter van der Putten is a part time researcher at interaction can have an effect on people’s Santopolo, L, Mancuso, S., Salazar, D and de relationships to plants. Apart from that, las Heras. J.J. (2013). Plants as sensing de- he often engages with different com- vices: the PLEASED experience. In Proceed- munities and projects where co-working, ings of the 11th ACM Conference on Embed- co-learning and Agile-like processes are ded Networked Sensor Systems (SenSys '13). involved. ACM, New York, NY, USA. the Leiden Institute of Advanced Computer Science, Leiden University, the Netherlands, active in the 12.Flinley, K. The Internet of Vegetables: How 14.Bogdanov, R. (2013) Can sonic feedback from Media Technology program as well as the Data Min- Cyborg Plants Can Monitor our World. Wired human-plant interaction increase connected- ing group. His background is in artificial intelligence Enterprise. Retrieved from http://www. ness to plants? MSc Thesis, Media Technology, and he is particularly interested how intelligence wired.com/wiredenterprise/2014/01/inter- Leiden University. and complex systems in general can evolve through net-plants/. Accessed February 22, 2013. learning and interaction, in organisms as well as machines. Peter has a MSc in Cognitive Artificial 15.Nisbet, E., Zelenski, J., & Murphy, S. (2009), 13.The Roots of plant intelligence, Intelligence from Utrecht University and a PhD in TED talk at http://www.ted.com/talks/ data mining from Leiden University, and combines stefano_mancuso_the_roots_of_plant_ academic research with applying these technolo- intelligence.html. gies in business. Accessed February 22, 2013. 46 The Nature Relatedness Scale, Environment and Behavior, 41, 5, 715-740. 16.McLuhan, M. (1964) Understanding media: The extensions of man, New York: McGraw-Hill. 47 Towards hybrid disciplines in a postdigital world Reflection on the future of art, science and tech in arts education by Isjah Koppejan The Golden Orb Weaver is a tropical spider which weaves its web with a unique material – stronger than steel, more elastic than nylon and a better conductor than copper. Sparked off by a scientific article and her own imagination, artist Jalila Essaïdi discovered new applications for this startling spider silk. Together with the Forensic Genomics Consortium Netherlands she developed a piece of bulletproof skin. “Innovation takes place when you look at something from different angels. I want Bulletproof Skin to show that more is possible than you realise and to provoke discussion of how far we are prepared to go.” She calls herself a hybrid artist: “I’m used to thinking beyond my own field”. [1] Essaidi is founder of BioArt Laboratories where artists can experiment with bio-based materials. This initiative, driven by the dramatically increased progress in biotechnology, aims to make this progress and its implications ‘the collective responsibility of society’ [2]. In the 21st century, a new form of creativity seems to be surfacing. Driven not only by the ongoing developments in material technology, but also by the rise of digital fabrication. In our postdigital world, artists and designers use these advanced means to create artistic expressions never before thought possible. Recently, the Museum of Arts and Design in New York has been examining trends in contemporary digital design and fabrication with MyceliumChair, Studio Eric Klarenbeek the exhibition and accompanying book Out of Hand: Materializing the Postdigital. Although the book and exhibition have a highly sculptural approach it shows that digital technologies enable art and design to infiltrate the boundaries of different disciplines and is changing its relationship to materiality and craftsmanship. This takes place at the start of the exhibition demonstrated by a self-portrait by the artist Richard Dupont: a nude male figure with melty, deformed contours, a sculpture that looks more like a refection in a distorting mirror. Dupont has had his entire body scanned and ran the data through digital modelling programs. It’s made with computer assistance at almost every stage, from the design right through to the fabrication process, like digital milling and rapid prototyping. Another more radical and disruptive example is the work Ob- 48 49 ject Breast Cancer, which has inspired a research hancements. What’s the impact of Facebook, or to the postdigital. Digital fabrication tools or new project at Weill Cornell Medical College. This work even of the future use of 3D bio printing to cre- materials are not just the new paintbrush, the uses 3D software to transform MRIs of tumours into ate new organs, or the influence of nanotech? The new musical instrument or the new way of mak- small sculptures and pieces of jewellery, which postdigital generation of artists and designers are ing prototypes. This is why Essaidi has the urge hint at the profound and often unnerving new ways investigating, making use of and criticising the to call herself a hybrid artist. She is redefining that 3D technologies can explore the body. implications of these ‘enhancements’. the notions of creative production and creative For a long time, art and design work aided by com- Frustrated by internet restrictions, IDPW1 de- different disciplines. Due to the nature of digital puters was usually shown ‘on screen’ (computer, signer/programmer Shunya Hagiwara made the fabrication, the use of open source technology projections, etc). Nowadays, the rise of digital Whatever Button. The Whatever Button is an ex- and the culture of sharing, the artistic process fabrication has created the possibility to materi- tended free online feature for the Google Chrome is opening up. From ideation, concepting, mak- alise the digital into physical, tangible forms. The web browser, which enables you to click all the ing and distribution to a process of co-creation, influences of these developments on Augmented Facebook Like buttons on a page, from top to bot- coproduction, crowdsourcing and collaboration. Reality are stronger than we might think. For ex- tom. With one click you can automatically click This changing practice requires new qualities in ample, scientists have recently been working on every “Like” button that appears on the screen, an artist, as the next example demonstrates. mediated touch, where you can touch things you regardless of the content: the good, the bad and cannot grab with an interactive glove (see, e.g., the ugly. This work can in part be seen as a criti- [3,4]. The non-invasiveness of these new devel- cism of online conditions. While following hacking opments is interesting for different applications. etiquette and defying social and technological In the European MeSch project [5] for example, conventions, the work is imbued with a richness The Allard Pierson Museum has tested the use of that transcends any criticism. In 2012 The What- AR in its recent exhibition Eternal Egypt Experi- ever Button designed was awarded the ‘New Face ence. The introduction and enhancement of the Award’ at the Japan Media Arts Festival. Shunya materiality of the experience of museum objects Hagiwara: “I know we don’t really need this, but is a challenging one. How can you experience the we depend so much on the architecture or struc- physicality of an artefact which is behind glass and ture arbitrarily set up by companies like Facebook. can usually not be touched? The MeSCH project I wanted to do something witty to make fun of it. approach is grounded on principles of co-design: My goal is to make people know about it, rather the participation of designers, developers, scien- than actually use it. If people know there is some- tists and stake-holders into the process of creation one out there who is thinking enough to make a and evaluation as equal partners, and on a Do-It- button like this, I think they won’t be tired liking Yourself philosophy of making and experimenting. things.” The rise of these ‘critical makers’ have Richard Dupont, Untitled (#5), 2008, pigmented cast polyurethane. Courtesy Richard Dupont and Artists Rights Society (ARS), New York. processes, which becomes more like a blend of 50 a practice that requires a split identity; one foot Critical making The term postdigital in artistic discourse is often described as the period after the beginning of the age of digital design. [6] For me, the term postdigital goes a step further and introduces a way of thinking that deals with the consequences planted in the craftwork of design and the other foot planted in the reflexive work of critique. It Vivian Hartung, A new laced wheel requires the understanding of underlying systems, Fashion designer Iris van Herpen is one of the technologies, methods and concepts. early pioneers in 3D prototyping in fashion. She is well known for her 3D printed shoes for United Co-creation melts crafts and technology into one Nude and for a 3D printed dress that TIME Magazine names one of the 50 Best Inventions of the year 2011. Van Herpen collaborates with artist from different disciplines in almost all of her of the digital and the internet age, being more concerned with being human than being digital. ‘Out of hand’ approaches the postdigital more or projects. In an interview with SecondSight, Iris It’s a sign of our changing relationships with digi- less as an instrumental view, as a new way of mak- van Herpen states: “Before I started this project tal technologies and enforces us to look past the ing, which creates a new kind of aesthetic. But I [Bored Dress] I didn’t like computers and tech- optimist or even utopian views of the digital en- would like to emphasize a more holistic approach nology. Now I see the possibilities for the future 51 rooms they developed a concept chair that is made fashion and other aspects of everyday life and by mixing water, powdered straw and mycelium. finding ways to navigate through them and imple- That mixture is then coated with a thin layer of ment these findings. This is not an easy task. In bioplastic, and as the mixture dries and the myce- this period of economic decline, the arts, higher lium grows, it creates what’s described as a solid education and research institutions’ legitimacy is but light material. “This material has such amazing constantly under fire and these institutions are qualities. The chair is merely a metaphor for what facing serious budget cuts. In the light of two can be achieved with new materials and produc- examples (the ArTechLab and the Open design tion methods. It could be a table, a whole interior, minor), I would like to show that arts academies or even a house”, according to Klarenbeek. realise that this interdisciplinary open practice is redefining notions of creative processes and pro- This example of a new type of collaboration be- duction and that new approaches are needed. tween arts and science demonstrates the added Bulletproof skin being pierced, '2.6g 329m/s' by Jalila Essaïdi. JalilaEssaidi.com value to combine the tacit with the explicit di- Examples from a recent exhibition full of experi- mension of knowledge. Artists and designers are ment and exploration by the student-researchers collaborating in new ways that drive innovation of the ArTechLab at AKI ArtEZ include the tweak- and are earning their place in the innovation pro- ing and hacking 3D printers, photo cameras, 3D cess. One of the projects I’ve worked on, called scanners or opening up possibilities for new fabrics CRISP Smart Textile Services, deals with the de- to create a woven carbon bicycle wheel or to re- velopment of applications for new ‘smart’ tex- place plaster. In 2011, ArtEZ started the ArTechLab tiles. ‘Smart’ stands for textiles that can conduct as vrije minor (elective) for fine arts and design heat, lights or currents and as a result become students, as an innovative interdisciplinary spe- an interactive product. In this project, an inspi- cialisation for researching new materials and tech- rational testbed of workshops is created where nologies. This research is becoming much more of are enormous. So much is going on right now, also driven by the rising notion in recent studies designers and engineers come together to ex- a participatory process, as the technologies are also in the production process. High-end fashion that fine arts graduates contribute to innovation periment and play with the materials and look becoming more complex and co-operation with doesn’t resolve around the big Parisian houses throughout their working lives. The study “The art beyond traditional approaches [9]. The increase specialists from the field are needed and provided anymore. It’s about new ways of working, coop- of innovation” [8] shows that these artists have of the involvement of artists and designers in during the process. A team of advisors on which erating, helping and strengthening each other”. attitudes and skills that are conducive to innova- research and development projects, indicates students can rely on for their professional network These new processes and methodologies require tion, that they work in a way that is organised that a new field is emerging where design, art and technological, engineering or artistic advice, different attitudes and skills from the artists and around portfolio and project work and continually and science will persistently make use ofeach coach the student researchers. Another specializa- designers. As Iris van Herpen puts it: “I am not have ‘crossover’ and cross-fertilisation of people other’s interfaces. This new area requires artists tion at another arts academy, the WdKA in Rotter- technical myself and the project involves quite a and ideas across the arts, and within the arts and and designers to rethink their role and the value dam, under the name of Open Design Minor deals lot of software aptitude which really requires the outside of the arts. Artists and designers have a of their creativity and imagination. This role re- with similar implications but specifically focuses on aid of a specialist. That took some getting used flexible way of thinking and acting, try to keep it sembles that of a composer taking the creative the use of open source technologies and methods. to: you speak different languages and you have to simple, follow their passion, do more with less and lead in the project while speaking different lan- It deals with questions like: How can you express develop a common one”.[7] find possibilities in difficult circumstances. These guages and conducting everyone’s imagination. authorship, your identity and position as a designer Innovation by art qualities are valued in innovative areas. Think for in a participatory and open process? What are the instance of the development of the 3D printed aesthetics and poetics of Open Design? For companies, science, artists and designers alike, passionately: “This material mycelium, the thread- New approaches in art education new materials and technologies offer possibilities like vegetative part of fungus, is amazing, yet we These new movements find their way into arts cal and social developments as a new art discipline for fascinating innovations. Recently, artist and know so little about it! Even the scientists are just and design academies. Art Academies are taking or separate field. They try to make use of this in- designers have been playing a more significant touching the surface.” In cooperation with the a closer look at the global impact that new tech- terdisciplinary trend that renders the convergence role in research and development projects. This is University of Wageningen and CNC Exotic Mush- nologies have had on art, science, architecture, of disciplines from within and outside the arts and 52 chair of mycelium by Studio Eric Klarenbeek. In one of our conversations, Eric Klarenbeek declared I emphasize these two examples, as their approach is similar; they do not approach these technologi- 53 design world. Rather, these specialisations stress the need of a new way of working and therefore emphasize skills like hands-on artistic research, Notes tion through mediated touch.” CHI’13 1. IDPW is a self-proclaimed ‘100-year-old Computing Systems. ACM, 2013. Extended Abstracts on Human Factors in collaboration, co-creation, craftsmanship and secret internet society’, which organizes 5. http://mesch-project.eu critical reflection. Students experience these ap- events that combine internet with real 6. Alexenberg, M. (2011). The Future of Art proaches as refreshing and different from the rest places to do something new and experimen- in a Postdigital Age: From Hellenistic of the curriculum, which poses new challenges. tal. See www.idpw.org to Hebraic Consciousness. Bristol and How do you connect these new approaches with the current curriculum? What kind of expertise do you ask of teachers? How do you support students in their search for their own authenticity while working with others? How do you facilitate the Chicago: Intellect Books/University of Chicago Press References 7. Wiegman, Andrea. “Bored dress.” Second- 1. Chris Gruijters, Chris, and Koert van 8. Oakley, Kate, Brooke Sperry, Andy C. Sight 1 July 2011: 110-111. Print. use of future technologies? How can you create a Mensvoort. Crossover works #2. Amsterdam: Pratt, and Hasan Bakhshi. The art of inno- support structure for students’ cooperation with Federation of Dutch Creative Industries, vation how fine arts graduates contribute companies and scientists? The road to the answers 2014. Print. to innovation. London: NESTA, 2008. of these questions will help us to figure out how to 2. http://bioartlab.com strengthen the combination of art, technology and 3. http://hmi.ewi.utwente.nl/MeTA/ research in future art education practice. 4. Huisman, Gijs, and Aduén Darriba Frederiks. “Towards tactile expressions of emo- ArTechLab, cross discipline research lab, based at the ArtEZ Enschede Print. 9. Koppejan, Isjah. “Making opportunities tangible.” CRISP magazine 1 Apr. 2013: 20-23. Print. ArTechLab Isjah Koppejan ArTechLab is a cross discipline research lab Isjah Koppejan is the programme man- based at the Artez Enschede. The lab initi- ager and lecturer for the Minor course ates cross discipline projects, in collabora- ArTechLab at the AKI ArtEZ Academy tion with other institutes, universities and for Art and Design in Enschede. She is companies. As we have a broad team of responsible for student supervision and researchers, we’re able to make proposals for developing the ArTechLab from a and do research on complex artistic, social minor course to a master’s programme. and design issues. Every year we start with a new team of student researchers. They Before joining the ArTechLab, Isjah have a variety of backgrounds. Most of worked in research and innovation them are studying at different departments at the Waag Society and at the HKU of ArtEz, or at other institutions as Saxion University of The Arts Utrecht. Isjah or University of Twente. Our student re- initiated and realised many innovative searchers are creative thinkers, are pas- concepts and projects at the inter- sionate about what they do and have fresh, section of culture, ICT, science and innovative ideas. The researchers present economics. She specialises in translat- their research ideas and results at www. ing social developments and trends into artez.nl/artechlab. Our team of advisors strategies, products, services and useful coaches the researchers. This team con- ideas. sists of Eric Klarenbeek, Filip Jonker, Paul Jansen Klomp, Isjah Koppejan, David Menting, Mark Bakema en Thomas Choduba. www.artez.nl/artechlab 54 55 Site Venice Site Biennale: The Manifest.AR Augmented Reality Intervention into the 2011 Venice Biennial Challenging and Exploiting the Primacy of Site Artistically, our works often stand in dialogue Manifest.AR [1] originally formed around an AR presence of our artworks at the site increasing intervention into the United States’ most iconic the potency of their argument.2 In a time when contemporary art space: the Museum of Modern many question the relevance of galleries, muse- Art in New York. In 2010 Sander Veenhof and Mark ums and biennials – the gated communities of the Skwarek realized that the institutional walls of art world – we bring a new form of dialogue into the white cube were no longer solid, and orga- their institutions. [5] with the “official” artworks at a venue, and with the curator’s theme and concept – with the visual nized a guerilla exhibit of augmented reality artworks inside the walls of MoMA.1 by Tamiko Thiel Since time immemorial location has been used to consecrate objects and people. In the art world too, access to a location – a gallery, a Manifest.AR Venice Biennale Intervention: Themes and Concerns museum or other curatorially closed space – is Introduction In 2011, using geolocative augmented reality (AR), the author was the primary organizer of the Manifest.AR cyberartist group intervention into the Venice Art Biennale, together with fellow artists Sander Veenhof and Mark Skwarek (Manifest.AR Venice Biennale Manifesto 2013). Using GPS coordinates we placed virtual artworks – visible in smartphone displays as overlays on the live camera view of the surroundings – inside the curatorially closed spaces of the Biennale. Unlike physical interventions, the artworks cannot be removed or blocked by authorities. The artworks exploit the site as their canvas while simultaneously questioning the value of location, and the power of the curator as gatekeeper, to canonize works of art. The Venice Biennale, founded in 1895, is the world’s oldest art biennial and the city’s main claim to relevance as a contemporary art destination. In the intervention we wished to question the biennial system, and the art world’s use of that system to define artistic value, but also address the site as artists: the reality of Venice’s contemporary concerns and of life in the city today. 56 tightly controlled to confer value and thus, via At the 2011 Venice Biennale we wished to reflect this exclusivity, to canonize the works shown not on Venice’s past glory, but on its current con- there as “high art.” What does it mean however dition: not only wrestling with climate change to control physical space when in geolocated and overrun by tourists, but also fighting for rel- virtual space anyone can place whatever they evance in the art world. The national pavilions want? [2] that dominate the Venice Biennale reflect its origins at the end of the 19th century and the rise Technically, it is a trivial difference in GPS coor- of the nation-state with a presumed monolithic dinates that moves a virtual object from a pub- ethnic or cultural identity. They stand now in di- lic space such as Central Park to the curatorially rect contrast to the globalized, itinerant world of closed space inside the sacred walls of MoMA. contemporary artists and their multiple systems The epiphany of AR however is that although the of cultural reference. [6] artworks are virtual, their presence at the site is real, “actually existing as a thing or occurring in Curator Bice Curiger’s opening statement ques- fact; not imagined or supposed” [3], reproducible tioned this structure as well: “By adopting the by anyone who views the artwork at that loca- title ILLUMInations the 54th International Art Ex- tion. In this “consensual hallucination,” that was hibition of the Venice Biennale also aspires liter- the dream of the early cyberpunk authors and ally to shed light on the institution itself, drawing virtual reality evangelists [4], augmented reality attention to dormant and unrecognized opportu- redefines the barriers between “the real” and nities, as well as to conventions that need to be “the virtual.” challenged... Far removed from culturally conservative constructs of ‘nation,’ art offers the poten The artworks engage viewers with the site physi- tial to explore new forms of ‘community’ and ne- cally as well. Like bird watchers with binoculars, gotiate differences and affinities that might serve AR viewers scan their surroundings with their as models for the future.” [7] Curiger also posed smartphones, dodging real world obstacles in five questions on identity to each of the artists search of the artwork, situating themselves and officially included in the Biennale: “Where do you the act of viewing in their physical experience feel at home? Does the future speak English or of that site. another language? Is the artistic community a na- 57 tion? How many nations do you feel inside your- 54th Biennial of Venice could not justify its reputa- self? If art was a nation what would be written in tion without an uninvited Manifest.AR Augmented its constitution?” 3 Reality intervention. In order to “challenge the conventions through which contemporary art is Manifest.AR Artworks in the Venice Biennale Intervention As an international artist collective that co- viewed” we have constructed virtual AR pavilions Tamiko Thiel’s Shades of Absence is a series of alesced around challenging conventions of in- directly amongst the 30-odd buildings of the lucky three “virtual pavilions” in the Giardini, in Piazza clusion and participation, we saw this as a per- few within the Giardini. In accordance with the San Marco and inside the German National Pa- sonal invitation to participate. Sander hijacked “ILLUMInations” theme and Bice Curiger’s 5 ques- vilion. Anonymized golden silhouettes of artists Curiger’s curatorial statement and the Venice tions our uninvited participation will not be bound whose works have been censored are enclosed Biennale website to create our Venice Manifesto, by nation-state borders, by physical boundaries by terms of censorship. In reply to Bice Curiger’s in which we proclaimed: or by conventional art world structures. The AR questions: “Is the artistic community a nation? If pavilions at the 54th Biennial reflect on a rapidly art was a nation what would be written in its con- As “one of the world’s most important forums for expanding and developing new realm of Augment- stitution?” they posit a transnational community the dissemination and ‘illumination’ about the ed Reality Art that radically crosses dimensional, of censored artists. Touching the artworks in the current developments in international art” the physical and hierarchical boundaries. [8] display of a smartphone calls up a website with Figure 2. Shades of Absence: Public Voids, Tamiko Thiel, 2011. Augmented Reality, Piazza San Marco, Venice. A memorial for artists whose works in public spaces have been censored. cases of censorship. [10] Sander Veenhof’s Battling Pavilions directly addresses the role of the curator, the exclusivity of the Giardini and the limited number of national pavilions allowed within its Sacred Grove. Users outside the Giardini can subvert Curiger’s authority and create new virtual pavilions for nations of their choice inside the Giardini. Users inside the Giardini, in contrast, can help Curiger defend the Giardini against intruding pavilions by deleting them. In a classic twist, Sander’s interven- Figure 3. Battling Pavilions, Sander Veenhof, 2011. Augmented tion also became an official part of the Biennale: Reality Game. Scoreboard on dropstuff.nl screen during the dropstuff.nl invited him to show his Battling Pa- Venice Biennale, displaying scoreboard of unauthorized virtual vilions on their large screens in three locations pavilions in the Giardini. around Venice. [11] Mark Skwarek’s Island of Hope addresses the perpetual threat of Venice sinking into the lagoon. Skwarek posits new forces of continental uplift erupting as fully formed baroque gardens into the Giardini and in Piazza San Marco. The Figure 1. Manifest.AR Venice Biennial Intervention website. islands are full of objects of hope, and tweets with the hash tag #hope, in order to bring hope back to Venice. [12] Questions about control of space are not confined controlled curatorial space of the Venice Giardini, John Craig Freeman’s Water wARs: Squatters to art venues; “public” art is always dependent but also in the public space of Piazza San Mar- Pavilion is a virtual squatter’s camp for refugees Figure 4. The Island of Hope, Mark Skwarek, 2011. on permissions from authorities, and many a co, which has itself seen censorship of officially of water wars, one inside the protecting walls of Augmented Reality. Seen in the Venice Giardini. “public” space is actually closely controlled. We planned artworks. [9] the Giardini, and another “public” camp in Piazza therefore placed our artworks not only in the 58 San Marco. In Venice, a city founded by refugees 59 the rest of the world, as worldwide ecological Naoko Tosa’s Historia addresses Curiger’s ques- disasters drive people in desperation to violate tion “Does the future speak English or another the boundaries of the nation-states in pursuit of language?” and her view that “art offers the sheer survival. [13] potential to explore new forms of ‘community’ and negotiate differences and affinities that In John Cleater’s Sky Pavilions ships from outer might serve as models for the future.” Historia space take over Venice: The mothership hovers over appropriates iconic images from all nations and Piazza San Marco emitting a mixture of nonsense world cultures, modern and ancient, and allows and guidance to confuse and help tourists, natives, visitors to arrange them in sequences, assigning and art seekers. In the Giardini alien “Floaties” lie them new meanings. It thus playfully examines in wait, begging to be touched, and when activated the process by which artists appropriate and re- Figure 5. Water wARs, Giardini, John Craig Freeman, by obliging visitors spin upwards, carrying secret define existing cultural symbols to create their Figure 7. The Crystal Coffin, Piazza San Marco, Lily & Honglei, 2011. Augmented Reality. Pavilion for undocumented messages to the mother ship. Sky Pavilions goes own individual languages. [17] 2011. Augmented Reality. Artwork inspired by the crystal coffin artists/squatters and water war refugees in front of beyond the concept of the nation-state, beyond the Giardini Central Pavilion. the concerns of mere earthbound humanoids and reminds us that the last word in the control of space may not be ours to decide. [14] Lily and Honglei’s The Crystal Coffin: Virtual China Pavilion is inspired by China’s petrified in the Mausoleum of Mao Zedong in Tienanmen Square, seen here in Piazza San Marco. To end with a quotation from Bice Curiger’s curatorial text for the Venice Biennale: symbol of eternal Party rule, Mao Zedong’s crystal coffin. In the Giardini it questions the tradi- “ILLUMInations presents contemporary art char- tional hierarchy of privilege among national pa- acterized by gestures that explore notions of vilions in the Biennale and thematizes the rise of the collective, yet also speak of fragmentary China as an important center of contemporary identity, of temporary alliances, and objects art. Another pavilion in Piazza San Marco domi- inscribed with transience. If the communicative nates the heart of Venice, whose native son Mar- aspect is crucial to the ideas underlying ILLUMI- co Polo “discovered” China for the West, with this nations, it is demonstrated in art that often de- symbol of Chinese Party power. [15] clares and seeks closeness to the vibrancy of life. This is more important now than ever before, in Figure 6. Sky Pavilions, John Cleater, 2011. Augmented Reality and audio. Alien Mothership Sky Pavilion floats over Piazza San Marco. Will Pappenheimer/Virta-Flaneurazine’s Colony an age when our sense of reality is profoundly Illuminati appropriated both the Biennale title challenged by virtual and simulated worlds. “ILLUMInations” and the actual visual imagery of This Biennale is also about believing in art and many artworks in the Biennale. A secret colony its potential.” [7] Figure 8. Colony Illuminati, Will Pappenheimer/Virta‐Flaneurazine, 2011. Augmented Reality. Colony group on Giardini main concourse. of virtual bufo toads draws sustenance from high art; as a form of camouflage their skins appropri- I could not agree more. Perhaps in ways that Bice ate imagery from artworks around them in the Curiger did not anticipate. Giardini and spread out into the city, seeking the outlying venues of the Venice Biennale. When At the latest since the Salon des Refusés in 1863, touched on the smartphone screen, the toads questions about the validity of the art canon and release psychotropic drugs that trigger halluci- the institutions that define this canon have been and threatened by constant flooding, Water wARs nations in the viewer: a swirl of Internet infor- an important part of the evolution of modern art. calls attention to the escalating global struggle mation on the Biennale and waves of Tintoret- Augmented reality interventions are the continua- for this basic human need. It questions the ability toesque ecstasy that Curiger proclaimed to be tion of this modernist dialogue with 21st century the true essence of ILLUMInations. [16] icons floating in the space and assigning a new meaning of sovereign nations to isolate themselves from means. to their message. Seen in front of the Giardini Central Figure 9. Historia, Naoko Tosa, 2011. Augmented Reality. Users compose messages by appropriating historic Pavilion. 60 61 Coda: The Future of AR Interventions References But how will the law react to increasing trans- Can institutions use these existing laws to assert 1. Manifest.AR AR Art Manifesto (2011). gressions in virtual space? By 2013 technologies “virtual air rights” to “their” GPS coordinates, Manifest.AR artist group official website. (2011) Venice Biennial 2011 AR Intervention such as Google’s Street View and Glass were pro- thus blocking AR interventions? Intellectual prop- http://www.manifestar.info, accessed 12 by Cyberartist Group Manifest.AR, voking wide public discussion of the confluence of erty lawyer Brian Wassom thinks not: “Property March 2013. Reflection on the official curatorial context. locative, mobile, recording and display technolo- law is about the right to exclude others from gies, and what negative effects could come of the physical space. But an infinite number of people 2. Aceti, L. (2008) The Virtual Places We own: blurring of boundaries between real and virtual can each create their own AR layer superimposing When Communities and Artists occupy To view the actual artworks in Venice go to space. Most public unease comes however not digital data over the same physical space with- Your Place without Your Consent. Internet the launch page – only accessible on mobile from AR display technology, but from recording out impeding anyone else’s ability to do so, and Research 9.0: Rethinking Community, devices: http://manifestar.info/vb11/ (“surveillance”) technology. As Yolande Kolstee without invading the rights of the real property Rethinking Place: 15–18. (both accessed 14 March 2013). points out, the real debate here is not techno- owner.” [19] logical but social, and can probably be negotiated using existing legislation [18]. 8. Manifest.AR Venice Biennale Manifesto http://www.manifestar.info/venicebien- 3. Oxford English Dictionary. Definition of nial2011/ 9. Magill, R. J. Jr. (2007, 16 April) For Gregor “real.” http://oxforddictionaries.com/us/ Schneider’s cube, a long pilgrimage. definition/american_english/real, accessed New York Times. 12 March 2013. http://www.nytimes.com/2007/04/16/ arts/16iht-cube.1.5303319.html, 4. Gibson, W. (1984) Neuromancer. accessed 14 March 2013. Ace Books, New York. 10.Thiel, T. (2011, May) Shades of Absence. Mani5. Fidel, A. (2010) Art Gets Un- masked in Notes fest.AR Venice Biennale 2011 Intervention. the Palm of Your Hand. New York Times http://manifestarblog.wordpress.com/thiel_ http://www.nytimes.com/2010/12/02/ venice-2011/, accessed 12 March 2013. arts/02iht-rartsmart.html, accessed 30 April 2012. 1. “We AR in MoMA” [20] was part of the Conflux Festival of Psychogeog- 11. Veenhof, S. (2011) Battling Pavilions. Manifest. AR Venice Biennale 2011 Intervention. raphy [21]. Cyberpunk author Bruce Sterling blogged the intervention 6. Madra, Y. (2006) From Imperialism to Trans- on WIRED [22], MoMA tweeted a somewhat nonplussed acknowledg- national Capitalism: The Venice Biennial sander-veenhof-venice-biennial-2011/, ment [23], and in a New York Times interview MoMA’s director of digital as a ‘Transitional Conjuncture.’ Rethinking see also: media welcomed our engagement [5]. Marxism 18(4). http://www.sndrv.nl/battle/, accessed 14 http://www.academia.edu/2072820/ March 2013. 2. The author’s contribution to “We AR in MoMA” was a matrix of scre- From_Imperialism_to_Transnational_Capital- aming faces titled “ARt Critic Face Matrix,” a self-referential artwork ism_The_Venice_Biennial_as_a_Transitional_ that critiqued its own validity as an artwork, reflecting on the role of Conjuncture_, accessed 14 March 2013. MoMA NY to define what did or did not constituted art. [24] 12.Skwarek, M. (2011) Parade to Hope. Manifest. AR Venice Biennale 2011 Intervention. http://manifestarblog.wordpress.com/ 7. Curiger, B. (2011) Introduction by Bice 3. Although Curiger refers frequently to the “five questions,” they are not http://manifestarblog.wordpress.com/ Curiger. ILLUMInazioni – ILLUMInations. to be found on the official Venice Biennale website. See however Flash Venice Biennale website. Art [25] http://www.labiennale.org/en/art/ skwarek-venice-2011/, accessed 12 March 2013. 13.Freeman, J.C. (2011) Water wARs: Squatters archive/54th-exhibition/curiger/, Pavilion. Manifest.AR Venice Biennale 2011 accessed 12 March 2013 Intervention website. http://manifestarblog. wordpress.com/freeman-venice-2011/, accessed 14 March 2013 62 63 14.Cleater, J. (2011) Sky Pavilions. Manifest.AR 21.Conflux Festival (2010) We AR in MoMA. Venice Biennale 2011 Intervention website. https://web.archive.org/ http://manifestarblog.wordpress.com/ web/20100928175908/http://www. cleater-venice-2011/, accessed 14 March confluxfestival.org/projects/conflux- 2013. festival-2010/we-ar-in-moma/, accessed 12 May 2014. 15.Lily & Honglei (2011) The Crystal Coffin: 22.Sterling, B. (2010, 6 october) Augmented Biennale 2011 Intervention website. Real- ity: AR uninvited at MoMA NYC. http://manifestarblog.wordpress.com/lily- Beyond the Beyond. WIRED. honglei-venice-2011/, accessed 14 March http://www.wired.com/beyond_the_ 2013. beyond/2010/10/augmented-reality-aruninvited-at-moma-nyc, 16.Pappenheimer W., Virta-Flaneurazine (2011) accessed 30 April 2012. Colony Illuminati. Manifest.AR Venice Biennale 2011 Intervention. http://manifestarblog.wordpress.com/ 23.MoMa (Museum of Modern Art) NY Twitter site (2010, 8 october). Nice, looks like we’re pappenheimer-venice-2011/, accessed 12 havin an “uninvited” AR exhibition tomor- March 2013. row! Part of @confluxfestival. http://twitter.com/MuseumModernArt/ 17. Tosa, N. (2011) Historia. Manifest.AR Venice Biennale 2011 Intervention. statuses/26786135774, accessed 12 March 2013. Tamiko Thiel Virtual China Pavilion. Manifest.AR Venice http://manifestarblog.wordpress.com/naokotosa-venice-biennial-2011/, accessed 30 April 2012. 18.Kolstee, Y. (2013, May). Who owns the space 24.Thiel, T. (2010) We AR in MoMA exhibit. Tamiko Thiel website. Tamiko Thiel is an internationally known IBM Innovation Award for Art and Technol- http://www.tamikothiel.com/We-AR-in- visual artist exploring the interplay of place, ogy, FACT Liverpool and Zero1 Biennial. She MoMA/, accessed 10 May 2014. space, the body and cultural memory. She is a is also augmented reality artistic advisor for founding member of Manifest.AR, participat- the Caribbean Cultural Center and African ing in 2010 in the pathbreaking augmented Diaspora Institute’s augmented reality project 2, AR[t], issue 3, 40-43. 25.Flash Art (2011) Bice Curiger speaks about the Venice Biennale. reality intervention at MoMA NY, and being 'Mi Querido Barrio' in Spanish Harlem, NY, for Free Speech. Augmented Legality blog. http://www.flashartonline. the main curator and organizer of their 2011 which she helped bring in a Rockefeller Foun- http://www.wassom.com/from-the-archives- com/interno.php?pagina=news_ AR intervention at the Venice Biennale. dation Cultural Innovation Award. augmented-reality-as-free-speech.html, det&id=953&det=ok&title=Bice-Curiger- accessed 2 April 2014. speaks-about-the-Venice-Biennale, Her works are featured in the reference Her guest professorships include Carnegie- accessed 12 March 2013. books Digital Art (Whitney curator Christiane Mellon University, UC/San Diego, Bauhaus- 19. Wassom B (2014) Augmented Reality as Paul - Thames and Hudson World of Art), The University Weimar, the Berlin University of MoMA oct 9th 2010 AUGMENTED REALITY World of Digital Art (DAM director Wolf Lieser) the Arts and in 2014 at Nanyang Technological art invasion! Sander Veenhof website. and “Not Here Not There” AR special issue of University School of Art, Design and Media http://www.sndrv.nl/moma/, accessed 12 Leonardo Electronic Almanac. (ADM), Singapore. March 2013. 20.Veenhof, S. (2010, 9 october) DIY day Her grants and fellowships include the Mac- Tamiko Thiel Dowell Colony, WIRED Magazine, Japan Foun- 64 dation, MIT, Berlin Capital City Cultural Fund [email protected] (Hauptstadtkulturfonds), Goethe-Institut, www.tamikothiel.com 65 Hitting imaginary walls, pulling virtual strings What augmented reality can learn from urban dance by Hanna Schraffenberger 66 A few weeks ago my colleagues convinced me your arms should not hit the walls.” To be hon- to join their weekly Hip Hop fitness exercise at est, this tip didn’t help me at first. Rather, the University Sports center. Moving my limbs I was distracted – those invisible walls remind- in the rhythm of well-known radio hits turned ed me of my research into augmented reality out to be more difficult than I had anticipated. (AR) and the presence of virtual objects in real After all, I had been running to similar music on space. These walls we had to avoid were solely a regular basis [1]! A particularly difficult move a product of our imagination. Nonetheless, our required us to turn 360 degrees while at the movements acknowledged their presence. The same time imitating a windmill with our arms. walls were, in a most basic and fundamental In order to help us get the movement right, our way, becoming part of and augmenting our sur- instructor gave us a simple but effective hint: roundings... Could we call this a form of imagi- “Imagine two walls, one in front of you and one nation-based AR? Could it be that dance and AR behind you. You can only move between them, had more in common than I thought? 67 No technology required! Only minutes later this suspicion got confirmed. same time mesmerized the audience with move- By now, our hands were connected to our feet ments that made us doubt whether his hands with imaginary strings. In order to move our were constrained by the same kind of bones First of all, dance teaches us that there are not adhere to our physical laws; they commonly we had. Among the vid- alternative means to display virtual objects in float in space, right before the dancer. At the eos that were shown, one space besides AR technology. AR most common- same time, the way a dancer moves them about dancer had left a lasting ly uses smartphone screens, heavy headsets or in space implies that they do, however, have a impression: Albert Hwang, other kinds of visual displays that overlay the certain mass – it just does not cause them to a master in making three real world with virtual elements. In illusion- fall down. And of course, unlike real objects, dimensional boxes appear based dance, imaginary objects are revealed these imaginary objects are essentially invisible in real space – solely by to the audience through a dancer’s body move- and certainly do not occlude what’s placed be- running his hands through ment. The dancer can, for instance, run his or hind them. More than that, they often appear thin air. A quick look at her hands over the shape of an imaginary object out of nothing just to disappear in thin air a few his YouTube channel [3] in order to make it appear as if the object is ac- seconds later. Fascinatingly, it does not bother decided the matter; I had tually present [5]. Illusion-based dance reminds us that these imaginary objects are not really to find out how dancers us that AR is not restricted to digital mediums present, don’t look like real objects and do not created the illusion that and that we do not have to resort to computer behave like anything we know from the physical imaginary objects existed technology in order to make virtual objects ap- world – the objects are believable and convinc- in space, I wanted to know pear in real space. Maarten H. Lamers discussed ing nonetheless (cf. [11])! “I wanted to know how much illusion-based dance styles and Augmented Reality had in common and I definitely had to master some of those movements myself.” from real objects. First of all, dance-objects do how much illusion-based the Pepper’s Ghost as an instance of pre-digital feet, we had to pull the strings. To my surprise, dance styles and augmented reality had in com- AR [6] in the third issue of AR[t]. In this regard, when our teacher illustrated the movement, it mon and I definitely had to master some of those dance-illusions can serve as yet another compel- appeared as if those strings did, indeed exist. movements myself. ling example of AR that remains in the physical some part of me was fooled into believing that What you see isn’t what you get domain. Although I knew that they were merely imaginary, and even though I could not see the strings, these ‘dance-objects’ could not differ more Dance AR? they were actually there. Given the teacher’s I expect multimodal AR to become one of the more Realism, really? interesting topics in the future. However, I do not think that a multimodal or richer sensory experi- movement, her hands and feet simply had to be Compared to learning the basics of liquid danc- connected by a thin, invisible rope! There was ing, my theoretical considerations were rather AR should be more like reality and virtual objects based dance styles, Diego et al. [2] make an in- no digital technology required, I was not wear- simple. AR and illusion-based dance styles have should both look and behave like real, physical teresting observation: when dancers let imaginary ing a headset, nor was I staring at a screen: a one central aspect in common: both create the objects! At least, this is the impression I get boxes appear in space through their movement, relatively simple movement was sufficient in impression that virtual objects actually exist in from existing AR research. Scientists and devel- the viewer can interpret this in two different ways. order to convey the presence of virtual objects our real, physical environment. If we understand opers strive for photorealism, they struggle with Either there is no box in space and the dancer is (or, to be precise, virtual strings) in real space. augmented reality as a concept of combining and occlusion and investigate how virtual objects moving in a very complicated way or there is a box It might not have looked like it, but watching relating the virtual and the real [4] rather than can cause reflections and cast shadows just like in space that guides the movement of the dancer’s these invisible ropes certainly felt a lot like AR! a collection of technologies, it is not far fetched real objects do (see, e.g., [7, 8, 9]). Likewise, hand. While watching, our eyes tell us that there to think of these dance-illusions as a time and virtual objects should behave and interact with is no box but our body (or our embodied cognition) Over the next days, aching muscles reminded movement based form of augmented reality. the world like real objects [10]. A virtual ball is tells us that there is. Diego et al. propose that it me to investigate this phenomenon further. What is more, the traditional, technology-fo- supposed to drop and bounce on the floor, just is “this moment of embodied/cognitive dissonance Luckily, I already knew where to start. In 2013, cused field of AR can learn quite a few things like a real ball would. There is certainly noth- [that] makes the movement compelling” [2, p. 173]. I attended a presentation about illusion-based from urban dance! ing wrong with that. However, illusion-based I believe that AR can benefit from a similar dis- dance shows us that another approach is pos- sonance: looking at a breakfast cereal box through dance by Diego Maranan at the Creativity and ence is always better. In their paper on illusion- Cognition conference in Sydney [2]. During his So how does urban dance approach the virtual sible. Dance shines when it comes to expressing our phone’s screen, we see the virtual dinosaur talk, Maranan not only illustrated technologi- and how do their methods inform the general simple geometrical shapes and structures, such eating our cereal, but we cannot touch it. Our eyes cal metaphors used in the urban dance styles field of AR? as rectangular boxes or walls. In some respect, tell us “it is there” while our body tells us that it ‘liquid’, ‘digitz’ and ‘finger tutting’, but at the 68 69 isn’t. I do not claim that all AR benefits from such Likewise, I am sure you cannot build any virtual a dissonance. But I am convinced that getting con- AR walls without imagining them beforehand. tradicting information from our different senses can actually add to, rather than subtract from, the In the future, AR will surely overcome many overall experience. technical challenges. However, the future of augmented reality is not only about what is or The power of movement 5. Hwang, A. How to Dance Liq- Real-time Estimation of Light Source Environ- Wwxwc_2vDKQ?t=7m50s ment for Photorealistic Augmented Reality. In ICPR (2) (pp. 911-914). 6. Lamers, Maarten H. (2013, May). Pre-digital Augmented Reality. AR[t] 3, 24-25. 10.Kim, S., Kim, Y., & Lee, S. H. (2011, July). On Visual Artifacts of Physics Simulation in will be possible technically. It is also about what we can imagine and how our imagination works. 9. Kanbara, M., & Yokoya, N. (2004, August). uid: Rails [video], http://youtu.be/ 7. Agusanto, K., Li, L., Chuangui, Z., & Sing, N. Augmented Reality Environment. In Inter- One of AR’s unique powers is that it can be dif- W. (2003, October). Photorealistic render- national Symposium on Ubiquitous Virtual Ultimately, AR can learn from illusion-based ferent from our real, unaugmented reality. But ing for augmented reality using environment Reality (ISUVR), 2011 (pp. 25-28). IEEE. dance that movement is a powerful means to how can virtual objects differ from real objects illumination. In Proceedings of the 2nd IEEE/ express the presence and properties of virtual without losing their believability? How can aug- ACM International Symposium on Mixed and content. By moving virtual objects through mented reality differ from reality? Studying re- Augmented Reality (pp. 208-216). IEEE. space, AR can communicate that which it could lated arts such as dance, mime or magic helps us hardly convey otherwise. If a virtual leaf moves find answers and think outside of our imaginary, through space in a certain way, its movement invisible and virtual boxes. 11. Schraffenberger, H., & Van der Heide, E. (2013). From coexistence to interaction: influences between the virtual and the real 8. Gibson, S., Chalmers, A., Simon, G., Viguer- in augmented reality. In Proceedings of the as-Gomez, J. F., Berger, M. O., Stricker, D., 19th International Symposium of Electronic shows us that there is wind. If a virtual ball rolls & Kresse, W. (2003). Photorealistic augment- Art, ISEA2013, Sydney. over a real floor, it tells us something about ed reality. In Second IEEE and ACM Interna- its weight and resistance. Furthermore, using References Reality-ISMAR'03. movement, we are able to create the impression of yet other – invisible – objects being pres- tional Symposium on Mixed and Augmented 1. Schraffenberger, H. (2012, November). ent in space. How would you display an invis- Chasing virtual spooks, losing real weight. ible wall with AR technology? Dance gives the Augmented Running and a side trip into the answer: by having something bump against it, by history of Audio Augmented Reality. AR[t] 2, movement! And there are more possibilities: if 48-51. a virtual object looks heavy but moves through space weightlessly, we might be able to discern 2. Maranan, D. S., Schiphorst, T., Bartram, a change in gravity. By rewinding their move- L., & Hwang, A. (2013, June). Expressing ments, good dancers are almost able to fool me technological metaphors in dance using into believing that time goes backwards. Maybe structural illusion from embodied motion. In AR technology can evoke a feeling of time mov- Proceedings of the 9th ACM Conference on ing differently by rewinding the movement of Creativity & Cognition (pp. 165-174). ACM. objects or by varying their speed. I hope future AR will explore what can be expressed by simply moving virtual objects through real space. Future AR is not reality, it is our imagination 3. Hwang, A., YouTube channel: http://www. youtube.com/user/phedhex 4. Schraffenberger, H., & van der Heide, E. (2013). Towards Novel Relationships between the Virtual and the Real in Augmented Reality. In Proceedings ArtsIT 2013 – Lecture Notes of Let us return to the imaginary walls that were the Institute of Computer Sciences, Social In- occupying the university’s dance studio some formatics and Telecommunications Engineering weeks ago. I am not sure whether these walls (pp. 73-80). Springer Berlin Heidelberg. can be called AR. But I am sure that a dancer will not be able to create the illusion of a virtual wall in space without imagining the wall first. 70 71 There is more than meets the eye in Augmented Reality Game Environments by Stephan Lukosch, Heide Lukosch & Alexander Verbraeck 1. The Vision: Actors within augmented reality games Orson Scott Card impressively shows the effect of high fidelity in simulation games in his novel Ender’s Game [1]. The main actor Ender and his team believe they are playing a training simulation game for fighting a war on an alien race. In the end, it becomes clear that Ender was in fact Realistic agents and environment of the CharliePapa game commanding the real fleet through the game, attacking and finally extinguishing the alien race. In his saga Otherland [2–5], Tad Williams describes a which almost every object is networked and the Science Fiction authors Orson Scott Card, Tad They will mature into holistic embodied experi- future world with a widespread availability of full- use of augmented reality is normal. Humans in- Williams and Vernor Vinge forecast our vision on ences, which are seen as a prerequisite for social immersion virtual reality [6] installations. These teract within augmented reality [8, 9] by wearing simulation games and augmented reality in the cognition, with interaction as a crucial element installations allow people to access an online smart clothes and contact lenses that can overlay future. Several years from now, there will be [10]. Similar to Ender’s game, augmented reality world, called simply ‘the Net’. Within the Net a the physical environment with computer graph- more than meets the eye in augmented reality environments will provide a degree of fidelity, or group of people aims to achieve immortality. In ics. In Rainbows End [7], augmented reality is game environments. Instead of only overlaying realistic representation, which will make it diffi- his novel Rainbows End [7] Vernor Vinge describes used for various purposes, e.g., large-scale com- the physical environment with computer graphics cult to distinguish the real world from the virtual how the main character Robert Gu is slowly re- mercial gaming areas, supporting maintenance and thereby focusing on human vision, augment- computer-generated world. The use and the in- covering from Alzheimer’s disease due to medical workers with blueprints of machines or buildings, ed reality game environments will address all hu- teraction within augmented reality environments advances in the future. While recovering, former communication with virtual avatars and diagnos- man senses, i.e. sound, smell, taste and touch, as will become as natural as in Vernor Vinge’s novel technophobe Robert adapts to a changed world in tic purposes in medical settings. envisioned in the saga Otherland by Tad Williams. Rainbows End. 72 73 First steps toward the combined visions and ideas complex problems from different perspectives [16] com), the Netherlands Forensic Institute (NFI) in- et al. [26] show that such virtual avatars are pos- of Orson Scott Card, Tad Williams and Vernor and provide changing scenarios. That makes them vestigated the use of new technologies to train sible, but are currently fixed to one location due Vinge have already been taken. There has been powerful tools for players to gain new insights in forensic investigators and also help forensic in- to the necessary technology such as 3D beamers quite some research on introducing smell into a given situation, and to build up or adapt their vestigators in the field. One part of the project or depth cameras. movie theaters and television [11] and even more mental models. The variety of uses for simulation explored the potential of augmented reality for research on haptic feedback [12]. One of the games related to complex problems is enormous, crime scene investigation. The project particu- A project targeting the work of reconnaissance most difficult aspects to reproduce, however, is varying from teaching about complexity to un- larly focused on the real-time alignment of physi- teams called CharliePapa, a joined effort of Delft a high-fidelity interaction with other (real or vir- derstanding system behavior or testing relations cal and virtual environments and interaction University of Technology, the Dutch Police, a tual) humans. In 2000, Olson and Olson [13] ana- and rules between system elements [16, 17]. The with the environment using augmented reality private security firm, a training institution and lysed the extent to which groupware technology military, for example, has a long tradition of us- to support collaborative spatial analysis on loca- a developer of simulation game scenarios, ex- allows geographically distributed teams to work ing simulations for strategy and combat training, tion [25]. By means of augmented reality, remote plored the effect of highly realistic virtual sce- together as if they were co-located. They came because of the opportunity to clearly illustrate experts were able to connect to investigators on narios on team awareness and interaction [27]. to the conclusion that distance matters and that consequences of actions in a safe environment, the crime scene and guide and help in the in- Three different scenarios of a highly realistic ur- the analysed technology is not mature enough to without risk of injury or other damage [18, 19]. vestigation by providing their enable virtual co-location yet. Olson and Olson Ender and his team experience this exact feeling expertise, but also by adding state that even future technology will struggle to of safety, meaning to act without causing serious virtual objects to the perceived enable virtual co-location, as providing aware- consequences when “playing” their game. reality of the investigator on ence as well as spatial referencing will remain a In Ender’s game [1], the simulation game has a tablishing virtual co-location. challenge [13]. Gaver [14], on the other hand, un- high level of realism. Chalmers and Debattista An evaluation of this approach derlines the importance of supporting awareness [20] show that for knowledge transfer, simula- has shown that the visual feed- information to help actors shifting from working tion games should be designed very much like the back in augmented reality pro- alone to working together. ‘real’ world. However, abstraction and simplifica- vides mutual understanding of tion can also lead to excellent training outcomes the analysis state. One expert Considering current groupware technology, this [21]. Which level of realism or fidelity is necessary stated: “There is not much forecast is still mainly correct. Complex problem to make a simulation game effective has not yet arguing about something you solving often requires a team of experts to physi- been answered [22, 23]. So far, mainly the physical can both see”. The informa- cally meet and interact with each other, since fidelity of simulation games, such as visual, spa- tion exchange was very visu- identifying the problem and creating a shared tial, auditorial and kinesthetic design, has been ally oriented, e.g.: “behind the understanding is a prerequisite for efficiently considered [24]. For a simulation game in an aug- table”, “don’t cross the ribbon solving a problem [15]. Typical scenarios are e.g.: mented reality environment, as played in Ender’s on the far right”, “if you look solving complex construction problems, training game, more dimensions have to be considered. slightly to the left”. There was the usage of complex machinery, analysing com- These can be the psychological fidelity aspects ambivalent feedback on the plex situations in emergency services or diagnos- such as stress or joy [22], functional fidelity such recording and remote observa- ing complex medical situations. Unfortunately, it as learning goals or representation of tasks, and tion. Some were afraid of being is not always possible to bring a team together social fidelity with regard to the ability of players monitored in their work while to handle a complex situation. This is due to ex- to interact with each other or virtual avatars. others welcomed the possibility the scene (see Figure 1), es- ness among co-workers and enabling co-refer- to capture best practices. The perts’ availability, critical timing issues or accessibility of a location. While in the novel Rainbows End [7], such situations are supported with high fidelity augmented reality technology, current technology is not yet there. Figure 1. A staged crime scene augmented with restricted area ribbons 2. The present: approaches to augmented reality and simulation games evaluation further showed that the presence of the remote expert as well as the awareness of the remote expert’s activities at the crime scene needs to be When considering ‘the Net’ in the saga Otherland Recent research has shown, however, that vir- improved, e.g. by using virtual [2-5], simulation games have the potential to pro- tual co-location is in fact possible. Within the avatars as described by Vernor vide a rich environment and the ability to approach project CSI The Hague (http://www.csithehague. Vinge in Rainbows End [7]. Beck 74 Figure 2. A scene from the CharliePapa simulation game 75 ban environment (see Figure 2) were developed taken. However, this highly realistic set-up was social fidelity was too low as well. By add- ficult to design a holistic embodied experience, and tested with the target group, reconnaissance not sufficient in really developing an immersive ing a time limit and competition element, based on a high level of physical, functional, psy- teams. Tasks and stress level as well as time pres- activity like those experienced by the heroes of the psychological fidelity level was the only chological and social fidelity with current com- sure were represented as realistically as possible. the science fiction novels mentioned earlier. Re- factor that was high enough, as reported by mon simulation game technologies. The reconnaissance teams focused on protecting alistic interaction with the virtual environment is the test group, to simulate a realistic ex- a VIP and detecting deviant behaviour of other of utmost importance, but recent technology of perience. subjects at the site. The assignment of the most “pure” simulation game environments and agents mature scenario was to walk through the environ- does not have the ability to create a high-fidelity From these experiments we can conclude ment with three players in a row, each of them experience with a high level of physical fidelity. that Olson and Olson’s observation that it confronted with objects, persons and actions that Human ability to focus on an object is present in remains very difficult for current technol- For Ender, it is a shock to learn that the simulation were partly the same and partly different from reality but is hard to resemble in a game, as one ogy to enable virtual co-location [28], also he commanded was not a game, but that it was those of the other players, and to pass over in- only has a wide-angle view. Furthermore, the in- holds for a high-fidelity virtual environment reality, and that he killed a whole race with his formation gathered from the virtual environment teraction with people and objects in the game is within a simulation game. This result can be actions. Augmented reality game environments in order to make a decision on the actions to be still too slow and cumbersome, so functional and enhanced with the finding that it is very dif- for training purposes and virtual co-location in 3. The future: augmented reality simulation games professional working environments should not be as shocking as his insight, and will not be as massive as the “game” Ender was made to play. On the other hand, combining augmented reality with simulation games and making use of the advantages of both technologies can provide environments of high fidelity and immersion, leading to high effectiveness of professional teams. A feeling of “being there” can be achieved, supported by a very realistic training experience. Augmented reality is already more than a visual experience; it enables graphical real-time simulation, which can support fast and intuitive understanding of a situation [8, 9]. Still, there are a lot of current and future issues in simulation games and augmented reality environments that need to be addressed in order to make the combined vision of Orson Scott Card, Tad Williams and Vernor Vinge possible. With advances in hardware and software capabilities, camera-equipped mobile devices continually gain more interest in augmented reality games [29, 30]. Recent studies show that such mobile devices (MD) can foster virtual co-location of distributed players [28, 29] and enlarge the game experience by blending virtual and physical game spaces [31]. 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As if Being There: Mediated Reality for Crime Scene Investiga- 15.Piirainen, K. et al. (2012). The Joint Struggle tion. CSCW ’12: Proceedings of the 2012 of Complex Engineering: A Study of the Chal- ACM conference on Computer Supported lenges of Collaborative Design. International Cooperative Work (2012), 1267–1276. 19th International Symposium of Electronic Art, ISEA2013, Sydney. 79 The Coronation Hall in the historic town hall of Aachen, Germany Corona: Audio AR for historic sites by Florian Heller 80 Many historic sites, as important they may have Hall were the coronation feasts of the 15th and been, often lack visual cues to events that took 16th century. However, the only visual remainder place there. Sites become ruins or are changed is a set of coats of arms engraved in the intentionally through structural modification. pavement. The Route Charlemagne1 (www.route- The city hall of Aachen, Germany is an example charlemagne.eu) project was initiated to make of such a site. Built in the 9th century, it was several historic buildings in Aachen accessible to the seat of Charlemagne’s and several other the public. The main focus was on the city hall, emperors’ governments, and it is still in use since it was only possible to be visited as part of as city hall today. Among the most important a guided tour. To allow a self-paced exploration, ceremonies that took place in its Coronation we created a series of interactive exhibits and 81 the Aixplorer audio guide, which automatically gorging on meat and drinking from the fountain The overall result of the rendering is not per- detects the room you are in. For the Coronation of wine. The nobility had to follow protocol. The fectly realistic, but plausible and results in an en- Hall, we wanted to create a landmark exhibit ceremony of the coronation of Charles V from tertaining experience. In fact, a realistic simula- that reminds visitors of the important ceremonies the 16th century is very well documented, which tion of the room’s acoustics would lead to a poor that happened there. As the hall is regularly used gave us the opportunity to bring some of the at- understanding of the dialogs as the hall’s natural for public activities and is under monumental tendees back to life. reverb makes it impossible to communicate over a distance larger than eight meters. protection, fixed installations were not an option. Since the visual impression of the room had to In the Corona audio space, virtual characters are stay untouched, we decided to create an audio- placed at their historically handed down positions. only exhibit. In groups of two they discuss different aspects of Individual audio spaces the ceremony. For example, the newly crowned The Corona audio space Corona is an audio augmented reality experience King discusses matters of the Black Death with As with traditional audio guides, the audio space the Archbishop, servants describe the order of the is individual to the listener. Usually, this is used to dishes, and two persons standing by the window provide the content in different languages or for observe the festivities on the market place. different audiences, e.g., a simplified version for children. With our continuous audio space, howev- that overlays the physical space with a virtual audio space, generating an impression of being right in the middle of a coronation feast. You would probably imagine such a banquet as a lavish cele The technology behind the scenes er, we can create a more playful approach. Moving sound sources could lure people to areas that they have not yet explored or create an audio scavenger hunt. The continuous audio space also has the bration, but that was only true for the populace To create the illusion that the audio sources are advantage that features which need manual inter- located at fixed positions in the physical space, vention or additional implementation effort with we need information about the user’s position traditional audio guides, such as synchronized and head orientation. The Coronation Hall is 45 playback, can easily be achieved. Depending on by 20 meters large with four stone pillars in the the path that a user takes, the different sources only actively listening to one of these. This means middle of the room, which makes location track- start and stop playing at different points in time. that key information has to be presented repeat- ing difficult if it is supposed to be invisible. Fur- Thus, to experience the audio space as a group, edly, but using short audio fragments bears the thermore, optical tracking using video cameras you just have to walk side by side, without having risk that the visitor notices the loop. In our con- has to meet strict privacy regulations. We opted to make sure that you press play at the same time. tent, key information is repeated several times in different words, allowing a late drop-in. for a Ubisense wireless radio location tracking system that performs with an accuracy of 10- A visitor explained his impression as follows: 50 cm and delivers updates 4 times per second. “Corona is an emotional experience, like a The orientation is measured by a digital compass film. This is much more interesting and thus chip, with an update rate of 10 Hz, mounted to memorable than a normal audio guide”. The act the headphones. This information is then fed into of discovering hidden information was clearly the OpenAL spatial audio rendering engine avail- favored over learning plain facts as with tradi- The human brain is quite good at making sense out able on iOS. Since the results of this engine do tional audio guides. of sensory information that does not fit exactly. not provide a good separation of sources that are directly in front or behind you (a common problem with spatial audio rendering called front- 82 Simplifying the implementation For example, if a virtual sound should emerge from Challenging the authors back confusion), we added a low-pass filter to the Corona use concept Spatial layout of auditory sources in the Coronation Hall a specific physical artifact, but the perceived location of the virtual sound source and the location of the artifact slightly differ, the virtual source seems signal coming from a source behind the listener. The challenge in writing the dialogs of the audio to snap to that physical location (the so called ven- To avoid an auditory overload resulting in poor space was mainly the fact that we did not know triloquist effect [1]). A visitor experienced a simi- localization, we pause sources that are more than when the visitor would actively be listening to lar effect when the network connection used to 11 meters away. the source. In contrast to classic audio guides, transmit the location data broke down. Since the several sources might be playing but the visitor is rendering engine could only use the head orienta- 83 Acknowledgements tion, the distance to the sources was not updated device orientation does not dramatically affect anymore. She interpreted this a bit different and the perceived presence in the virtual environ- told us: “That was amazing! After some time, the ment. The localization accuracy does not neces- voices started walking with me!” sarily need to be as high as in our implementa- Foundation and the state of Northrine West tion. A series of outdoor installations, a sound phalia through its EU-ERDF program ``Ziel 2’’. Based on these effects, and the observation that garden in a municipal park [3] for example, have many users of our system do not turn their head used GPS to get location information and this was to orient themselves in the audio space, but in- not perceived as a problem. This work was financed by the German B-IT References stead turn their entire body, we investigated 1. Alais, D., & Burr, D. (2004). The ventriloquist whether the implementation of a system like Co- effect results from near-optimal bimodal rona could be simplified. The hardware require- Outlook ments for this exhibit make it a complex instal- integration. Current biology, 14(3), 257-262. 2. Heller, F., Krämer, A., & Borchers, J. (2014, lation; every headphone needs to be equipped Audio augmented reality applications are engag- with a compass, which has to be interfaced with ing experiences that go beyond the plain presen- for mobile audio augmented reality applica- the smartphone. Similarly, the location informa- tation of historic facts. In the context of a mu- tions. In Proceedings of the 32nd annual ACM tion has to be communicated to the audio guides seum it can be used to create an atmosphere the conference on Human factors in computing as well. Since current smartphones are equipped user dives into and that stimulates the visitor’s with location and orientation sensors, the re- fantasy. Current smartphones provide enough 3. Vazquez-Alvarez, Y., Oakley, I., & Brewster, quired hardware is basically already available. processing power to handle the spatial audio ren- S. A. (2012). Auditory display design for ex- Using these built-in sensors does not allow the dering and if realism is not the top priority, their ploration in mobile audio-augmented reality. same degree of realism, since they only measure built-in sensors provide all required information. Personal and Ubiquitous Computing, 16(8), the orientation of the device - not the head, but So there aren’t any excuses not to have an audio 987-999. our current experiments [2] indicate that using AR app for your museum. April). Simplifying orientation measurement systems (pp. 615-624). ACM. Corona in use Florian Heller Florian Heller is a PhD Student in the Media Computing Group at RWTH Aachen University in Germany. From 2009 to 2012 he was a fellow of the B-IT Research School. He worked on the implementation of Corona as his Diploma Thesis and continued his research in the field of physical interaction with audio. The physical component can either be movement like in Corona, or interaction with tangible interfaces such as an augmented DJ turntable or with wearable interfaces. http://hci.rwth-aachen.de/heller http://hci.rwth-aachen.de/corona 84 85 Developing augmented reality applications: a future perspective by Robert Prevel this, GG is very promising in terms of hard- our environment must also expand. We will ware development for AR. Most existing head need to be able to enter an entirely unknown mounted displays (HMDs) capable of delivering environment and learn the boundaries and an AR experience are far too heavy and bulky the kinds of objects therein. Software that is for extended use. In this regard, GG gives us a capable of mapping the environment in real- glimpse of what we can expect from a light- time is already being developed, an example weight, compact HMD in the future. of this is Google’s ‘Project Tango’. Knowl- In addition to issues of comfort, the HMDs edge of our working environment is key to of the future will need to solve a number of providing a believable interactive AR experi- existing problems. Firstly, whilst the technol- ence. Lastly, we will want multiple users to ogy behind current HMDs varies, when used share experiences in the same environment, for AR applications they all provide a dimin- so that the actions of one user are observed Augmented reality (AR) applications, once the public domain is to be encouraged, then ished view of the environment; a reduced by others. This will require an advanced level seen as a future technology, have in recent our future hardware and software solutions field of view or resolution for example. Sec- of data sharing and communication between years become far more prevalent in the must be affordable and readily available. ondly, there are safety concerns with display- devices. public domain. This is in large part due to The quality of an AR experience depends on ing too much or ill-timed information directly the availability of affordable hardware that both the hardware and software used to de- in front of the user, particularly if that user We have given many demonstrations of our can be used to facilitate many basic AR ap- liver that experience. For example, a heads is performing an attention demanding task at work at the AR lab, and people’s experiences plications, the most common example being up display provides a far more immersive AR the time, such as driving (though it could be are usually similar. Some come to us with no the smartphone. These lightweight compact experience than a hand held display. Unfor- argued that this is less of a safety issue and prior experience of AR, others with some ex- devices typically consist of a camera, on tunately, unlike smartphones, AR headsets more a demonstration of the user’s lack of periences through a smartphone or tablet. board processing, a screen, and other use- are not readily available. In addition, even common sense). Lastly, the public accept- There is something special about putting on ful functions such as wireless capability. As the cheapest self-assembled headsets are ability of using HMDs in public places must a HMD; whether it’s the highly immersive 3D smartphones and in particular smartphone more costly than an average smartphone. improve. We predict that once these issues AR experience, or the novelty of wearing fu- applications have become more widespread As the hardware used in AR applications have been addressed, it will be the norm to turistic looking headgear. We expect that this in society, there has been a notable increase develops, so too will the software allowing wear lightweight compact HMDs in public. In- novelty will wear off as people become more in the number of AR applications and devel- the best experience from the available hard- deed, in the future our children will laugh at used to wearing HMDs in everyday life. Our opment companies. ware. AR application development is a cycle the fact that we used to use our hands for augmented reality applications will be pro- where new applications require improved such simple things as holding devices. viding on the spot instructions for cooking, furniture assembly, and car maintenance, as This growth of augmented reality in the pub- hardware, which allows for new software lic domain is very positive. However, most ideas that in turn require new hardware. We In order to leave the desktop behind and ex- well as providing us with directions to the existing commercial AR applications are con- predict a number of ways in which both hard- plore the wider augmented world, a number restaurant. In the future, AR HMDs will have fined to small working environments, and ware and software for AR applications will of software challenges must be met. The become just as common as smartphones are provide a very basic AR experience; they develop in order to improve on our current key to successful tracking in AR is to identify now. We expect that the development of ad- allow you to play virtual ‘desktop’ games, AR experiences. stationary landmarks, be they the corners vanced, interactive AR applications will be of a fiducial marker or the natural features driven by the gaming industry initially. But or overlay a simple virtual object or image on top of a real world object. Many of these In the future, hardware for AR will be far present in the environment; this becomes far the potential for AR is limitless, not forget- ‘desktop’ applications have very little knowl- lighter and more comfortable, allowing for more difficult when working in dynamic en- ting that our experience is not limited to vi- edge of the working environment, and use extended use. Devices capable of providing vironments. If we are truly to explore larger sion and audio alone. Certainly the most ex- what we would already consider ‘old technol- a heads up display have already started to environments, we will undoubtedly observe citing applications for AR are in the medical ogy’ for tracking; namely a fiducial marker or infiltrate the public domain, the most publi- moving objects. Calculating which landmarks domain. Imagine your surgeon standing over some equivalent. Future AR applications will cised being Google Glass (GG). At present GG belong to stationary objects in a dynamic en- you, with their AR HMD displaying where to most certainly require more detailed knowl- is rather expensive and not a suitable display vironment is a must. Changes in environmen- make the incision for your neural interface. edge of much larger working environments for most existing AR applications (unless you’re tal lighting will also become more frequent, ‘Yes sir, and if you put on your bedside HMD and more robust tracking solutions. If the happy playing your desktop games in a small requiring more robust tracking algorithms. In you’ll be able to see what your bionic arm continued expansion of AR applications into box in the top right of your vision). Despite addition to tracking, the process of mapping will look like’. 86 87 often completely unrelated to art, and the work of the influential plastic artist Piet Mondrian, to present the digital technology not as an object, but as a medium for art. by Dirk Schart, Diego Montoya & Melo Montoya The idea behind HyperMondrian Piet Mondrian, Composition with Lines (1917) The Montoya brothers chose a game engine in order to animate and present three-dimensional State of the Art – A future perspective data and image tracking as a way to connect the Compositions in 3D physical works and the digital imagery. Using this technique, they developed an app in col- The first one, Composition with Large Red Plane, laboration with the Augmented Reality company Yellow, Black, Gray and Blue, serves to extend The new advances in technology enable explora- RE'FLEKT, that shows new features on top of the Mondrian's theory. The elements found in the tion of all kinds of possibilities. Works found in existing paintings when seen through the lens of original become three dimensional and mobile, galleries don’t have to be static. Paintings and an Android or iOS device. with time intervals and range of movements depending on mathematical relations. To respect sculptures can move and come to life through these advances. The digital artistic works are no HMondrian stands for Hyper-Mondrian in refer- the original harmony of all the elements, the longer contemplative, but rather participative: ence to the hyper-plasticism, a proposed exten- augmented version of the painting reconstructs actions by the observers nearby can be digitally sion of the neoplasticism. Through the use of the the original work when seen from the correct measured and the work can react accordingly. new technologies such as 3D tracking, gesture rec- perspective, even if the pieces are in permanent ognition and generative algorithms,neoplasticism movement. The younger generations – especially the digital acquires new properties; exploring new dimen- natives – like to discover through interaction, and sions and allowing the spectator to participate, The second painting is Victory Boogie Woogie. Re- Plane, Yellow, Black, Gray and Blue (1921) they know their way around technology. On the and thus acquiring the prefix "hyper". grettably, the painter died before finishing it. Be- Piet Mondrian contributed greatly to the De Stijl to interact with the digital world in a more natural The first step was deciding what the main ele- can't hold itself together, so it crumbles down in movement, also known as neoplasticism, and way. Also, the capabilities of algorithms running in ments of the app should be and what it would pieces and reforms as the user moves closer to or found beauty in the abstraction of simple, har- powerful micro-processors allow for real-time art be ableto do, taking advantage of the capabili- further away from the augmented painting in a monious forms. But what if he would have been production on devices that fit in our pockets. ties of the 3D visualization and image tracking. juxtaposition of time and space. Piet Mondrian, Composition with Large Red cause of that, the augmented version of this work other hand, the older generations have found ways Mondrian was a prominent person, and the idea free from the constraints of traditional two-dimensional painting, being able to use the form With all this in mind, Diego Montoya, an Augment- was to explore his art, his life and his creative For Mondrian, the working environment influ- in all directions, including time? Would he have ed Reality developer, and his brother and multi- environment. After experimenting with various enced the creative process greatly and therefore rather stayed in the flatness of the canvas, or media artist Melo Montoya intervened in some of paintings and reviewing the story behind them, he arranged it accordingly. When seen through would he have pursued his search for beauty in Piet Mondrian's works. One of their goals was to three of his most symbolic works were chosen to the mobile device, the augmented version of the all dimensions? What if he could have given the reach a wider range of target groups and fasci- do this: Composition with Large Red Plane (1921), third work Composition with Lines reveals a stu- spectator a role, giving him a part to play in the nate them for art. They also wanted to establish Victory Boogie Woogie (1942-1944) and Composi- dio inspired by those were Mondrian used to work, harmony of his works? a bridge between the latest digital developments, tion with Lines (1917). showing decorations that recreate his paintings. 88 89 The presentation Diego Montoya This intervention of Mondrian’s work was pre- Having obtained degrees in electronics sented in the Monitor Digital (MOD) - one of Latin and information systems, he works on developing aug- America’s most important digital art festivals - mented reality and natural user interface applications in Guadalajara Mexico in 2013. There were some and lives in Munich. He is an enthusiast of interactiv- iPads available to the public to let them use the ity, generative design and the theories of the universe app and visitors were able to scan a QR code to and an admirer of the modern and post-modern art download the app on site. movements. Diego enjoys creating digital art works using state-of-the-art technologies to blur the line HMondrian was well received by the public. The between the art and the digital, the observer and the people visiting the festival were very diverse object, the real and the virtual. and they had all kinds of reactions, ranging from young children exploring the 3D work as if it was a real object, to the old lady who screamed “Oh! Piet Mondrian, Victory Boogie-Woogie (1942–44) I broke the painting!” and who then dropped the iPad after seeing the virtual Victory Boogie Woogie crumble down. The implementation Melo Montoya Armed with the experiences they gathered while Melo studied Multimedia at CAAV. He is a pro- developing and presenting this work, the au- grammer, open format DJ and loves the sun.. He Presenting 3D imagery in a mobile device re- thors are currently working on other hyperplastic has presented works along with collaborators in quires choosing the right tools to do it, and in works that involve the tracking of sculptures and the main Digital and Contemporary Art museums the case of HMondrian, the 3D scenes were devel- using the spectator as a living canvas. in Guadalajara Mexico such as MOD, MAZ and oped using Unity3D, a game engine primarily used MURA The internet loves him and is the source of to develop mobile games. In order to locate and his collection of quirky content. He now lives in position the elements added to the paintings an How does it work “La perla tapatía” but he wishes to return to the Caribbean after doing a Master’s in Europe. image tracking framework, Vuforia, was chosen from a handful of options because of the charac- Scan the QR code and download the app “HMon- teristics of the project. This framework is espe- drian” from the App Store or Google Play Store. cially good at tracking simple geometric figures, Once you open it there are two modes available like those found in Mondrian’s work. The model- – the Augmented Reality and the Virtual Reality ing of the 3D objects as well as the animations mode. Choose the Augmented Reality mode to were done in Maya. enjoy the extended versions of Mondrian’s works. www.melomontoya.com Dirk Schart Point the camera of your device towards one of For this work, it was important that the tracking the paintings featured in this article. You can also Dirk Schart is a communication and PR expert, was stable and fast to swiftly grab attention and download them from the app itself. Just tap on blogger and author with a strong passion for digital involve the user. Illumination of the room where the info button and scroll down communication and interactive media. He holds a the paintings were displayed had to be carefully to find the download button. The Master degree in communication science and was set up. Another factor that could affect the im- Virtual Reality mode just serves in 2013 awarded for his communication concept age tracking was the size of the images, but the to show the 3D-functionality "connect & climb". Dirk is Corporate Communica- artists verified that the sizes of the original works in case you are not around the tions Manager and Spokesperson at Munich-based were adequate and gave good results. paintings or a copy of them. Augmented Reality company RE'FLEKT. 90 91 The so-called Augmented Reality by Pawel Pokutycki Augmented Reality is probably one of the most ery technological innovation is about some kind pretentious, exaggerated and yet philosophi- of augmentation of our reality, no matter if it’s cally challenging terms in the field of computer an automobile, a vacuum cleaner or a light bulb. technology. Next to concepts of Virtual Real- Technology enriches our life (arguably of course, ity, popularized by a spiritually inclined music as it’s not always for better). Take, for instance, composer and computer scientist Jaron Lanier, religion. Isn’t it all about the augmentation of life or Mediated Reality, formulated by a wearable (and death)? Or science in general? Medicine? Lit- computing inventor and “the world’s first cy- erature? These disciplines offer a better under- borg” Steve Mann, Augmented Reality stands for standing of the world we live in and a potentially a peculiar understanding of ‘reality’ defined not better, augmented life as a result of understand- by the acknowledged writings of Aristotle, Plato ing it and doing something with that knowledge. or Wittgenstein, but by the pioneers of digital For example, we would never think of a pacemak- revolution, or rather, geeks of our times. Just er as an Augmented Reality application, yet it un- google AR to see it’s not about Leibniz’s “pos- doubtedly changes our reality for the better if we sible worlds” or Kant’s “transcendental ideal- suffer from an inadequate heart rate. So does the ism”, but “computer-generated sensory input” Bible or the Quran, if we are religious. Augmenta- and “pattern recognition”. Computer-oriented tion is a predominant desire in human life, either terminology is dominating the discourse on Aug- in terms of spiritual enlightenment, or purely mented Reality and therefore is limiting its ideo- pragmatic and rational development enhancing logical significance, going otherwise far beyond the quality of survival. The so-called Augmented technology itself. But shouldn’t we - in times Reality, as defined by its “pioneers”, computer of Google Glass – not only discuss what kind of scientists and hardware and software develop- image processing software or head-mounted ers today, is therefore only another step in the displays are used in AR technology, but also, if evolution of augmentations of all kind, claiming not primarily, what does it mean to society and rights to a phenomenon, which is much broader culture to be in Augmented Reality, to live and and universal, known already long time before think in it permanently in the future? And if so, the digital revolution. how to reflect on it from the perspective of humanities? Koert van Mensvoort, in his essay “Real Nature is not Green” [1], draws a parallel between nature ‘Augmented Reality technology’ might be con- and culture, discussing processes in which nature sidered a pleonasm. In other words, almost ev- becomes culture, and culture becomes nature. 92 93 In the case of Augmented Reality, we deal with a to Augmented Reality”, in order to finally upgrade similar problem of classification and interpreta- the meaning of this term in the public debate. tion. This leads to questions such as: what kind Otherwise, we may end up doing things irrelevant of reality are we augmenting? What do we mean to what really matters in the long term; only in- by reality, how do we define it? Is augmentation venting AR gadgets that become culturally obso- making reality more real or less real? Is it culture lete just a day later and therefore falling in the or nature? trap of “future thinking”, which is neither about future, nor about thinking. These are, of course, difficult questions to answer. I claim, however, that in the discourse on Augmented Reality there is a tendency to over- References look the broader picture and to ignore the historical, ideological and philosophical foundations of (p. 93-94) Maarten Broekhuizen “I believe the way we draw the boundary between nature and culture will change. The domain of origin, of ‘birth’ previously belonged to nature, while culture encompassed the domain of the ‘made’. Thanks to developments of science and technology, this distinction is blurring. (...) Culture is that which we control. Nature is all those things that have an autonomous quality and fall outside the scope of human power. In this new classification, greenhouse tomatoes belong to the cultural category, whereas computer viruses and the traffic-jams on our roads can be considered as natural phenomena.” Koert van Mensvoort 94 1. Van Mensvoort K. (2006). Real nature is not this trending topic. It is perhaps time for some- green. Article on NextNature.com, Retrieved body like Slavoj Žižek (or another popular con- from http://www.nextnature.net/2006/11/ temporary thinker) to make “The Pervert’s Guide real-nature-isnt-green/ Pawel Pokutycki Pawel Pokutycki is an interaction designer, thinker and lecturer at the Royal Academy of Art (KABK) in The Hague, where in 2005 he initiated early activities of the RFID Lab, in collaboration with Yolande Kolstee and Wim van Eck later becoming the AR+RFID Lab. His recent artistic and educational projects focus on exploring relationships between new media theory and political, social or cultural studies by concept development and prototyping for interactive media. He believes in a methodology of design based on his own, peculiar interpretation of the Black Box Theory, presented at a TEDx event in 2012. http://tedxtalks.ted.com/video/ Exploring-the-Black-Box-Pawel-P Simone Engelen 95 The locations and ranges of the sounds of one of the Wormhole Dordrecht sound worlds. Image courtesy Studio Edwin van der Heide. Map data: Google, Aerodata International Surveys, Tele Atlas. Radioscape, Wormhole Dordrecht and Beyond dioscape: a version using a mobile handheld de- perception, or the perceptual creation, of space. vice containing a small computer that could play Radioscape has a true immersive quality that I had and mix audio files and would be equipped with also expected as a result of the Wormhole Dor- On the Sensation of Presence a GPS sensor to make it possible to specify and drecht software. Any movement of the Radioscape control which sounds would play (and how loud) in receiver, small or big, leads to a very direct change by Edwin van der Heide relation to the position of the device. In that year in the received signals. Different movements and Apple opened up iPhone software development positions of the receiver result in equally different to third party developers and I realized that the changes in the balance between, and the spatial In the AR[t] 2 magazine I wrote about my work through the environment you develop a perceptual iPhone could be used as the mobile device I was representation of the received signals. Further- Radioscape and proposed that, although it was understanding (and sensation of presence) of the looking for. I proposed the above idea as a gen- more, the repetition of a movement leads to the not meant to be an augmented reality artwork, it signals in the space around your body. Radioscape eral format and 'platform' for the upcoming exhibi- repetition of that sonic result. There are many makes a lot of sense to approach it from an aug- is special in that the transmitted compositions mix tion at the CBK Dordrecht. For the exhibition, ten sonic combinations and changes we can explore mented reality perspective [1]. Radioscape cre- in space. Each different position (of the receiver) alumni were asked to each make a location based without walking and by just moving the receiver ates a parallel reality intersecting the streets of in space corresponds with a different unique mix sound world for the city center of Dordrecht. The in space. By doing so we navigate through a very an urban environment. It uses 15 radio transmit- of the signals. exhibition received the title Wormhole Dordrecht detailed and diverse space around us; a space that because of the possibility to switch (and 'travel') we experience as truly present. Although we can't between the 10 different parallel sound words. fully understand it, it appears to be a coherent and ters distributed over the chosen city area, each transmitting its own specific composition. Togeth- In 2008, Joost Rekveld and I were asked to orga- er these compositions form the meta composition nize an exhibition with alumni of the ArtScience of the work. The audience gets a custom handheld Interfaculty in the Hague for the CBK (Center for While the exhibition led to ten interesting and very gets a tangible character because of the proprio- receiver to explore and navigate through the work Visual Art) in Dordrecht. For a number of years, different artworks, it brought me unexpected new ceptive and visual perception resulting from mov- (and the city). By moving the receiver and walking I had been considering a software version of Ra- insights; insights related to Radioscape and the ing the receiver. 96 consistent space. It forms an intangible space that 97 Another quality present in Radioscape is the in- interesting. For example, the quality of the works teraction between the radio waves and the physi- was a result from the musical or narrative quali- cal environment. Because of the relatively long ties used within the work. wavelength (170 meters) buildings become possible resonators for the transmitted signals. Hold- We are currently experimenting with additional ing the receiver close to the facade of a build- ways of creating the sensation of sounds being ing often leads to unexpected amplification of present in the space around us and relating or certain signals, resulting in a direct interaction interacting with the physical environment around between the physical environment and the elec- us. Mobile devices have developed greatly and tromagnetic waves. The normally unperceivable often incorporate gyro sensors besides the ac- electromagnetic waves interact directly with the celerometers, compass sensor and improved GPS perceivable space around us. Lastly, Radioscape sensing. We have experimented with head track- uses what I call a stereo panoramic receiver. It is ing and positioning sounds in the space around a receiver with a stereo antenna similar to the us with real-time binaural convolution. The bin- principle of a stereo microphone. The position aural convolution allows us to simulate the spa- of the transmitter in relation to the receiver an- tial position of a sound in any direction including tenna determines the position of the transmitted height. While striving towards perfection in the sound within the stereo image on the receiver's simulation, it turned out that that the simulation headphone. can, and never will be, perfect simply because the earth's magnetic field is often distorted and Until Wormhole Dordrecht was realized, I was influenced by factors within the local environ- only half aware that Radioscape had such a self- ment. It became clear that creating a convinc- explaining spatial quality, such a sensation of ing spatial environment is not about the (perfect) presence and why. It was because of Wormhole simulation of reality but about creating interest- Dordrecht that I realized that the direct changes ing relationships between the sounds, the space within the 'empty' space around our body and the around our body and our physical environment. interaction with our surrounding physical space This is exactly what programmed relationships in were fundamental for the near tangible sensation software enable us to do. We could have already of the electro magnetic space around us. The use learned this from Radioscape. Radioscape has a of GPS positioning in Wormhole Dordrecht leads natural complexity that has its own logic; a logic to changes that are taking place while walking. that is so convincing that we easily mistake it for Standing still and moving the iPhone around being present or real although we could just as the body has no effect on which sound files are well argue that it's all virtual. Interrelating the played or on the balance between the sound virtual and the real makes the virtual only more files. The changes that occur while walking can real (present) without having to copy or simulate be technically perfect but don't necessarily lead reality. to a perception of presence in space. At the time the GPS sensing had a precision of approximately 10 meters, but even if the calculated GPS coor- References dinates would have had a precision of about a meter, there still would not be any sense of the 1. van der Heide, E. (2012, November). sounds being present in space. It is important to Radioscape – in the context of Augmented note, however, that the absence of the sensation Reality. AR[t], issue 2, 18-23. of spatial presence did not make the works less Radioscape as part of the 'Urban Explorers Festival'. Image courtesy Studio Edwin van der Heide. 98 99
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