Posted tagged ‘augmented reality’

A way with the fairies

20 April 2015

One of the greatest hoaxes to be perpetrated last century was that of the Cottingley Fairies.

In 1917, 9-year-old Frances Griffiths and her 16-year-old cousin, Elsie Wright, borrowed Elsie’s father’s camera to take a photograph of the fairies they claimed lived down by the creek. Sure enough, when he developed the plate, Elsie’s father saw several fairies frolicking in front of Frances’s face.

The first of the five photographs, taken by Elsie Wright in 1917, shows Frances Griffiths with the alleged fairies.

A couple of months later the girls took another photograph, this time showing Elsie playing with a gnome. While her father immediately suspected a prank, her mother wasn’t so sure and she took the photos to a local spiritualist meet-up. From there the photos, and three others taken subsequently by the girls, eventually hit the press and became a worldwide sensation.

Although the photos were quite real, the fairies of course were fake. In 1983, the cousins (by now old ladies) finally confessed they were cardboard cut-outs.

Not everyone – it must be said – had been fooled. In fact, most probably weren’t. However one who took the bait hook, line and sinker was none other than Sir Arthur Conan Doyle, whose involvement helped catapult the photographs to public attention in the first place.

It must also be said that as a devout spiritualist, Sir Arthur wanted to believe.

Disney Fairies Trail screenshot of Tinker Bell flying in front of a garden bed.

I was reminded of the Cottingley affair when I stumbled upon the Disney Fairies Trail app.

Developed in association with the Botanic Gardens Trust, the app promised to bring to life Tinker Bell and her flighty friends using our beautiful public spaces as the back drop.

Despite not being a member of the app’s target audience, I am an augmented reality advocate, so I downloaded the app and installed it on my iPad.

Its instructions were simple:

  • Choose a botanic garden.
  • Start the trail.
  • Use the map to help find all the fairy locations.
  • Your device will vibrate when there is a fairy nearby.
  • Use your device to find the fairy.
  • Tap the fairy to reveal their [sic] secrets.

I wanted to believe, so I hotfooted my way to the Royal Botanic Garden in Sydney to give it a go. Unfortunately the experience was less than optimal.

Disney Fairies Trail map

From the get-go, the map was so high level it was effectively useless.

After wandering semi-randomly around the park, I stumbled upon a tiny sign with an arrow promising that fairies live over there. Yet after crisscrossing my way all over the vicinity, my device never vibrated.

So I moved on. After a while I stumbled upon another tiny sign promising that the fairy trail continued this way, but after a short distance the path split out into multiple alternatives, none of which were sign posted.

After some more rambling, I finally stumbled upon a nice big sign declaring that fairies live here. Alas, still no vibrating – but I had a thought… perhaps the app doesn’t like my iPad? So I whipped out my Android smartphone and downloaded the app to it. It wouldn’t be as fun on the smaller screen, but I was determined to see a friggin fairy.

But it didn’t work on my smartphone either.

Deflated sports mascot

I should have read the customer reviews on the App Store before going to so much trouble. I clearly wasn’t the only one who had trouble with the app. And this bewilders me.

Unfortunately it was no surprise in retrospect when the real-life aspect of the experience didn’t work. To put my opinion into context, the Botanic Gardens Trust is the organisation that allows hordes of boot campers to bully tourists and locals alike off the park’s footpaths; and whose own staff choose the peak CBD lunch hour to drive their trucks and trailers along said paths.

But Disney! How could Disney fail to bring Tinker Bell & Co to life? The makers of masterpieces such as Toy Story and The Lion King evidently couldn’t engineer a dinky little augmented reality app that would work on my device of choice – or even on my device of second choice.

It just goes to show, if you want something done right, you have to do it yourself. So I did.

Green fairy

I discovered the Aurasma app a while ago, and I’ve been toying around with it to get a sense of how it works.

The app allows you to upload an image or a video, which appears or plays when you scan a real-world trigger with your device’s camera, hence augmenting reality.

I haven’t yet encountered a burning need to use it for an educational purpose at my workplace, but when I had trouble with the Fairies Trail app, I decided to see if I could replicate the intended experience.

So I downloaded Green Fairy 3 by TexelGirl, uploaded her to Aurasma, and associated her with a rose in the garden. When I scanned my iPad’s camera over the rose… Voila! She appeared.

Green fairy appearing in the garden

As you can see via my screenshot, Aurasma supports the binary transparency of PNG files; with the background of the fairy image invisible, the real background shines through. The app also supports the partial transparency of PNG files; if I were to make the fairy 50% transparent, the real background would be partially visible through her.

My fairy was a static image, so she wasn’t moving. While Aurasma doesn’t seem to support animated gifs, it does support video. However there appears to be a conspicuous problem. My understanding is that MP4 format does not support transparency, and while FLV does, it won’t run on the iPad. I tweeted the Aurasma folks asking them to clarify this, but they are yet to respond.

Nevertheless, I discovered a work-around which is to duplicate the real background in the background of your video clip. That way when the video launches, it appears that its background is the real background. (I suspect this is how Dewars brought Robert Burns to life.)

Of course, this means the experience is no longer augmented reality, but rather an illusion of it. Though I wouldn’t go so far as to call it a hoax. Fauxmented reality, perhaps?

Which won’t be a problem, if we want to believe.

The Average Joe imperative

24 June 2014

There once was a time when I thought Second Life was going to take over the world. Well, the virtual world.

I was so impressed with the technology – and amazed at its availability for free! – that I saw it as an unstoppable force.

Yet more fascinating for me was its implications for education. Web conferencing was starting to become popular around the same time, and while these days Skype and FaceTime are de rigueur, back then webcamming introduced a sorely needed human element to distance learning.

However, I noticed something peculiar with web conferencing. While the webcam presented the human face, the learning experience remained undeniably isolated. We were all together, yet each alone.

Second Life was different. Its animations reproduced not only the full human form, but also the learning environment: chairs, tables, stage, etc. Now (at least visually) we were all together. The irony was that by making the interaction entirely artificial, it made it more real.

A virtual learning session in Second Life

Alas, Second Life had an Achilles heel. While it was drop-dead easy to participate as a consumer, it was relatively difficult to participate as a producer.

For a start, if you wanted your own space, you had to buy your own virtual real estate. But worse, it was surprisingly hard to make stuff. I remember trying to build simple objects using the developer tools, but I struggled. So I’d give up, go back to it later when I could steal some time, only to abandon it again. Until I finally gave up for good.

Now I’m a fairly tech savvy kind of guy. While I can’t hack into NASA, I’m confident enough to give any software a go and not be put off by shiny new toys. But I was put off by this. And so too, it would seem, was the rest of the L&D world.

Graph of Gartner hype cycle showing that all new innovations follow the same predictable trajectory from hype to eventual application

The moral of the story is deeper than the Gartner hype cycle.

In fact, while we experienced a peak of inflated expectations with Second Life, and then the trough of disillusionment, I don’t think as a profession we ever reached the slope of enlightenment, let alone the plateau of productivity. Sure, some educators such as Sydney Medical School are doing wonderful things on the platform, but that’s hardly universal.

So what happened?

To me it’s simple: Second Life failed to accommodate Average Joe. If Joe wanted to attend a virtual conference or a meetup, he could do so with ease; however, if he wanted to host a virtual conference or create a meetup venue, that was beyond him.

And so Second Life sailed off the edge of the virtual world.

Statue of Achilles Thniskon

Compare Second Life’s journey to that of other products that have emerged recently. For example, everyone says that Articulate Storyline looks and feels like Microsoft PowerPoint. Well guess what… that’s the point.

Love it or loathe it, PowerPoint is easy to use. So hundreds of millions of people use it.

Articulate’s master stroke was to piggyback the usability of PowerPoint for their own purposes. And the proof of the pudding is in its eating. I am seeing Average Joes everywhere who wouldn’t touch other authoring tools with a 10-foot pole expressing an uncharacteristic willingness to give this one a go. That’s not by accident; it’s by design.

I predict a similar fate for other emerging technologies, be it Tin Can, augmented reality, responsive e-learning, or whatever else lay on the horizon.

Address the Average Joe imperative. Lest your Achilles heel becomes your fatal flaw.

MOOCs, open badges & the future of e-learning

10 December 2013

Another year of blogging draws to a close, this time dominated by the themes of MOOCs, open badges and the future of e-learning.

This year my blog enjoyed more robust discussion, and I thank everyone who cared enough to comment. Comments are the lifeblood of bloggers, so cheers!

It would be remiss of me not to call out three commenters in particular – Crispin Weston, Chris Taylor and Matt Guyan. Thanks so much for your thoughtful, supportive and challenging comments: you improved my thinking.

I invite everyone to review my posts for 2013 – and yes, please comment!

Collage of blog images

MOOCs

Open badges

The future of e-learning

Miscellaneous

Merry Christmas, and here’s to a provocative 2014!

E-Learning Provocateur: Volume 3

13 November 2013

Hooray! My E-Learning Provocateur: Volume 3 is now available.

This volume comprises my latest collation of articles from this blog. As in the earlier volumes, my intent is to provoke deeper thinking across a range of e‑learning related themes in the workplace, including:

E-Learning Provocateur: Volume 3•   Mobile learning
•   Informal learning
•   MOOCs
•   Flipped classrooms
•   Social intranets
•   Open badges
•   Self publishing
•   Augmented reality
•   The future of e-learning

E-Learning Provocateur: Volume 3 is available in both paperback and Kindle formats.

If you enjoy it, please review it on Amazon!

The paradox of augmented reality

27 May 2013

Sydneysider Scott O’Brien is back in town after an extended stint in San Francisco. Scott is the Co-founder & CMO of Explore Engage, a digital media company that is attracting serious attention for its augmented reality eyewear.

I caught up with Scott in the harbour city and asked him the following questions…

  • What are your favourite examples of augmented reality? (0:08)
  • What are you working on at Explore Engage? (2:20)
  • How does your eyewear differ from Google Glass? (3:05)
  • Is augmented reality worth the hype? (3:54)
  • What opportunities exist for the finance sector? (5:04)
  • What opportunities exist for workplace education? (6:14)

I was impressed with the examples of augmented reality cited by Scott.

Medical education has long been the poster boy of salivatingly engaging content, and the tradition continues with this emerging technology. Daqri’s 4D Anatomy app showcases the visualisation capabilities of the medium, while the Australian Defence Force not only targets a real-world need with their Mobile Medic app, but also incorporates it into their recruitment process.

Ingress Enlightened logo

Google’s Ingress is an augmented reality MMOG that exemplifies the gamification capability of the medium. Two factions fight for control over the real world by capturing virtual “portals” that are represented by public landmarks such as statues and fountains.

The fact that Ingress was developed by Google’s internal startup, Niantic Labs, is enlightening (excuse the pun). Augmented reality is still an emerging technology in which experiments must be undertaken and failures borne. It is by learning from the results, and responding to them via adaptation, that you increase the probability of break-through success.

I am also fascinated by Google’s marketing strategy with Ingress. The game is in “closed beta” mode, which means you need an invitation to play it. Reminiscent of Studio 54, only the members of the “in” crowd have the privilege of enjoying that which is denied to others. Google deepens the mystique by seemingly neglecting to promote the product – instead relying on organic growth of the subculture.

On the subject of Google, I think Scott’s differentiation between Google Glass and Explore Engage’s Augmented Reality Eyewear is an important one. While Google Glass has augmented reality capability, it is essentially a wearable computer with which digital information is conveniently presented in front of the wearer’s eye. In contrast, the Explore Engage eyewear is specifically designed to integrate digital information with the real-world background. There is no better example of the latter concept than BMW’s Augmented Reality Glasses – which aren’t Explore Engage’s by the way, but are oh so sexy all the same.

While I’m on my definitions soapbox, I’ll take this opportunity to point the finger at Star Chart. This is a wonderful (and free) app, but its so-called “augmented reality mode” is no such thing; it does not lay its stellar information over the night sky! In contrast, Sun Seeker lays the sun’s trajectory over the real background. In other words, it augments reality.

Money

In terms of ROI, 2.5 million downloads of Transformers 3’s Defend the Earth speaks for itself. The return on Audi’s Virtual Q3 is less obvious, but that’s because it’s less about car sales and more about engaging consumers and associating the brand with innovation. How do you evaluate that? By analysing car sales of course, after the Q3 finally lands on Aussie shores.

While the Commonwealth Bank should be applauded for their Property Guide app, which combines geolocation with big data to provide something truly useful to their prospective customers, I must say as someone in the financial services industry: the general lack of financially oriented augmented reality apps represents a typical lack of imagination in the sector. Worse still, the examples highlighted by Infosys’s whitepaper are almost exclusively home finders and ATM locators, which means they’ve merely copied each other. Yawn.

As I am concurrently in the education profession, however, I must also recognise that the potential for augmented reality remains largely untapped. Scott’s examples attest to the power of the medium in terms of visualisation, gamification and performance support – which are factors that make education in the workplace engaging and effective. So what are we waiting for?

I think the mobility of the technology also remains under exploited. For example, how about an architecture tour of your local city in which details of buildings are highlighted when you point your mobile device at them? Or even better, when you look at them through your AR-enabled glasses?

And Scott’s mention of avatars adds more fuel to the fire of possibility. I imagine learning interventions in dangerous environments (such as mining sites) in which training can be undertaken in context, minus the threat to life or limb. Unlike in a simulator or a virtual world, the training is done at the workplace.

Therein lies the paradox of augmented reality. By complementing the real world with artificiality, it makes the learning experience more authentic.

E-Learning Provocateur: Volume 2

17 September 2012

Following the modest success of my first book, I decided to fulfil the promise of its subtitle and publish E-Learning Provocateur: Volume 2.

The volume comprises a collation of my articles from this blog. As in the first volume, my intent is to provoke deeper thinking across a range of e-learning related themes in the workplace, including:

E-Learning Provocateur: Volume 2•   social business
•   informal learning
•   mobile learning
•   microblogging
•   data analysis
•   digital influence
•   customer service
•   augmented reality
•   the role of L&D
•   smartfailing
•   storytelling
•   critical theory
•   ecological psychology
•   online assessment
•   government 2.0
•   human nature

Order your copy now at Amazon.

E-Learning Provocateur: Volume 1

22 November 2011

Well I have finally bitten the bullet and published a selection of my blog musings in paperback form.

The book is entitled E-Learning Provocateur: Volume 1 and my intent is to provoke deeper thinking across a range of themes in the modern workplace, including:

E-Learning Provocateur: Volume 1•   social media
•   learning theory
•   pedagogy
•   instructional design
•   learning styles
•   blended learning
•   informal learning
•   mobile learning
•   augmented reality
•   virtual worlds
•   cloud computing
•   self publishing
•   employee engagement
•   corporate social responsibility
•   religion
•   the future of e-learning

The book is available now at Amazon.com.


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