Creative Augmented Reality & Street Art Campaign Generates Over 900,000 Impressions for Cadillac, Gets Nominated for A Webby Award

Cadillac ATS 3D augmented reality experience

Last summer, daqri partnered with Cadillac’s creative agency fallon to create a larger-than-life augmented reality experience unlike anything the advertising world has ever seen. In order to bring the Cadillac ATS vs The World campaign directly to the consumer, Cadillac took their car to the streets— literally— with interactive 3D Chalk Murals. People walking down the street in New York City, Miami, Chicago and San Francisco were transported to four picturesque, extremely challenging roads around the world via enormous, gorgeous chalk installations 20 feet high that extended 40 feet onto the street.

Chalk artist Tracy Lee Stum and her very skilled team expertly executed 3D murals that utilized both ground and walls. People flocked to them, immersed in the scenery. But much to their surprise, upon viewing the murals through the ATS 3D app, (available for Android and iOS) a whole new dimension came to life…

Watch the video to get a taste of an augmented reality 4D experience:


Needless to say, these incredible, interactive works of art saw a lot of foot traffic, and left plenty of jaws on the floor.

Called by LuxuryDaily the “largest collaboration of street art and augmented reality technology ever,” the final results show that it generated over 56,000 in-person engagements, and over 900,000 social media impressions.

Now, the campaign has been nominated for a Webby Award in the Augmented Reality category. For anyone who makes websites, apps, or interactive experiences of any kind, this is kind of a big deal. We are beyond honored, humbled, and thrilled to be included in such a top-notch list of creative endeavors.

As of this morning the campaign has moved up from third place to be in the lead! We’ve been incredibly fortunate to have celebrities and tastemakers like James Franco and D.A. Wallach of Chester French support us through their social media channels along the way, and we’re so grateful. We can’t thank everyone who has voted and shared our story enough.

If you love what we’re doing with augmented reality, please vote, and help us spread the word!

A Total Disruption

Last year we had the great pleasure of meeting Ondi Timoner, a two-time Sundance Grand Jury Prize winning documentary filmmaker, as she embarked on a journey to chronicle the top entrepreneurs and innovators in technology. We didn’t know exactly what to expect when we sat down for our interview, but what happened next was the beginning of something magical.

Ondi started peeling away the layers of what makes us tick, uncovering new angles of our story, and expertly honing in on the big-picture vision that makes us bat-shit passionate about what we do every day with augmented reality. She made us forget the camera, and instead remember (and more importantly articulate) everything that makes us get excited to jump out of bed in the morning. We were impressed by her skill, and felt honored to be part of the larger story she was telling.

We soon realized we weren’t the only ones who felt this way. Over the past two years, Ondi has filmed over 300 interviews with the innovators and disruptors she calls the “wizards” of the tech world, bringing to light their stories, motivations, and inspiring visions. These include luminaries from Reddit, Instagram, Box, Autodesk, BitTorrent, LinkedIn, and many more. Her goal? To create “the greatest, ever-evolving archive of the modern-day architects of our world,” a place to share the stories of “the invisible superheroes who are creating the world” as we will know it.

Ondi believes that we are experiencing a total disruption of all our past routines and paradigms, and wanted to tell that important story on her own terms. To that end, she has created ATotalDisruption.com as a nexus to bring together and share the knowledge that is getting us there.

We feel so fortunate to have been graced with Ondi’s phenomenal storytelling capabilities. This is the best telling of the story of daqri we’ve seen yet:

As Ondi told us at the time, all of these interviews and content are leading toward an eventual a television series and independent films. Now Ondi needs our help to get there.

ATD is now launching a Kickstarter campaign to support the production of an ATD series and film. With the funds raised from Kickstarter, Ondi and her team will continue to interview industry leaders and explore innovations in technology, revolutions in online education, and breakthrough platforms for content creators, resulting in a body of highly engaging content that is a great resource for the whole tech ecosystem.

The Kickstarter will also fund the publication of all 300 unabridged interviews that have been conducted thus far, along with transcripts, creating a highly searchable database.

Ondi’s amazing work speaks for itself, and has earned her the support and respect of many notable tech entrepreneurs, VCs, and artists who are contributing to the rewards of the campaign. You can sign up for unique experiences like an evening soiree featuring a live performance from Amanda Palmer, and original ATD artwork by Shepard Fairey.

We strongly believe that we need to support storytellers like Ondi who can help us contextualize and understand all the ways technology is changing our world. You can support A Total Disruption at: http://kck.st/10EMcLr

Co-Evolution and The Language of Augmented Reality

Mitsuhiko Imamori / Minden Pictures

As Foursquare CEO Dennis Crowley pointed out in his PandoMonthly talk, the smartest consumer tech companies let their product strategy be guided by the unexpected usage patterns of their users. For instance, Twitter’s original product didn’t include @replies and retweets, but as they started seeing those behaviors adopted organically, they built features to support them. This is good for the users because it is an acknowledgment of their importance, and it also validates them, letting them know that what they are doing with the product is O.K. It is good for the company because it precipitates an evolutionary product cycle that will ultimately result in greater usage, greater customer satisfaction and the heartfelt loyalty of early adopters. It’s a beautiful thing when the product and the customer base co-evolve to their mutual benefit. (It brings to mind the way flowers and pollinating insects co-evolved millions of years ago.)

Moving from the biological to the cultural, this process of co-evolution can also be seen as analogous to the development of language. Linguistics–and history–have shown that as people take shortcuts in language and create apostrophized phrases and idiomatic expressions, the language spoken in a place changes over time. Thus Latin became the commonly spoken volgare, which became Italian. Similarly, proper British English was slowly molded like so much sandstone exposed to the elements into what is spoken today in the US. Appropriate thanks here are due to Mark Twain and his milestone opus Huckleberry Finn, defiantly written in the vernacular and the uptight upper crust be damned.

So why should we care how language evolves? No matter your religious bent, or lack thereof, Genesis in the Bible is still in many ways one of the foundational seeds of our cultural heritage in the US and can be studied for its literary value. In the proverbial “beginning,” words mattered because uttered words became matter. God spoke, and said, “Let there be trees and plants and tall grasses,” and there were. When he said, “Let there be light,” there it was.

And words can still have a strong connection to the world. How many phenomenal scientific discoveries and technological innovations have been realized thanks to the words written by science fiction authors? The wonderful site technovelgy.com will show you hundreds of these examples. Giving a concept form, structure and identity through naming it is extremely powerful. (So be careful what you give a name to.)

Yet in the world of augmented reality, we have always struggled with names and the rigid (or not so rigid) boundaries that can accompany them. What used to be known as mixed reality in academic laboratories is now known amongst industry insiders as the somewhat ambiguous “AR.” We talk about vision-based augmented reality, which is sometimes called contact analogue display technology in Germany. But we also use mnemonic devices in language to help us remember complex concepts in just a few succinct syllables, so at daqri, “augmented reality” has become 4D. In a recent post on augmented reality and books that mentioned our work, the author referenced the “fourth dimensional”–and registered her awe and delight in the experience–so maybe this phrase is finally catching on.

All we can do–and emphatically shall do–is continue to pay attention to the usage patterns (and linguistic turns of phrase) around us and direct our efforts toward being deft enough to co-evolve.

Press Release: Scientific Magazine Pioneers Use of Augmented Reality to Elucidate Research for Readers

ACESS_COVER1

Have you ever seen the structure of a virus’ protein shell – from the inside? Or witnessed a DNA sequence come to life before your eyes? These unique, spatially aware learning opportunities are made possible by a medium called augmented reality, and can be found inside Access magazine’s special November issue, developed in partnership with Santa Monica, CA based augmented reality company daqri. A free scientific magazine published by the National Center for Supercomputing Applications (NCSA), Access is leading the way in providing interactive learning experiences that showcase the latest scientific findings from a major research university.

Augmented reality, or AR, can superimpose a digital layer of information onto the live camera feed captured by a smartphone or tablet. Currently used in a broad range of markets including gaming, advertising, education, and military/defense applications, AR is on track to become the go-to medium for real-time information.

To experience augmented reality content firsthand, Access readers can download the daqri app for iOS or Android and shine the device’s camera over the publication’s pages, including the front cover. No markers or other trigger symbols are used other than the normal imagery in the magazine. To NCSA’s knowledge, this is the first time any university-based science magazine has collaborated on AR content made available to the public. The full augmented issue may be read and downloaded here.

Scan this image with the free daqri app to experience this hexameric protein in 4D. Once in view, you can pinch, zoom and move the protein with your fingertips.

NCSA research scientist Alan Craig develops new technologies that support education, and was instrumental to the implementation of AR in Access and the partnership with daqri.

“I believe people will first encounter augmented reality through education or gaming,” says Craig. “It will quickly spread through mobile devices and eventually become a part of our world and just sort of be expected that it’s there. AR is a new medium, and as such, it remains to be seen all the ways it will be adopted and realized. For instance, it could become embedded in glasses or contact lenses.”

“Seamless AR experiences are the future of print experiences,” says Paula Popowski, Access’s art director. “People are used to looking for a plus sign or other indicator that there is extra content, but as AR develops I believe publications will discontinue that practice. As a leader in scientific visualization and a leader in innovation, NCSA wanted to be the first to demonstrate the editorial and creative possibilities that exist with seamless AR. Gorgeous designs need not be defiled by plopping trigger symbols on them. And for readers who don’t have a device or are not interested in downloading the app and seeing the AR content, the magazine has its normal appearance with which they are familiar.”

Craig and Popowski conceived the AR issue of Access while discussing Craig’s work that was to be featured in the magazine. Staffers worked with scientific visualization experts and scientific researchers at NCSA to create the 3D models and videos to be used for the experiences.

Access staff worked with daqri, a leading augmented reality company based in LA’s “Silicon Beach” corridor, to optimize and publish the magazine’s AR content. daqri was chosen thanks to their unique 4D publishing platform, which allowed Access’s content to be published and distributed seamlessly via the daqri app. daqri’s 4D applications are unified by a lightweight, dynamic interface that enables 360o spatial and kinesthetic interactions.

“We were thrilled to work with NCSA’s Access Magazine as they forged ahead into new territory in the realm of scientific publications,” said daqri CEO Brian Mullins. “The learning benefits of being able to interact spatially with a complex system are tremendous, and it also makes the process more fun.”

The special augmented reality issue of Access debuted at SC12, the country’s annual supercomputing conference. Over 3800 AR scans have been counted in just the first month.

 

Principles and Practice of Augmented Reality

Augmented reality is as broad and powerful a concept as the idea of connectivity, and comes in as many flavors. It is visible through varying devices, available across a wide spectrum of potency, and utilizable in an unlimited variety of applications. I’ve found that the more time I spend thinking about AR, the more I’ve begun to see potential uses for it everywhere.

However, in my experience introducing new people to daqri, I’ve found that the concept of augmented reality for many people is usually either defined poorly, or not at all.

When a newcomer sees our augmented reality campaign for Matchbox 20, she might believe that augmented reality is a marketing tool for bands. Or when a passerby in Miami or New York this summer experienced a live instance of our nationwide campaign for Cadillac, he would reasonably come to the conclusion that AR is a manner of digitally interacting with street art and life-size 3D graphics. Others see our Anatomy 4D app and come to believe in augmented reality as a game-changing tool for education, inside the classroom and beyond.

The truth is that augmented reality is all of these things, and none of them. Thinking that augmented reality is for educational use alone is like thinking that the entire medium of film is comprised exclusively of PBS specials and instructional videos at the DMV. Believing that AR is destined to be used for marketing purposes alone is like believing that the entire internet can only be used for product landing pages.

From a holistic viewpoint, film, the internet, and AR are all much broader and more flexible than a single content category.

Augmented reality is a full-scale medium comprised of a set of technological innovations combined with an expanding set of content conventions.  Just as the innovation of video technology enabled the medium of film and television, a breakthrough in computer vision in the last decade has enabled what we now consider to be the fundamentals of AR. In AR, the extent to which we as developers can understand the space around the mobile device visually dictates the parameters within which we can express contextual 4D content and interactivity. Vision science is the technical discipline that deals with and expands this understanding.

What is vision science? Computer vision algorithms can access a camera on an electronic device in order to look for, recognize, and understand a given scope of visual data. This feat can be thought of as loosely analogous to programming a rudimentary human “eye.” The simplest version of this principle at work would be a barcode being recognized by a laser scanner at a grocery store. (This particular example is a useful analogy, even though the technical process of recognizing a barcode doesn’t actually involve vision algorithms.) But since the simplistic barcode can only hold a limited amount of information – it has only a certain number of spaces for 1s and 0s – in the 90s the QR code became the next protagonist in this story. These more visually complex symbols were scanned by millions using free smartphone apps and were popular thanks to their correspondingly greater amounts of data and capabilities. However, being ugly as sin, in the last couple of years QRs have thankfully given way to a much more inviting technology. No longer a Siggraph curiosity, but a full-fledged commercially available technology image recognition allows the device’s camera to see, recognize and understand photographic images, and also happens to be the basis of the majority of our AR campaigns at daqri in 2012.

But this technique too will soon evolve to modalities that will empower even greater flexibility than the flat surface of an image. We are already using SLAM-based math to calculate the geometry of 3-dimensional spaces. Understanding spatial geometry, planes and surfaces will expand the storytelling canvas considerably. And beyond SLAM, object recognition glimmers on the horizon. As this patchwork of visual puzzle pieces continues to coalesce, it won’t be long before our rudimentary programmed “eyes” – in mobile devices and eventually AR-enabled glasses – will be able to see and understand the world at large.

In addition to the integration of vision science and SLAM-based math, the ideal technology recipe for AR will include GPS, which will be used more as a filter than a true locator. For instance, knowing that you are at the Grand Canyon versus in New York City versus at home will help narrow the information you may want to see at any given time. Delivering experiences does depend to a large extent on hardware and connectivity, and despite the many potential concerns out there, I do believe that there are ways to make AR both sustainable and private.

A few predictions about the growth of AR over the next three to five years:

A significant amount of content will be site-specific, or alternately, portably connected to special objects and talismans. Certain locations will have more content than others – for instance Manhattan will almost certainly have more content than the Cook Islands. On principle, well-executed AR will enable us to be more engaged with our environment and physicality, not less so. Defense, manufacturing, medicine, education and art will be the next major areas that expand. Social interaction/collaboration and light gamification functionality will be endemic to most AR applications. The graphic style of AR will change over time as cultural and aesthetic preferences change, and as interface conventions evolve.

Applications that present visual data that informs, astounds and delights us will be rewarded with patronage. It’s very likely that something similar to the current app ecosystem will arise in the AR market for glasses, but say goodbye to full-screen splashscreens: these apps will load nearly imperceptibly and will be available by the command of your voice, gestures, eye movement or even, eventually, thought. Everyday applications could include:

  • Navigation around town, unfamiliar cities, and large buildings such as universities, airports, libraries, and large corporate and government centers
  • As one of our workshop groups at VOX focused on, apps that shows live public transportation data around a city
  • Cultural and educational applications that highlight sites of interest and re-enact historical scenes, display buildings and personages from the past, and regale the viewer with valuable visual and auditory information
  • Productivity applications that enable new forms of collaborative creation
  • Language translators

AR can be useful outside the city too. Here are some examples of applications that can keep you informed and inspired in the great outdoors:

  • Continental tectonic plates
  • Watersheds / waterways
  • Landmarks and summits (ability to see them from further away)
  • Planned path when hiking
  • Flora and fauna visual guides
  • In preparation for a trip: an app that visualizes the path of all the thousands of miles of cabling along the bottom of the ocean on a physical model of a globe, and then lays out the same visual lines whenever they would be visible to you from shore, boat, or even plane

Here in daqri-land, there are some very exciting educational apps we are in the process of creating that will make life-long learning exciting again. I can’t wait to show them to you in a few months. In the meantime, I’d love to hear your thoughts on the current state and future of AR.

daqri Augments Press Kit for Pitzer College & Robert Redford Conservancy Dedicated to SoCal Sustainability

This morning I attended an exciting gathering at the Los Angeles Press Club presided over by Pitzer College President Dr. Laura Trombley and Sundance-founder Robert Redford. Surrounded by media and supporters, Dr. Trombley and Mr. Redford announced a new partnership aimed at creating the Robert Redford Conservancy Center for Southern California on the Pitzer College campus. Thanks to a generous donation from lead donors Susan and Nick Pritzker, this Center will become the first-ever sustainability institute dedicated exclusively on the advancement of environmental science studies in Southern California, supported by a new Environmental Analysis program and faculty.

During the intimate press conference, Mr. Redford reflected on several “aha” moments throughout his life that led him to become passionate about the sustainability movement, including the realization in the 1980′s that scientists in the Soviet Union and the United States had similar data on climate change. He also shared memories of growing up during a time in Southern California where Santa Monica, Beverly Hills, Hollywood, and other neighborhoods were discrete urban areas that had long stretches of green space in between. His involvement in the new Center is much more than cursory – indeed his leadership in the world of sustainability has been ongoing for many years, like Pitzer’s. In addition to being the founder of Sundance, he is also a Trustee for the National Resource Defense Council.

Dr. Trombley felt this groundbreaking project required an innovative way to communicate the team’s vision, so daqri was brought on to augment the Press Kit for today’s conference.

Augmented postcards were passed out to the media this morning, featuring experiences with an animation of the iconic Pitzer orange tree, a 3D model of the new Conservancy Center architectural concept, and a voice over by Ed Begley Jr. The team and audience were thrilled with the augmented reality experiences.

Here I am with Susan & Nick Pritzker, holding the augmented Press Kit postcard for Pitzer College and the new Robert Redford Conservancy Center.

 

 

daqri’s 4D Anatomy App Crosses the 50K Mark

Screen Shot 2012-09-26 at 2.39.51 PM

Three weeks after releasing our free 4D Anatomy app, its download count now exceeds the 50,000 mark. Hello, viral growth! We are very excited, particularly because this growth was achieved organically, with hardly any marketing or promotion on our end. This is an incredibly encouraging market validation of augmented reality that is useful rather than gimmicky, especially in educational settings.

Here’s my favorite review from the Apple Appstore:

If you ever wanted to be at the beginning of a revolutionary advance, get this app! This is the most amazing virtual/3-D tool ever! The future implications for visualizing and learning are obvious…the saying, “The future is now” finally has meaning! I already want more.

Close-up of 4D Anatomy App on Android

If you haven’t tried it yet, you can download it for iOS or Android.  To use the app, print out the target below (either color or black and white are fine) and point your 4D Anatomy app at it. This target is also automatically available to print through the app itself via a wireless connection to the nearest printer. Looking at the target image through your app, you will be able to see a detailed 3D model of the human body and view various biological systems, turning them “on” and “off” with the touch of a button.

4D Anatomy Target Image

4D Anatomy Target Image - Point your app at this to see augmented reality.

Let us know what you think in the comments, and what models you’d like to see next! Whales, bees, dinosaurs, plants, and volcanoes are all on the table, and we’d love to hear your ideas too – especially the teachers out there.

Augmented Legality’s Brian Wassom Used to Be Less Lawyer, More Sci-Fi Superfan

Brian Wassom

Brian Wassom is a lawyer, prolific public speaker and Augmented Reality Enthusiast. His blog Augmented Legality is the world’s first publication dedicated to analyzing the legal principles that will govern augmented reality technology, and a wonderful treasure trove of detailed information and articulate analysis of AR.

VOX: The 4D Summit features an amazing line-up of hands-on workshops that allow participants to work directly with the daqri 4D augmented reality platform. Workshops will foster innovative and interdisciplinary solutions in 10 broad categories. Brian Wassom will be leading a workshop on New Dimensions of Citizenship: Civil Society and Government in an Augmented World.

Workshop Description:

How do members of a free society interact with each other through augmented media?  With their governments?  Where are the lines of propriety and legality in this new world?  And how can we begin to shape them now?  We’ll conceptualize ways that individuals, groups, and governments can and should use augmented reality to enhance their interactions with each other and improve our society as a whole.

An interview with Brian Wassom follows.

1. What is your passion? What energizes you every day?

My goals each day are to make the most of God-given opportunities and talents, and to make the lives of the people around me—be they clients, co-workers, family, or friends—a little better than they were.

2. How did you come to be current line of work? Is your work something you always knew you would do, or did it come as a surprise to you?

Practicing law was not my goal out of high school. I was halfway through a college education in engineering before I accepted that I should build my career around the things I love to do, which (after some soul-searching) I discovered were writing, reading, research, and advocacy. Law school was a natural choice at that point.

3. What was your favorite story or game when you were a kid?

I love the epic, engrossing universes of good sci-fi stories (what they call “world-building” nowadays). My favorites growing up were Star Trek and the anime series Robotech.  I was an all-in fanboy — playing the RPGs, reading the novels, and writing my own fan fiction.

4. What’s most exciting about Augmented Reality as a storytelling medium? Where would you like to see it go? If applicable, share the achievement in augmented reality are you most proud of.

Years before I started my blog dedicated to the law of augmented reality, I wrote a short story about lawyers using AR in their trade. It wasn’t Shakespeare, but it got some recognition in a writing contest, and was a fun way to explore the possibilities.  It’s those wide-open possibilities that make AR such an exciting medium for creative expression. Although I’m sure we’ll see interesting new content in AR, I’m even more excited to see how existing digital content gets interwoven into physical reality in ways that were never before possible. If “the medium is the message,” then the mere translation of existing content into augmented form will itself be a cornucopia of creativity.

5. What do you hope to get out of VOX: The 4D Summit?

Primarily I’m hoping to establish relationships with like-minded people. There will be ideas aplenty to be shared, to be sure, and those will be exciting to discuss. But we’re just at the cusp of truly capitalizing on this medium, and I want to get to know the people who will be breaking new ground in the near future.

VOX: The 4D Summit will be held September 13-14 at the Queen Mary in Long Beach, CA. To request your free invitation, please visit: http://voxsummit.com.

Daniel Suarez On the Storytelling Potential of AR, and What Inspired ‘Daemon’

daqri CEO Brian Mullins and author Daniel Suarez

Daniel Suarez – here with daqri CEO Brian Mullins – is the the best selling author of techno-thrillers Daemon, FreedomTM, and his newest work Kill Decision (which we reviewed here). Dan is an independent systems consultant to Fortune 1000 companies and has designed and developed enterprise software for the defense, finance, and entertainment industries.

1. What is your passion? What energizes you every day?

My passion is conveying to a mainstream audience a sense of wonder for science and technology — and the promise these hold for our future. That’s why I write tech thrillers. They capture the relentless pace of change and the high stakes we’re facing in a way that I think suits our times.  

Going back half a century, popular science fiction inspired an entire generation to become engineers. It was those engineers and the culture of innovation they fostered that created everything from personal computers, the Internet, life-saving medical devices, smart phones, digital music, and video games. I want to continue that story-telling tradition and explore the territory ahead.

2. How did you come to be current line of work? Is it something you always knew you would do, or did it come as a surprise to you?

I always wanted to be a novelist, but it took an odd circumstance to finally spur me to try it. As a systems analyst for many years, I designed logistics software. But I’d always been a gamer, and as a sideline, in the late nineties I developed a software utility — a fictional weather generator for role-playing gamers (WeatherMaster by Milieu Simulations). The idea was to enrich the storytelling aspect of role-playing games by bringing variability of weather into the game. Anyone who’s read sagas or real-world adventures (like Kon-Tiki) knows that tempests, burning deserts, and contrary winds often turn a tale in a new direction.

But being a systems guy, I designed a completely automated pipeline where people could download WeatherMaster, try it free, and later purchase it online. Gamers in dozens of countries did just that, and the revenue accumulated in a credit card merchant account from which site hosting and online advertising costs were swept automatically.

I soon realized that, were I to keel over, this system could continue without me – which in turn got me thinking about what else a dead person could accomplish in the modern world. The answer, it turns out, is a lot. This made me realize how interconnected and automated our world was. That grew into the story of my first book, Daemon.

The eventual success of that book surprised a lot of people, including me. I was an IT guy, after all. However, anyone who’s ever dealt with truly complex systems knows there’s an element of artfulness in coding. It’s been my experience that the tech crowd is more creative than they’re generally given credit for.

3. What was your favorite story or game when you were a kid?

Reading Lord of the Rings at age eleven or twelve really opened up new horizons for me — and also fostered a life-long love of reading, which is important in so many ways. I read a great deal of science fiction as well and particularly liked Asimov’s Foundation trilogy. 

My favorite game would have to have been Dungeons & Dragons (this was back in the days when RPG’s were pen & paper). What I liked about RPG’s was the interactive storytelling aspect. In some ways being a successful moderator was the perfect training to be a thriller author: your players gave you instant feedback (good or bad) on your scenarios and pacing, on your fictional characters, on the maintenance of tension (a critical component of a good thriller). Sustaining interest in a D&D campaign over the long haul took a mix of talents that come in handy as a novelist, too. My own campaign lasted nearly a decade, and my players and I still have fond memories of those games.

4. What’s most exciting about Augmented Reality as a storytelling medium? Where would you like to see it go? If applicable, share the achievement in augmented reality you are most proud of.

What excites me about AR is the opportunity to link a story to a real-world place or object – to be able to rewind and replay time in situ. It creates a visceral connection with the audience in that they are physically present in a way they are not while watching a movie. An effective movie essentially makes the viewer forget they exist; they are instead a passive observer of the action. However, with AR, there’s an opportunity for audience members to feel they’re inside the action – at risk, in the excitement, and part of the story. Likewise there’s the possibility they can alter events. 

What I’m most proud of in this regard is conceptualizing in my books (Daemon and FreedomTM) how an AR-empowered society might work. Utilizing realistic technology as a basis for tech-empowered ‘spell casting’ and gamification of culture…I can easily see that happening in the not-too-distant future.

5. What do you hope to get out of VOX: The 4D Summit?

I want to see who’s telling stories in this new industry – so often in conferences it’s about the technology, the hardware and software. However, in practice it’s the compelling experiences a new technology makes possible that will spur broad adoption. I’m looking forward to meeting other artists and hearing what they’re trying, about new concepts, and how far along they’ve gotten. 

One of the great things about new industries is that it’s still possible to get to know everyone, and even though we’re competing, there’s also camaraderie of shared effort, since at this early point, a big success by one helps us all. AR is the new technology frontier, and all the most exciting things in tech occur on frontiers. It will be difficult (of course), and there will be many challenges to overcome, but you don’t get this level of enthusiasm or opportunity in mature industries. VOX, in a way, could be the town where all those crazy pioneers meet, have a drink, and exchange ideas before going out to stake their separate claims on something big.

Daniel Suarez is keynoting VOX: The 4D Summit September 13-14 at the Queen Mary in Long Beach, CA. To request your free invitation, please visit: http://voxsummit.com.

Sean McDonald Believes HCIs Can Push Us to be Better, Faster, Stronger, Smarter

Sean McDonald

Sean McDonald is a designer and entrepreneur working at the intersection of data visualization, interactive software and lesson-based storytelling. Sean cofounded Sweet Spot, a Social Network Analysis firm for the enterprise, and currently works as a consultant for product design and prototype development. He is also a co-founder of the COLORBOX Project, a creative venture at the intersection of information visualization, photography, art and dance – with a bit of software engineering.

VOX: The 4D Summit features an amazing line-up of hands-on workshops that allow participants to work directly with the daqri 4D augmented reality platform. Workshops will foster innovative and interdisciplinary solutions in 10 broad categories. Sean McDonald will be leading a workshop on Revealing Reality: Using AR Tech to Broaden Human Senses & Teach Science. An interview with Sean follows.

Workshop Description:

Human sensory systems are amazing, in many ways, but they’re also limited to a small range of reality. We cannot, for example, see electromagnetic energy.  Nor can we see radiation or know that we are touching it. But our bodies interact with these forces and others all of our lives: especially in an age of cell phones, wireless routers, electric lines spanning the globe and satellite geo-coordinates beaming down on our heads every second of every day.

With the support of augmented reality tech we can take the data that we’re able to collect about these invisible forces that comprise reality and make it accessible to us as a sensory experience.  When we do this, we make knowledge that was formerly only attainable through abstract, intellectual learning attainable through sensory experiences.

What changes about education when a kid can “see” energy?  What is really difficult to learn in a textbook that’s pretty easy to learn when you can use your senses? What do we teach in 10th grade if AR Tech helps 5th graders of the year 2020 learn what 10th graders of 2012 learn; and how does that help evolve our species?

In the Revealing Reality workshop we’ll focus on teaching scientific lessons with AR Tech. The plan is to brainstorm and prototype three functional scenarios as quickly as possible, then judge them on their technological potential, their market potential and the scale of problem they solve. Participants should take this opportunity to ponder science lessons that were particularly hard for them to learn in school: those challenges are our starting point.

1. What is your passion? What energizes you every day?

I am passionate about human evolution – especially as it relates to the cutting edge of what our species is capable of and how our advancement can solve problems that truly threaten us, especially the destruction of our habitat.  I believe that human-computer interfaces often push us to be better, faster, stronger and smarter and that we are, very much so, co-evolving with the technologies that are ubiquitous to our species.  The small piece of the global design thinking movement that I choose to contribute to is where interactive data visualization, storytelling and learning meet. So I design tools and projects (which sometimes grow into companies) to help people tell data-driven stories that teach other humans something important.

I’m energized by difficult challenges, big opportunities and brilliant
people.

2. How did you come to be in your current line of work? Is it something you always knew you would do, or did it come as a surprise to you?

As a kid I was “gifted” with computers and “slow” with other things, so I ended up starting a computer repair company when I was really young because it was way better than mowing lawns during hot Florida summers. That was my first foray into entrepreneurship and technology. It just made sense.

I worked my way through college doing all types of computer work: from ultra-secure gamma wave transmission towers for high-security bank data transmissions to teaching Microsoft Office for the Federal Government.

But I actually veered to a new course in college and, after graduating, I went to work for a prominent DC Lobby. I quit six months later because I became profoundly convinced that technology could solve more problems than politics.

Since then I have studied “the masters” of design thinking, from
Buckminster Fuller to David Kelley and Bill Moggridge (IDEO);  the masters of interface design, from Bob Moog to Ben Shneiderman; and have had the good fortune to work with some of those people and their colleagues and proteges.  I’ve also built more prototypes and half-baked projects than I can count. And I’ve started a few projects and companies.

In retrospect, it seems pretty clear that I put myself on this trajectory
some 20 years ago, but I can’t say that I always knew I would do what I do now. I think 15 year-old Sean would have thought he’d be more business, less art.

3. What was your favorite story or game when you were a kid?

Whatever story my Dad was telling was the most interesting thing to me at any given time. He is a master storyteller and could get me excited about almost any story. Sometimes those stories were classics, especially Mark Twain shorts, and sometimes they were real stories from his life, which ranged from being a homeless kid to a special forces officer in the Army.  He also made computer science a game; he made the computer a living, breathing thing that could be damaged and repaired; that could be understood as a system with personality traits, not just a bunch of electronic parts.

It’s hard to say what my favorite game was, though. Sometimes chess; sometimes make-believe, which was almost always about being a James Bond type character.  I also really really love Legos and I can sincerely say I spent last Sunday building Lego robot statues.

4. What’s most exciting about Augmented Reality as a storytelling medium?
Where would you like to see it go? If applicable, share the achievement in augmented reality are you most proud of.

The work I’ve done in AR is probably better described as “Revealed Reality” not “Augmented” because I don’t typically build fictional storyworld elements, but rather focus on using AR tech as a means to show something that our wimpy human sensory systems can’t perceive.  So my version of AR work reveals things like electromagnetic energy, radiation, “under the skin” biology and other things that are very much real but mostly impossible to sense. So I like to augment human senses, rather than human spaces.

Certainly the most popular “AR” project I’ve done is with The Reality
Inspectors, which is a science art group that uses AR tech to teach science in fun, interactive environments.  We built something called a Theremin Inspector that allows people to see electromagnetic energy as they interact with it.  Two things are great about that project: most important, kids can learn a lesson about energy at about half the age at which they are taught the same thing in school because it’s a sensory experience, not an abstract intellectual experience;  also, it has toured the world, having been featured at the World Science Festival (2011), Science Gallery Dublin, EYEBEAM and other venues like HATCH in Bozeman, Montana. It’s currently in Singapore, then it will go to Manila, Moscow and Chicago before its run ends.

5. What do you hope to get out of VOX: The 4D Summit?

I think what’s exciting about VOX is that daqri has chosen to focus on
“creative types” instead of geeks.  AR tech has been around in various
iterations for a long time now and there has yet to be a “break out” use that re-defines human-computer interfaces at a large scale.  I’m a firm believer in using art to solve problems, including business challenges.  So being in an environment rich with “creative types” instead of engineers will be very interesting.

VOX: The 4D Summit will be held September 13-14 at the Queen Mary in Long Beach, CA. To request your free invitation, please visit: http://voxsummit.com.

DreamWorks Animation’s Chris Hewish Wants Optical Implants & AR Attached to Everything

Chris Hewish

Chris Hewish is the Head of Global Interactive at DreamWorks Animation and previously worked as the Lead Game Designer and as an Executive Producer for Activision.

1. What is your passion? What energizes you every day?

Creativity is my passion. I enjoy any chance to be creative. This passion has expanded over the years to encompass creativity in many different forms. Initially it was focused on solitary activities such as music and art. This grew to include group activities such as table top gaming and game design. The past few years have exposed me to entrepreneurial creativity as it pertains to redefining the interactive business unit at DreamWorks Animation.

2. How did you come to be current line of work? Is your work something you always knew you would do, or did it come as a surprise to you?

I’ve been fortunate to have worked in the games & entertainment industry for my entire career. After graduating from college I gave myself 3 months to find a job in the games industry; and thanks to a particularly nerdy cover letter landed a job with Games Workshop.

3. What was your favorite story or game when you were a kid?

My favorite story was probably Fred Saberhagen’s Berserker stories, a collection of stories in which robotic self-replicating machines intend to destroy all life. I had two favorite games, AD&D and Warhammer 40K: Rogue Trader (which I continue to play to this day).

4. What’s most exciting about Augmented Reality as a storytelling medium? Where would you like to see it go? If applicable, share the achievement in augmented reality are you most proud of.

The ability to alter, enhance and expand upon the world around us is extremely compelling to me; from a storytelling and interactive standpoint. I would love to see a world where we have optical implants that allow us to see AR, and to have AR attached to everything.

5. What do you hope to get out of VOX: The 4D Summit?

I’m looking forward to brainstorming with such a diverse group of forward-looking thinkers. The promise of AR still far outweighs its current implementations. Hopefully this summit will bring us closer to ideas that unlock the full potential of this exciting technology.

Chris is keynoting VOX: The 4D Summit September 13-14 at the Queen Mary in Long Beach, CA. To request your free invitation, please visit: http://voxsummit.com.

Annoucing VOX: The 4D Summit

You dreamed you were somewhere out of time, amongst a group of smart, passionate people who want to solve problems creatively, collaborate on innovative design, break down the barriers between the digital and the physical worlds, disregarding pre-conceptions of what is possible. VOX: The 4D Summit, the first annual event dedicated to creative expression, storytelling, and user experience in augmented reality, makes that dream a reality.

Philosophy:

The purpose of VOX is to discuss the creative evolution of augmented reality as a communication tool for artists and designers. The word VOX is Latin for voice as well as a reference to voxels, or volumetric pixels. We propose a new narrative about augmented reality: that it is a new voice designers and artists can choose to speak in, a new tool to add to their arsenal, not intended to replace other mediums, but rather to expand their palette in the realm of interactive storytelling. The VOX Summit will be a mixture of inspirational talks, small group workshops, and art exhibitions. To enable truly meaningful conversations, VOX will be small, focused, and will provide ample aesthetic inspiration.

Program:

Thoughout the summit speakers with various perspectives on the AR field will inspire us, discussing the evolution of augmented reality from a technical exercise into a user experience tool unlike any other. We are thrilled to have Daniel Suarez, author of the best selling techno-thrillers Daemon and Freedom, as well as his latest work, Kill Decision, joining us in our discussion. Helen Papagiannis, esteemed PhD researcher and designer in the field of augmented reality, will lead us into a place of Méliès-like wonder. We are also very fortunate to have a man I like to think of as a modern Renaissance thinker, Blaise Aguera y Arcas, architect of Bing Maps, recipient of MIT’s Technology Review’s prestigious TR35 (35 top inovators under 35) and veteran speaker at TED presenting; in case you haven’t seen it, his 2007 presentation remains one of the most viewed TED talks. And to address the burgeoning entertainment and gaming opportunities in augmented reality, we have the eminently accomplished Chris Hewish, Head of Global Interactive at DreamWorks and a former EP at Activision. daqri CEO Brian Mullins will act as a guiding light throughout the event, framing the next visual revolution and bringing to bear his 10+ years of experience in augmented reality.

At the heart of the summit are our in-depth facilitated workshops, one-of-a-kind experiences that will offer attendees the opportuntity to forge deep new connections and explore ideas together in a collaborative and experiential context. Each workshop will have a designated theme, such as Augmented Reality Narratives in Science, Theater, or Communication, and will be led by an expert in their given field. Each group will engage around solving a practical problem: figuring out how to best tell a specific story guided by augmented reality interfaces and interactions. Technical, creative, and experiential considerations will all be an important part of solving the problem.

Who Will Attend:

Creatives at the intersection of storytelling and technology, artists, game designers, user experience experts, and software designers will make up the majority of the audience.

If you are an artist, software designer, animator or just an individual with a desire to tell a story in a a completely unique and creative way, then request your invitation to this free, invitation-only event.

When and Where:

The Summit will be hosted at the Queen Mary in Long Beach, CA on September 13-14th 2012. Guests are welcome – but not required – to stay at the historic Hotel aboard the Queen Mary, and a special rate will be honored. Each room is unique and offers a glimpse into an era of unsurpassed luxury on the sea.

For more information, please visit http://voxsummit.com.