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Entries in Future (5)

Thursday
Mar282013

How people might misuse Google Glass

A video has been posted online that echoes concerns about the introduction of Google Glass, the web giant’s augmented reality spectacles.

Whilst the video is clearly a spoof, it chimes with worries about wearable technology that can shoot video, take pictures and broadcast whatever the user sees.

The glasses, which are due to go on sale towards the end of this year, contain a battery, a tiny computer, a camera and a wireless link.

They give the wearer a “heads up display” which they can activate using simple voice or finger commands.

US blogger Mark Hurst, writing on Creativegood.com, says: “Anywhere you go in public – any store, any sidewalk, any bus or subway – you’re liable to be recorded.”

He continues: “Now add in facial recognition and the identity database that Google is building within Google Plus …[and] the speech-to-text software that Google already employs … any audio in a video could, technically speaking, be converted to text, tagged to the individual who spoke it, and made fully searchable within Google’s search index.”

Joshua Topolsky, an technology journalist who is one of the few to have tried out Google Glass, wrote on TheVerge.com about how he wore them as he was followed by a film crew into Starbucks. Staff asked the crew to stop filming, but he “kept the Glass's video recorder going, all the way through."

Google co-founder Sergey Brin clearly doesn’t share these concerns, instead predicting that the glasses will give people a new, more natural way of interacting with each other digitally.

Sergey Brin on the New York subway wearing Google Glass

He recently told the Technology, Education and Design (TED) conference in Los Angeles that using the glasses was preferable to walking around hunched over a smartphone.

“Is this the way you’re meant to interact with other people,” he asked. “It’s kind of emasculating. Is this what you’re meant to do with your body?”

 

Friday
Feb152013

The Impending Social Consequences of Augmented Reality

It doesn't do any good to debate when Google’s Project Glass will become ubiquitous, or how many billions of dollars the Augmented Reality industry will make by 2015. You’re missing the point.

Augmented Reality (AR) is not just a technology. It’s a shortcut. Whether we can interact with data through a pair of glasses or contact lenses, the very nature of such technological immediacy will very quickly change human behavior.

First shortcut? We’ll get our hands back. Imagine your coffee and bagel, no spills — because you’re checking email on AR-enabled glasses.

 

 

It’s the second shortcut that will be much more profound. Personalization algorithms already guiding your life will turn visual. And facial recognition technology combined with this articulated AR means your rose-colored glasses aren’t just a metaphor — you’ll only encounter the world you want, the people you want.

There’s a culture clash coming, only we're talking too much tech, not enough tact.

Process Paradigms

“There are consequences to the technology we’re using that we cannot predict,” says Vint Cerf, VP and chief Internet evangelist at Google, most widely known for being one of the inventors of the Internet. “We’re moving into a time we’ve never quite been in before. The information explosion has been with us for a long time. But the ability to process it has been less available to us.”

Machines process faster than humans. While we may have a richer sense of context than our cyber counterparts, we don’t have the same ability to interpret and communicate information on the scale and speed that currently exists for machines today.

As an example, Cerf notes how the wine industry has begun using sensors to monitor plants in real time to learn what nutrients are needed to maximize productivity for the overall vineyard. This maximizes yield and optimizes the quality of the fruit.

Along these lines, Cerf also notes Glooko, a company that manufactures a connector between an insulin monitoring delivery system and a mobile phone. The mobile gets data from the pump and reports a moment-by-moment record of a person’s metabolic condition. "You could not do this in the past, before devices had such portability," notes Cerf. "There is an enormous power when linking these mobile devices to the Internet.”

Along with faster computing power and device portability, it’s important to consider how these examples will manifest in an Augmented Reality world. The initial answer is obvious: It won’t make a difference to the majority of us. Wine owners will utilize portable AR while tending their vines to keep their hands free, and people with diabetes will use a visual prompt to avoid high-glucose items.

But how about the effect on the restaurant owner serving wine to the diabetic? In the future, they’ll likely see a visual marker above diners' heads, alerting them to food allergies. When offering a diabetic a wine list, they'll know not to offer a menu with high-glucose selections, as a point of culinary etiquette.

Our immediate future will focus more on these new cultural paradigms than technical concerns.

Cultural Quandaries

Screenshot courtesy of Girls Around Me

“The data that is being pulled by these technologies and in particular with AR is already public,” notes Polonetsky, director and co-chair of the Future of Privacy Forum, a Washington, D.C.-based think tank that seeks to advance responsible data practices. “Like the recent controversy over the Girls Around Me app, people get upset when information they may have shared via Facebook or Foursquare gets revealed in a different, but still public, context.”

Polonetsky notes that the stress we’re starting to see in such examples comes when data is portrayed in ways we weren’t expecting. The app Girls Around Mereveals women’s physical locations after inferring they're looking for dates — whether or not they actually are.

Many of these data-oriented stressors already manifest in our analog world right now.

Many of these data-oriented stressors already manifest in our analog world right now. For instance,mortgage data is publically available online. Who’s to stop me from cornering a neighbor at a block party and saying, “I cannot believe how much you paid for your house.”

The fact that humans can't avoid some level of insensitivity is a given. The bigger quandary is what happens when data is revealed in a visual context to people wearing AR technologies, especially when privacy preferences may fail. In the mortgage situation, what's to stop me from insensitively avoiding that neighbor because I’ve prejudged his financial status?

Similar situations will soon overtake driving. Ford’s MyKey technology, available since January 2011, lets parents program cars for teens, so they can’t go over 80 mph and can't listen to the stereo until all seat belts are engaged.

While the features were originally designed for teen safety, the technical framework could certainly be utilized in a different context. Polonetsky anticipates one could use the technology to vet whether or not a parent is worthy of driving children in a car pool. The issue, as with teens, is still about safety. If via my "You Drive Like a Squirrel" AR app, I see you score a two out of ten on safety, my kid doesn’t get in your car.

“We need to figure out what moral or social boundaries we want to draw,” notes Polonetsky. “We don’t know what the next adjustment or ethical framework looks like.”

A Direction for the Data

“Our job is to figure out compelling ways to engage people and improve their well-being through web and mobile apps.” says Chris Cartter, founder and general manager of MeYou Health (a subsidiary of Healthways), a company dedicated to helping people pursue, achieve and maintain a more healthy life by improving their well-being every day.

Most users sign in to the company's well-being product, Daily Challenge, using their Facebook IDs, which lets Cartter and his team quantify how users can support one another more effectively while trying to change behavior.

“We want to learn how to improve the well-being of the entire connected network, a community where people will share deeply personal health related information if there is genuine context and trust," says Cartter.

This environment could easily be possible in an AR-enabled world. People walking down the street could virtually reveal their health status, how it’s trending up and down. “And while there may eventually be facial recognition (via AR) for a billion people on the planet, I may only want to reveal my well-being score to a small selection of my Facebook friends,” he adds.

But the precedent of Girls Around Me brings up an important question:

How can we fully protect the original intention of any of our data?

How can we fully protect the original intention of any of our data? What will likely evolve is a visual taxonomy where people can set how they’re seen or perceived, via AR applications that work in conjunction with platforms like Google Glass.

An example of this is CacheTown, an AR technology initially being used to help retailers project offers for products or services in the virtual arena. But CEO and founder Andrew Couch is aware of the larger concerns of privacy; the company is currently building what is essentially a Visual Virus Protection system where users can determine how they’re projected in an augmented world.

“Our assumption is that privacy will be the No. 1 area people may abuse within the Augmented Reality space," says Couch. "When people are able to enhance the perception of the world around them, they also need to be provided with a responsible mindset for these new interactions.”

Couch is also working on a guide to ethics surrounding Augmented Reality that addresses these privacy concerns.

Robot Reflections

Image via iStockphotopatrickheagney

“We tend to think about the future as something we don’t have control over. We need to create a future that we want to be a part of,” says Ramona Pringle, a faculty member at Ryerson University in Toronto, as well as host and producer of Rdigitalife, an online series that explores the relationships between humans and technology. She predicts that man and machine will inevitably merge on various levels, but insists that we need to discuss the ethics and culture of these advances over and above the technology itself.

While the idea of implanting technology in our bodies or wearing an AR-enabled contact lens tends to make most people uncomfortable, Pringle points out that we’re used to the idea of a nose job, a form of trading in our uniquely human attributes for “brand features” that reflect a specific perception of beauty. Again, these questions are not about technology, but of culture and context.

Within Rdigitalife, Pringle also researches artificial intelligence, specifically whether people could fall in love with inanimate objects, or robots. While this may seem far-fetched, ask yourself how much time you stare at your mobile screen, compared to the faces of your loved ones. And as a parent, have you found yourself telling your kids to turn off the TV while you’re sending a text or email? How will that behavior change when the virtual world permeates your vision and surroundings? Will there be a time when you program your preferences to avoid seeing loved ones altogether, if you’re busy or preoccupied?

It’s this cultural paradigm Pringle most wants to address. “It’s the responsibility of every citizen to be a part of this conversation involving technology," she says. "You can’t wake up in 20 years and say, ‘I didn’t think this would happen.’”

The Vocabulary of Vision

“I’m not trying to sell technology just so people will use it. I want people to spend less time tasking so they can create more value with their lives,” saysChristopher Rezendes, founder and president of INEX Advisors, which helps institutions understand how they can benefit from the deployment of Internet of Things, or M2M (machine-to-machine) solutions.

For someone so immersed in what many would call futuristic technologies, Rezendes actually points out networked technology has existed for years. His focus is on making intelligent and meaningful connections for people utilizing technology, versus moving forward with emerging media simply because they exist. He says, “Just because we can, doesn’t mean we should. We need to be intentional.”

He also points out that as the world becomes more interconnected, by definition, we’ll need to be more connected as communities. This isn’t an altruistic or socialist view of the future – it’s about business and functional operability.

Citing the idea of self-driving cars, Rezendes points out, “How can anyone release products that will hurt partners, if you’re a single entity in a tightly connected commercial chain? We won’t be able to operate independently of our upstream or downstream experience partners.”

Now consider this physical supply chain in the context of seeing one another’s well-being, needs or talents displayed via visualizations, viewable through lenses outfitted with AR. How will we perceive each other in the near future, beyond our physical appearances? How will our positive and negative traits combine to form a visualization that instantly defines who we are?

One thing that will change, according to Rezendes: our vocabulary. “I think in 10 years we’ll be actively working to redefine the citizen to stop calling them consumers. The term is outmoded and refers to a time when people’s primary value came from gathering goods or wealth."

Rezendes has a vision for the future citizen of the connected world, where our focus can widen to better provide value in a more holistic sense of a human supply chain: “We’re going to call people creators.”

Talk or Tunnel

Some say we’re losing serendipity, that the filters and personalization algorithms narrow our choices so we stop experiencing decisions we’ve dismissed in the past. But with AR, this form of tunnel vision will become literal.

I hope you agree, and I look forward to seeing you in the future. But evidently, that's up to you.

Wednesday
Nov282012

AR Addiction: Could AR get too immersive?

Immersed in the Digital World By Brian Wassom

Augmented Reality technology is all about customizing the world around us.  Through video-enabled smartphone and tablet apps, and soon directly through eyewear, it overlays digital data over our perception of the physical world.  The virtual world gets layered directly on top of the real one.

A key buzzword within the AR industry is “immersive.”  Immersiveness is a measure of how seamless the integration is between virtual and physical data.  The more immersive a user’s experience (or “UX”) is, the less the user consciously perceives the augmented content as being separate from, or inferior in quality or value to, what he sees with his naked eye.

For designers of almost any AR app, the more immersive an app is, the better.  In a fully immersive environment, a user perceives the virtual data as being equivalent to, and indistinguishable from, his physical surroundings–in other words, just another part of the landscape.  The concept video “Domestic Robocop”  gives one vision of what this reality might look like:

 

Just Around the Corner

Of course, no AR company is currently in a position to achieve complete immersion.  Hardware limitations make that impossible.  As engrossing and useful as the display on a monitor, smartphone, or tablet screen is, it only augments one small rectangle in your field of view, and only as long as you hold the device up in front of you.  Looking away from the screen doesn’t take much effort.  Even the best AR app is no more immersive than a really good movie would be.

But what about in the not-too-distant future, when AR-capable eyewear is commonplace, and AR content is plentiful?  At that point, it will be possible for a user to become totally “immersed” in a digitally enhanced view of the world.  Personally, I’d love to have that option.   That’s when AR as a medium will finally realize its potential.  Walking directions that I can actually walk on, virtual FAQ buttons on physical buildings, and floating boxes reminding me of people’s names are experiences that I can’t wait to have.

Our Addiction-Prone Society

If recent experience with consumer technologies has taught as anything as a society, however, it’s that the more engrossing a technology is, the more likely it is that a certain segment of the population is going to develop an unhealthy fixation with it.  Whether you call it “addiction” (a diagnostic term that gets thrown around far too often, but sure makes for catchy headlines) or simply a bad habit, the fact is that people love to immerse themselves in fantasy worlds to escape the doldrums and difficulties of real life.  And fully immersive AR will be orders of magnitude more engaging and attractive than even the best of today’s digital content.

We see this type of behavior everywhere today.  Gamers will sit in front of their consoles playing massively multiplayer online games for hours and days on end, to the point that just last week someone died from a blot clot after sitting too long playing Halo 3 on Xbox.  I’ve personally seen people dedicate the majority of their non-working hours to online role-playing games like Everquest and World of Warcraft, a phenomenon that has ruined plenty of lives.   And there were portions of my college years where the same fate could have befallen me while playing the computer strategy game Civilization–although the internet connectivity of newer games adds a social element that draws players in even further.  Not that any of these games are bad in and of themselves.  Rather, they’re so good–so immersive–that players with poor self-discipline can easily get sucked into playing them longer than they should.

Of course, the same technology that makes these games possible also makes it orders of magnitude easier to access other habit-forming content, such as porn and gambling.

The AR medium will make all of these experiences more immersive and compelling.  For example, a recent article contained an ad for “the Peregrine,” a wearable glove that replaces the video game controller and proclaims itself to be an “interface like no other.”  Accessories like that, and the explosive growth of proto-AR gaming systems like the Wii, Kinect, and Nintendo 3DS, demonstrate that AR is the future of digital gaming.  And that is because of the unprecedented degree to which these systems allow players to physically immerse themselves in the game world.  Likewise, AR (and Kinectporn and gambling applications are already on their way.

Augmentation or Self-Aggrandizement?

What got me thinking on this topic was an offhand comment by Brendan Scully of Metaio during his presentation at the ARE2011 Conference.   Toward the end of a very thoughtful panel discussion on the challenges of designing AR user experiences, Brendan said, “I certainly wouldn’t trust myself to design my own UX.”

This reminded me of some of the cautionary tales that pop culture has already given us about the drawbacks of having complete control over our surroundings.   Star Trek: The Next Generation did this frequently (sometimes to a fault) via the “Holodeck,” a holographic room capable of replicating any environment and character imaginable.

 

In the episode “Hollow Pursuits” (and later episodes), the socially inept character Reginald Barclay literally becomes addicted to living in the artificial worlds he creates there–complete with racier versions of his real-life female acquaintances and diminutive parodies of the men that intimidate him.

Then there’s the classic virtual reality tale “Lawnmower Man,” in which the title character conquers an artificial world and declares, “I am God here!

The special effects in these shows may be dated, but their message is timeless: the more control we gain over their personal environments and surroundings, the more those surroundings will tend to reflect our own narcissism.

It seems inevitable that at least some AR users will demonstrate the same tendencies, to varying degrees.  For most people, AR will probably be a lot like text messaging or Facebook are today–a technological convenience that many people may actually spend too much time with and joke about being “addicted” to, but that leads to few actual cases of bona fide dependence.

But even if it doesn’t amount to “addiction,” the potential for unhealthy behavior through AR will always be present to some degree.  Even today, for example, a jilted lover could use an AR app to display an ex-boyfriend’s or ex-girlfriend’s face at the physical location of every past date–reinforcing a vicious cycle of negative emotions.  Pornographic content–already ubiquitous and responsible for an array of unhealthy behavior–can be displayed anywhere in ways that standard, two-dimensional monitors won’t be able to match.

As AR hardware and capabilities mature beyond today’s comparatively simplistic communication technologies into a more immersive environment, the potential for abuse will grow accordingly.   To those who become accustomed to living in a “Domestic Robocop”-type world, non-augmented reality may start to seem unbearably mundane by comparison.  At that point, we could very well see a number of real-world “Reginald Barclays.”

Will government or industry step in to regulate AR content and head off some of these consequences?  Perhaps.  Although governments have more or less lost the ability to regulate violent content, age restrictions on prurient material remain enforceable, and would certainly be applied in this new medium.  Crackdowns on illegal gambling programs may well follow.  And just as we see counselors specializing in addictions to such content today, we’re likely to see similar services available for those who lose themselves in their own augmented worlds.

Reasons for Optimism

Just because AR will be immersive doesn’t automatically make it addictive or dangerous.    No matter how convincing its digital content is, AR is, by definition, the intersection between that data and the real, physical world.  The most exciting possibilities for immersing oneself in AR are also the same features that would take users outdoors.  Therefore, augmented content may never have the same tendency to isolate users into online communities and separate them from physical interaction the way that console-based gaming systems with monitor-dependent displays do today.  Proto-AR systems like the Wii and Kinect are already heralded as getting gamers off the couch; AR could be the killer app for getting them outside and into the world around them.

Counselors, meanwhile, need not wait for AR-addled patients to start taking the technology seriously.  Today’s innovators are already devising ways that AR can be used to counsel patients.  Helen Papagiannis, for example, has designed the world’s first AR Pop-Up book for the iPad 2.  It’s designed to let users interact with virtual representations of their phobias–spiders, for example–in a visually convincing, but perfectly safe, way.

In sum, then, AR as a technology will be interesting and powerful medium, with the ability to do both good and harm to individual psyches and society as a whole.  It will offer ability to psychologically immerse users in artificial content to a degree unmatched by other technologies.  But that ability itself is ethically neutral.  How it impacts us–and how much it becomes incumbent on others to regulate our use of it–will depend on what we choose to do with it.

Wednesday
Jun222011

Lytro: The future of taking pictures! (No, really!)

Lytro is the brainchild of Dr. Ren Ng, a Stanford PhD whose dissertation on light-field technology five years ago was showered with awards. Now, with the help of $50 million in funding, most of it from Andreessen Horowitz, Ng has built a company that’s preparing to launch a focus-free digital camera later this year.

The basic premise of Lytro’s technology is pretty simple: The camera captures all the information it possibly can about the field of light in front of it. You then get a digital photo that is adjustable in an almost infinite number of ways. You can focus anywhere in the picture, change the light levels — and presuming you’re using a device with a 3-D ready screen — even create a picture you can tilt and shift in three dimensions. (I got a demonstration of the camera’s 3-D photos on a laptop and was blown away.)

You might think that this would produce unfeasibly large digital files, but Ng insists that the files will be roughly comparable to the average size of a digital photo today. The heavy lifting is being done by the camera’s on-board processors, he says. And because its light sensor is incredibly sensitive, you can capture low-light situations like restaurants a lot more easily — even without the flash.

You do not want to miss this: Although the camera itself isn’t due out until late 2011, Lytro on Tuesday unveiled a carousel of demonstration snapshots — all of them embeddable, available in Flash for the web and HTML5 for your smartphone.  BE SURE TO CHECK THIS OUT!  I already reserved mine!

Friday
Jan142011

...ISM 2011 ~ Gearing Up...