ARrested Development: The Content Creation Barrier For Augmented Reality
The most important question facing the augmented reality community — one whose answer will shape the future of AR — is content creation. Put simply, it’s a question of Who can create What kind of content, and How they will create it. At the moment, a noticeable gap separates those who can create AR experiences from those who cannot. High barriers to entry in the form of skills, technology, or expense like those in front of AR are acceptable for a new medium at the early stages of development, but in the long run, making it easy for all those people who don’t know a fiduciary marker from fiduciary trust to easily create valuable experiences for themselves and others is far more important to the viability of AR than resolving any of the many conceptual, design, or technological challenges visible at the moment.
In fact, unless the AR community makes it easy for ordinary people to create and share meaningful content broadly, I wager augmented reality will remain a marketer’s overworked dray horse in the near and middle term future. And in the long term, augmented reality experiences will become at best an interface lens [as Adam Greenfield suggests here] supporting specialized visualization needs and a limited range of interactions (with correspondingly limited value), all built around resources originating from elsewhere within the ubiquitous digital experience ecosystem.
I think this is a ‘negative outome’ for AR only because I see so much potential. As a class of experiences, augmented reality has the potential to change our understanding of the world we are immersed in at every moment, but only rarely apprehend in a way that makes informed interaction with people and the environment possible. As Tish Shute noted in her recent interview with Bruno Uzzan, I see the collection of tools, technologies, and concepts affiliated under the banner of augmented reality as the leading ambassador for ubiquitous computing and the weird world of everyware that is rising around us.
Recent developments show progress towards bridging the gap. First is Mobilizy’s proposal of a common markup language — ARML [Augmented Reality Markup Language], based on KML — to the Augmented Reality Consortium. Setting aside all other questions about ARML, the primary content creation problem I see with this approach is the explicitly geographic frame of reference in KML. Most people simply do not think in the same terms used by geolocative schemes. When I ask how far it is to the market, and someone replies “4 minutes north”, they’re not thinking in minutes of latitude.… But rather than attempt to reorient the GIS / GEO location worldview to one that’s more natural in human terms, I think the pragmatic solution is a translation layer in the creation experience that avoids coordinates or other non-natural lcoative schemes, much as domain names overlay or broker IP addresses. As an example, recall how the travel service Dopplr prompts you to enter the name of a place, suggests likely matches from a library of defined and managed place names, and only then addresses the coordinates associated with that location.
In addition, ARML will need some sort of ability to capture markup that is *not* dependent on geographic reference. This may seem counterintuitive for a medium that aims to augment reality (which is, after all, a place), but remember that people also orient themselves in terms of other people, time, activity, identifier, etc. Hanging everything that augments reality off of the geographic skeleton will result in instant reference scheme hackery on an immense scale. At the least, AR content creation experiences based on ARML will need some means of invoking other reference schemes.
The second development is Layar’s launch of buildAR.com, a public web-based content creation tool that supports map based interaction that extends the model for creation experiences beyond coördinate tagged text data. BuildAR.com is an early stage tool, but it marks a step toward the evolution towards the goal of reflexivity; the stage of maturity wherein it is possible for people who are unaware of the structure and concepts that define the medium to easily use tools provided within the medium to create experiences. In McCLuhanesque terms, this effectively entails making provision for using the medium to extend itself.
I’m talking about both direct and indirect creation pathways for augmented content, though the emphasis is on the direct end of the continuüm. Indirect creation could take many forms, such as translating existing geolocative tags or appending ARML metadata to existing digital content items; perhaps social objects like photos, tweets, hotel reviews, or recipes. Or content that is created as a result of Google Wave, or the instrumentation of urban settings, and our basic economic processes. (A deep dive into the question of direct vs. indirect content creation pathways would require mapping out the potential augmented content ecosystem of linked data, and assessing each type of data from the cloud of apis / services / sources using tbd criteria.)
Addressing the content creation gap is critical because enabling broad-based creation of augmented experiences will speed up experimentation for all the supporting models that need to evolve: business and revenue, data ownership, technical, conceptual, etc. Evolution is needed here; the early models for content creation include advertiser only (a default in the experimental stage for media where marketers and advertisers are pioneers), subscription based, open source, and nonprofit (academic and otherwise). None of these yet offers the right combination of convenience and context, the implacable twin giants who rule the domain of value judgments made by digital consumers and co-creaters.
Guidelines for Content Creation Experiences
So what should the AR community offer to close the creation gap? We’ve learned a lot about what works in broad-based content creation from the evolution of blogging and other mainstream platforms for social interaction. Without considering it extensively, the guidelines for a content creation experience (mind, I’m not discussing the technical enablers) are:
- No cost of entry: Creating content cannot require spending money (at least for basic capability), as the effort involved is already an investment.
- No cognitive overhead: Creating content cannot require understanding new abstract concepts, mastering tools with low usability, learning complex languages or terminology, etc.
- No maintenance: Creation tools must act like self-maintaining services, i.e. tools that do not require effort or attention
- No accessibility barriers: For global adoption, content creation experiences need to be accessible, which means low-bandwidth, multi-lingual, cross-media, and platform agnostic.
This is a starting list, but it captures the essence of the offerings that have been successful in the past.
In addition to the experience, the content that people create needs to follow some guidelines.
- Addressable: Including findability and searchability, AR content must be fully addressable by a broad spectrum of tools and protocols. AR will fail at bridging the real and digital if the content people create for augmented experiences cannot — at least partially — be addressed across this boundary, which is what makes AR an enchanted window rather than a simple browser / UI lens. This seems like the simplest of these guidelines (after all, what isn’t addressable in a digital space?), but I think in the end it will be quite challenging to realize.
- Interoperable: Content must work across platforms, formats, and browsers, in terms of creation, sharing, and management.
- Portable: Content must be movable or portable for people to make the effort of creation; it cannot be confined to a single storage location, service, tool, owner, etc. This touches on the familiar questions of data ownership and the commons.
The goal of these suggestions is to push AR toward maturity and broader adoption as quickly as possible, using lessons from the evolution of the Web. What suggestions for guidelines for content creation experiences and the nature of AR content do you have?
If I am off base in thinking the creation barrier critical at this early stage of augmented reality’s rise above the experimental waterline, then what is more important?
Category: User Experience (UX)
Tags: augmented_reality, content, hybrids, interaction_design, social_media 19 comments »
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September 29th, 2009 at 9:46 am
[…] This post was mentioned on Twitter by MoJoe. MoJoe said: Looking for comments on my latest post “ARrested Development: The Content Creation Barrier For Augmented Reality” http://bit.ly/4qHUGV […]
September 29th, 2009 at 10:55 am
I agree with pretty much all of this.
Its absolutely essential that a future AR network not only has user-content, but user content on the same level as proffesional content.
Moreso, I think these contents should be viewable at the same time.
Public/Private data from multiple sources in the same field of view at the same time.
Its for this reason I preposed IRC in a paper as a potential way forward for AR development, as it provides any number of channels of information created by anyone who wants to, and its updated the fly.
I noted at the end that GoogleWave might be a better choice, and have since been shifting much more towards that direction.
The Wave federation protocol seems like an absolutely perfect choice for AR data exchange.
Its pretty fast, open and free. Anyone can create a wave, colleborate with anyone else, and allow anyone else to view it, and see changes in real time with no cost.
Anyone can also set up and run their own wave sever too, and data exchanged only between those in the sever, is kept in that sever.
(So, a sever in your own city, wont automatically be shareing data worldwide.…a significant bandwidth advantage over everyone worldwide taking data from one central sever).
Anyway…nice post, and a well reasoned argument as to where we need to work towards.
September 29th, 2009 at 9:32 pm
Well argued, Joe, and it’s great to see a cooler and more dispassionate look at AR’s near-term prospects.
I’d put it even more simply: the proper analogy for AR is CSS, not HTML. It’s a presentation strategy first and foremost.
Of course, nobody much wants to cop to that at the moment (or is capable of seeing it?). I suppose it’s inevitable, but the folks driving this wave of hype around the technology are perhaps those least qualified to assess its actual, quotidian interest: the kind of geekly guys (and they are guys) who’d read a Bruce Sterling novel as a potential business case rather than a cautionary tale.
What I find most interesting is what they’re blinding themselves to: I don’t see AR as a really robust business at all, in and of itself. Anyone who invests in these early-stage efforts had better be prepared to flip quickly — and to some party totally confuzzled by the jargon and circlejerking — or see the value of their stake converge on zero. Remember all those fortunes built on best-of-breed, bleeding-edge CSS. : . )
September 29th, 2009 at 11:18 pm
I agree with your statements, as they pertain to location based AR (especially your statement about ARML). That being said, I think that the market is being flooded with GPS/Compass based apps, because they’re comparatively simpler to produce than other AR apps, and therefore, much of the talk of AR is shifting to this small sub-genre.
The real power in the display portion of AR has been and always will be photo recognition algorithms, which nothing in this wave of location based tools use. I’ve tried using several of the most popular location based mobile AR applications on both iPhone and Android to not just spin in a circle
), but find actual locations and they always wound up pointing me at least a block from the actual location, due to the inaccuracies of mobile GPS and Compasses . IMO, these apps won’t have any real world use until they integrate photo recognition.
A universal locational AR database (worth using on a daily basis) would have to include a photo recognition schema. IMO, that would require a massive coördinated effort to accomplish.
Secondly, the more powerful AR experiences of the future will always be pushing the boundaries of not just interfaces, but artificial intelligence as well, and therefore not be something that the average user will contribute to.
September 29th, 2009 at 11:26 pm
@Adam: Indeed: many will be called… and few will be chosen
At a meta level, there’s a lot of ‘directive input’ about where AR should go next in order to succeed (or just survive) floating around the interwebz these days. I wonder if all this ‘collective intelligence’ will streamline or accelerate the evolution of AR? Will so many eyes and voices help AR change the all-too-familiar new media / tech story of birth > bubble > bust > (maybe) business?
There are some companies making money — or at least earning revenue — via AR, mostly with working on the technical tools (early stage, so needing investment) and creating content for paying customers (thus my stance).
Looking further ahead, Gary Hayes suggested the landscape of possibilities (as he sees it), in 16 Top Augmented Reality Business Models”. No coincidence that Gary published this list just at the time that curiosity about the possible businesses behind AR reached a peak, and it’s worth looking at given his experience with evolving media.
But like everyone interested in AR, I’m frankly curious to see which experiments turn out to be a decent business model, and it’s waaaaay too early to say.
September 29th, 2009 at 11:59 pm
@Blake: Tish Shute put it well when she said that we’re seeing “the thin end of the wedge” for what’s possible with AR; the current focus on what you describe as GPS/compass applications for mobile (Robert Rice refers to these as ‘directory AR’, all following the Tricorder interaction pattern) really shows this in action.
Is photo recognition the only way to close the resolution gap that makes current AR apps liable to spin you in circles, and then lead you to the wrong place?
What about using bluetooth, or wifi triangulation? Google Maps offers limited 3D models for some urban areas — would this be enough to bridge the GPS resolution issues you’ve seen?
September 30th, 2009 at 5:22 am
Just want here to point out that Layar is very good at communicating extensivelly about what they do, but if you want to follow innovators in that space you’d better stick to Mobilizi. Basically, Layar is a copy/paste of Wikitude, BuildAR.com is a copy/paste of wikitude.me and Layar 3D is a copy/paste of Gamaray.
This being said, I agree with the article’s content. I think too after looking at Google Wave that it looks like a nice solution to collaboratively work on the “outernet” content.
I’m waiting first to see what Total Immersion will bring on the mobile AR arena. They claim to deliver in a very few months a solution that solves the positioning issues of current Wikitude/Layar/whatever. And I understood they would deliver first on the iPhone. Problem is : iPhone does not allow to analyze realtime video signal — as of today the SDK only allows to put a layer on top of the video feed. Total Immersion seems to be based on near field recognition, which would mean video feed analysis to me. Which is not allowed by Apple’s SDK…
September 30th, 2009 at 7:17 am
@Joe, I don’t know about bluetooth, but wifi triangulation wouldn’t help, because it’s radius of error is larger than civilian GPS. I think photo recognition is going to have to be the way. Here’s a video demonstrating a company called Occipital’s efforts in that. http://www.youtube.com/watch?v=IXt21v8Hjhw
@moombe, Interesting that Total Immersion is getting into the locational AR realm. Could you post a link to more info?
September 30th, 2009 at 7:51 am
@Blake re: wi-fi triangulation, I was thinking of this indoor positioning tech from Nokia: http://www.nokia.com/technology/upcoming-innovations/indoor-positioning — though the resolution on this may not help in the outside.
@moombe mobilizy *is* ahead of the AR curve with their offerings in many ways (about 8 months, I’d estimate). yet they’re also not attracting as much mainstream attention as Layar, so they’re not as much an indicator of awareness and focus from the non-tech world.
i’m not a technologist, but I understand that TI will launch a platform for providing AR experiences on multiple phones / devices. i didn’t see anything in their announcement about enabling content creation — which leaves us basically in the same place regarding the evolution of the medium. (if it is in fact a new medium, as some of the other comments here call into question [AG]) regardless: *if AR wants to be a viable medium, it needs a participation architecture.*
maybe Google Wave will be one of the pieces of that architecture? maybe something else?
September 30th, 2009 at 12:23 pm
ARrested Development: The Content Creation Barrier For Augmented Reality http://tinyurl.com/y9fhyf6
September 30th, 2009 at 12:26 pm
RT @abc3d: ARrested Development: The Content Creation Barrier For Augmented Reality http://tinyurl.com/y9fhyf6
September 30th, 2009 at 1:17 pm
excellent article about the necessary changes in #AR bye Joe Lamantia:
http://tinyurl.com/y9fhyf6
September 30th, 2009 at 3:45 pm
ARrested Development: The Content Creation Barrier For Augmented Reality http://bit.ly/KJfsi
September 30th, 2009 at 3:49 pm
RT @ARtweets: ARrested Development: The Content Creation Barrier For #AugmentedReality http://bit.ly/KJfsi
October 2nd, 2009 at 2:44 am
What you need for truly accurate AR is recognition of environment to pre-known point clouds of data.
Pointclouds can be generated, on mass, from photos.
see;
http://io9.com/5370575/software-recreates-an-entire-city-from-tourist-photographs
For a particularly impressive example.
We basicaly need open database’s of point clouds which AR apps can access.
October 2nd, 2009 at 3:07 am
“What I find most interesting is what they’re blinding themselves to: I don’t see AR as a really robust business at all, in and of itself”
Thats quite correct.
AR isnt a business in the same way the web isnt a business.
An augmented reality platform wont be profitable in itself, its development is more “for the benefit for humanity”. Those at the forefront will have plenty of opportunity for money, but the key is its not the new medium thats valuable.…its what you do –on– it that is.
Overlaying 3d stuff onto the real world will have a short period of attention grabbing in itself, and after that only the functional benefits will remain. Anyone relaying just on the usp of having AR will find their apps quickly sink.
Fortuntely, like the internet itself, the benefits will be huge in functional terms as well. But almost all these potential functional advantages depend on good transparent hmd tech coming out. Holding our phones up in the air will be a barrier for any mass adoption beyond geolocation apps.
So, aside from hardware firms, I dont think theres huge amounts of money in AR just yet. (For hardware firms, I think theres a big whole in the market for a mass produced sleak hmd aimed at companys and universitys rather then consumers at this stage)
As soon as we have consumer-suitable hmd, however, some rather far-reaching and dead simple AR apps could come out. (using AR in lose terms here), but imagine the impact of having a site like http://www.instructables.com only with the film footage from a fps perspective and overlayable in your field of view?
Or better yet, get live-help on something in real time (like with vark.com), you merely have to copy the arm and hand motions and someone walks you though the process.
Suddenly the skills an individual has available dramatically increases. Repairing your car, plumbing, and even emergency medical help could all be given remotely. I dont think we have scratched the surface of its potential use’s.
AR deserves every single bit of the hype it gets, and worlds such as Denno Coils are very possible. All we gota be carefull of is the technology isnt perminately associated with just advertising. We have to ensure when theres real benefits, consumers can see them quickly so uptake will be fast.
)
Its the functional advantages of having a shared AR world thats important, not the “cool” factor. (of course though, by functional, I’m not excluding video games as a potential driving force.Functional dosnt have to mean productive
October 4th, 2009 at 6:15 am
[…] Lamantia on why creating AR content should be accessible to everyone, and how to make it […]
October 25th, 2009 at 11:38 am
Great blog! Not much more to say, but this — AR is about _search_ — that’s the fundamental value proposition to users. Certainly some gaming/entertainment aspects or applications will benefit from augmented reality, but IMO the greatest benefit is a horizontal search that is as relevant as possible to the human; based on where we are, what we’re looking at, and maybe even, what we’re thinking about…
Nice work here, Joe.
March 8th, 2010 at 7:08 am
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