Oct 252010
 

Gary is presenting on an Ad:Tech Augmented Reality panel later this week in Tokyo going beyond simple AR business models (see this post from over a year ago) and current delivery, real world possibilities, and talking about a near term futures and opportunities, especially in the area of branded location based augmented reality games and services. There will also be discussions related to barriers to adoption and how to open up the market – similar to topics Gary addressed in this recent presentation to the Australian Interactive Media Industry Association Mobile board…but here is the Ad:Tech Tokyo panel (sadly Zugara had to pull out of the panel but Gary will show some of their work)

Augmented Reality – A Showcase What The Marketers Need To Know – October 28th 5:40pm – 6:30pm

“Is AR just like a lift-the-flap book?”
What value can AR offer for people and enterprises?
The session outlines various definitions of AR such as location based platform or image recognition platform and how the technology provides valuable insight for marketing. Exploring various case studies, we will discuss the current situations and issues for AR as well as its future.

Gary Hayes CCO, MUVEDesign & StoryLabs

Akihiko Tokuhisa CTO, Digital Advertising Consortium Inc. Moderator

Masataka Hosogane Executive Creative Director, Mobile Communication Development Department, Communication Design Center, DENTSU Inc.

Gary will be showing several of his Augmented Reality branding overview videos such as the recent Recognition – Business Opportunities but also one of three Location Based Augmented Reality Story developments in this space  called ‘Time Treasure” – a rudimentary, story rich LBARG (location based AR game?!) that MUVEDesign are currently story designing & coding for Android tablets. A hort 2 minute taster video embedded below…

Without giving the plot away, the structure of this game is quite straightforward. There are ten layers of time from 2050 back to 5000BC that you slowly penetrate following stories, clues and trails all based at POIs (points of interest, precise locations) around your city. The traditional MMOG talking-head quest and story givers are a unique part of this as well as a range of capture & loot quests that require you in some cases to do a little ‘real world’ grinding… ok not too much 🙂 For me the challenge as always is about creating strong ‘call to actions’ and constructing a narrative backbone to make it worth your while walking and in some cases running around town! I will do a post when this reaches a full working pilot.

We will keep you updated in the next months of progress on this and the branded client games also in progress.

Aug 052009
 

MUVEDesign are now developing a range of augmented reality apps, particularly aimed at the new iPhone 3Gs and are happy to accept enquiries from interested parties. For those unfamiliar with AR there are some videos below that give a sense of the area. Simply put AR is the physical, real world seen through a live often mobile ‘camera’ (web cam, iPhone etc) then in real time, digital content is layered over the top – locked & linked to locations, people and other visible real world elements.

We have come a long way since cardboard cutout VRML back in the 90s. It is interesting to watch a revolution take place at the moment in Mixed & Augmented Reality and one particular subset, augmented reality. Gary produced a compilation in 2008 of various AR and MR area in this short video (at the bottom of this post you will find a transcript)

Another exciting area of AR is emergent game play. This example from a Japanese company called Geisha Tokyo Entertainment is your very own augmented reality Geisha Girl. It is interesting watching a story develop so imagine the potential now for story tellers or performers who can give their ‘participant’ audience the tools to bring the storyworld out into their personal space. I think in advance of the oft mentioned ’surround-o-film’ (yes holograms of Bond jumping around you in your front room, god help us!) this is a simple and elegant solution – given we all have webcams built into laptops, games consoles, mobiles etc etc: With this particular package you get two cubes and two sticks but imagine a cube for a range of characters or sets for your latest film or kids TV show, perhaps available as a premium.

Finally the combination of Augmented Reality and Social Media is probably the most obvious and compelling near term offering. Being able to layer the rich social web over the top of the real world adds real value. This video speaks for itself.

Below is the slightly futuristic transcript from my video compilation above, for those who can’t hear the narration. :) (BTW a better audio version available as a 50MB download here). Attribution for most clips appear in this post.

Is this reality? Is this fantasy? In 2008 the great transition truly began. Whereas a decade earlier we used to ‘log in’ to cyberspace, now we began to semi-permanently inhabit virtual space and the digital world started to leak out into everyday life. It began to infiltrate our shopping malls and became integrated with our everyday lives. Humanity started the relentless journey towards the natural future where virtuality became a greater reality,  and where digital fantasy and organic reality were inextricably intertwined.

Through the early 2000s pervasive wearable computing started to break down the walls that used to separate our virtual existence from our physical one. This same technology also allowed us to embed ourselves seamlessly into virtual worlds which is where we could truly experiment with future forms of entertainment, art, education and business.

augmented_realityIn these new places we became the real time, living celebrity. Many of us became avatar stars, pixel gods – exalted as those linear film and TV icons. This became the only place for many. By 2007 hardcore gamers were already spending fifty five hours per week ‘inside’ these shared worlds and learned to forgot about the real world. This became the place where their most meaningful hours were spent. Everyone began to blend the two domains, combining them in new ways, driven by an invisible urge. Thus started the global meshing, of today’s mixed reality.

But in 2009 questions were asked. As in the many films that hinted at our transhumanist future, would the physical embodied self ever become redundant? Would we truly evolve as self contained, digital entities? May we as well be slumped in a chair with a cable plugged into our heads? Regardless, as the real world became inhospitable we all started to crave for the immersion and began moving our physical selves into these spaces. Even more than that we wanted our peers our un-virtual audiences to be able to share our experiences there. It became a contagious as the most poignant moments and memories were the ones in virtual space.

But we needed to look beyond these screens and into our own souls. Find the truth written along the ‘thin white line’ that separates analog from digital, person from avatar. This was the beginning. It always was. As far as the meshing or blending of reality and virtuality, in 2009 they were the equivalent of grainy black and white movies seventy years earlier. Our experiences were simultaneously part real, part virtual but it didn’t matter which was which anymore. Both were valid and they depended on each other. Those early parallel existences of twenty years ago started to move humanity forward, released our imaginations and we coexisted with our precious and ultimately fragile, physical selves. The great crossing had begun.

May 262009
 

A cross-post from Gary’s main media site Personalizemedia

Tran-social-media-play [tran-soc-shuh-mee-dee-uh-pley] noun, verb

1 noun – a new form, a means of collaborative communication through play in constructed shared ‘media-rich’ environments

2 verb – taking part in game-like activity across and within online and offline social networks and media portals.

Can we truly create meaningful immersive media ‘experiences’ for others? Ones that last, are memorable, have impact & emotion and keeps the ‘experience players’ coming back for more? I am currently building services, working on papers and delivering courses on Experience Design and this post is a quick summation of some of the background thinking and good case studies.

Life is filled with so many exciting twists and turns. Hop off the straight and narrow whenever you can and take the winding paths. Experience the exhilaration of the view from the edge. Because the moments spent there, that take your breath away, are what make you feel truly alive. © 2000 Stacey Charter

Filmmakers and marketeers are clearly moving into #TranSocialMedia Play in a big way with a triple whammy at the moment of Star Trek, Terminator & Lost (fan) ARG’s and a raft of social media campaigns across other film and TV properties (some much better than others!). I have written about worlds immersion and cross-media design many times in the past but this post looks at the addition of social play into the mix – a permanent fixture.

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Jan 162009
 

The Metaverse… the Final Frontier. These are the voyages of  Search Engine, Meta-mole. Its five-year mission: to explore strange new worlds, to seek out new life and new civilizations, to boldly google where no search engine has gone before.

metamole

OK the folks at University of Teeside will probably not be calling to get me to write their taglines yet what they are doing with Meta-Mole is pretty adventurous and most importantly critical at the moment to glue the discontinuous metaverse. The Meta-Mole in simple terms from their press release is:

The Meta-Mole, created by the Centre for Design in the Digital Economy (D-LAB) based within the University’s Institute of Digital Innovation, will ultimately be a dedicated searchable online resource for the 350 plus virtual worlds currently existing on the Internet.
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Dec 122006
 

The Relentless March of Channels and Formats into Second Life

bb 07

Rather than just referring to the many standard press articles about the growing number of companies or formats that are setting up in Second Life (the media’s favourite MUVE at the moment) I have been ‘living it’ so to speak. My inworld blog JustVirtual provides an inworld perspespective, my avatars POV, of close encounters with the outside world’s ‘brand immigrants’. They are indeed seen that way by many residents, not disimilar to any alien brand entering a real ‘developing’ world. The recent companies include NBC, Philips Design, IBM, Reuters, Endemol and others that suggest that the next generation of entrants are moving in, with a far more robust and serious vision than the first wave who were just pushing product.

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