Archive for the ‘augmented humanity’ Category

in digital anima mundi

Saturday, March 17th, 2012

My SxSW session with Sally Applin, PolySocial Reality and the Enspirited World, seemed to be well received. The group that attended was well-engaged and we had a fertile Q&A discussion. Sally focused her keen anthropological lens on the study of our increasingly complex communications with her model of PolySocial Reality; for more on PoSR see Sally’s site. [Update 3/20: Sally posted her slides on PolySocial Reality]. My bit was about the proximate future of pervasive computing, as seen from a particular viewpoint. These ideas are not especially original here in 02012, but hopefully they can serve as a useful nudge toward awareness, insight and mindful action.

What follows is a somewhat pixelated re-rendering of my part of the talk.

This talk is titled “in digital anima mundi (the digital soul of the world).” As far as I know Latin doesn’t have a direct translation for ‘digital’, so this might not be perfect usage. Suggestions welcomed. Anyway, “the digital soul of the world” is my attempt to put a name to the thing that is emerging, as the Net begins to seep into the very fabric of the physical world. I’m using terms like ‘soul’ and ‘enspirited’ deliberately — not because I want to invoke a sacred or supernatural connection, but rather to stand in sharp contrast to technological formulations like “the Internet of Things”, “smart cities”, “information shadows” and the like.

The image here is from Transcendenz, the brilliant thesis project of Michaël Harboun. Don’t miss it.

 

The idea of anima mundi, a world soul, has been with us for a long time. Here’s Plato in the 4th century BC.

 

Fast forward to 1969. This is a wonderful passage from P.K. Dick’s novel Ubik, where the protagonist Joe Chip has a spirited argument with his apartment door. So here’s a vision of a world where physical things are animated with some kind of lifelike force. Think also of the dancing brooms and talking candlesticks from Disney’s animated films.

 

In 1982, William Gibson coined the term ‘cyberspace’ in his short story Burning Chrome, later elaborated in his novel Neuromancer. Cyberspace was a new kind of destination, a place you went to through the gateway of a console and into the network. We thought about cyberspace in terms of…

 

Cities of data…

 

Worlds of Warcraft…

 

A Second Life.

 

Around 1988, Mark Weiser and a team of researchers at Xerox PARC invented a new computing paradigm they called ubiquitous computing, or ubicomp. The idea was that computing technologies would become ubiquitous, embedded in the physical world around us. Weiser’s group conceived of and built systems of inch-scale, foot-scale and yard-scale computers; these tabs, pads and boards have come to life in today’s iPods, smartphones, tablets and flat panel displays, in form factor if not entirely in function.

 

In 1992 Rich Gold, a member of the PARC research team, gave a talk titled Art in the Age of Ubicomp. This sketch from Gold’s talk describes a world of everyday objects enspirited with ubicomp. More talking candlesticks, but with a very specific technological architecture in mind.

 

Recently, Gibson described things this way: cyberspace has everted. It has turned inside out, and we no longer go “into the network”.

 

Instead, the network has gone into us. Digital data and services are embedded in the fabric of the physical world.

 

Digital is emerging as a new dimension of reality, an integral property of the physical world. Length, width, height, time, digital.

 

Since we only have this world, It’s worth exploring the question of whether this is the kind of world we want to live in.

 

A good place to begin is with augmented reality, the idea that digital data and services are overlaid on the physical world in context, visible only when you look through the right kind of electronic window. Today that’s smartphones and tablets; at some point that might be through a heads-up display, the long-anticipated AR glasses.

 

Game designers are populating AR space around us with ghosts and zombies.

 

Geolocative data are being visualized in AR, like this crime database from SpotCrime.

 

History is implicit in our world; historical photos and media can make these stories explicit and visible, like this project on the Stanford University quad.

 

Here’s a 3D reconstruction, a simulation of the Berlin Wall as it ran through the city of Berlin.

 

Of course AR has been applied to a lot of brand marketing campaigns in the last year or two, like this holiday cups app from Starbucks.

 

AR is also being adopted by artists and culture jammers, in part as a way to reclaim visual space from the already pervasive brand encroachment we are familiar with.

 

We also have the Internet of Things, the notion that in just a few years there will be 20, 30, 50 billion devices connected to the Net. Companies like Cisco and Intel see huge commercial opportunities and a wide range of new applications.

 

An Internet of Things needs hyperlinks, and you can think of RFID tags, QR codes and the like as physical hyperlinks. You “click” on them  in some way, and they invoke a nominally relevant digital service.

 

RFID and NFC have seen significant uptake in transit and transportation. In London, your Will and Kate commemorative Oyster card is your ticket to ride the Underground. In Japan, your Octopus or Suica card not only lets you ride the trains, but also purchase items from vending machines and pay for your on-street parking. In California we have FasTrak for our cars, allowing automated payment at toll booths. These systems improve efficiency of the infrastructure sevices and provide convenience to citizens. However, they are also becoming control points for access to public resources, and vast amounts of data are generated and mined based on the digital footprints we leave behind.

 

Sensors are key to the IoT. Botanicalls is a product from a few years ago, a communicating moisture sensor for your houseplants. When the soil gets dry, the Botanicall sends you a tweet to let you know your plant is thirsty.

 

More recently, the EOS Talking Tree is an instrumented tree that has a Facebook page and a Twitter account with more than 4000 followers. That’s way more than me.

 

This little gadget is the Rymble, billed by its creators as an emotional Internet device. You connect it with your Facebook profile, and it responds to activity by spinning around, playing sounds and flashing lights in nominally meaningful ways. This is interesting; not only are physical things routinely connected to services, but services are sprouting physical manifestations.

 

This is a MEMS sensor, about 1mm across, an accelerometer & gyroscope that measures motion. If you have a smartphone or tablet, you have these inside to track the tilt, rotation and translation of the device. These chips are showing up in a lot of places.

 

Some of you probably have a FitBit, Nike+, FuelBand, WiThings scale. Welcome to the ‘quantified self’ movement. These devices sense your physical activity, your sleep and so on, and feed the data into services and dashboards. They can be useful, fun and motivating, but know also that your physical activities are being tracked, recorded, gamified, shared and monetized.

 

Insurance companies are now offering sensor modules you can install on your car. They will provide you with metered, pay-as-you-drive insurance, with variable pricing based on the risk of when, where and how safely you drive.

 

Green Goose wants you to brush your teeth. If you do a good job, you’ll get a nice badge.

 

How about the Internet of Babies? This is a real product, announced a couple of weeks ago at Mobile World Congress. Sensors inside the onesie detect baby’s motion and moisture content.

 

Here’s a different wearable concept from Philips Design, the Bubelle Dress that senses your mood and changes colors and light patterns in response.

 

So physical things, places and people are becoming gateways to services, and services are colonizing the physical world. Microsoft’s Kinect is a great example of a sensor that bridges physical and digital; the image is from a Kinect depth camera stream. This is how robots see us.

 

If a was a service, I think I’d choose some of these robots for my physical instantiation. You’ve probably seen these — DARPA’s Alpha Dog all-terrain robotic pack horse, DARPA’s robot hummingbird, Google’s self-driving cars. You might not think of cars as robots, but these are pretty much the same kinds of things.

 

Robots also come in swarms. This is a project called Electronic Countermeasures by Liam Young. A swarm of quadrotor drones forms a dynamic pirate wireless network, bringing connectivity to spaces where the network has failed or been jammed. When the police drones come to shoot them down, they disperse and re-form elsewhere in the city.

 

A team at Harvard is creating Robobees. This is a flat multilayer design that can be stamped out in volume. It is designed so that the robot bee pops up and folds like origami into the shape at top right. I wonder what kind of service wants to be a swarm of robotic bees?

 

On a larger scale, IBM wants to build you a smarter city. There are large smart city projects around the globe, being built by companies like IBM, Cisco and Siemens. They view the city as a collection of networks and systems – energy, utilities, transportation etc – to be measured, monitored, managed and optimized. Operational efficiency for the city, and convenience for citizens.

 

But we as individuals don’t experience the city as a stack of infrastructures to be managed. Here’s Italo Calvino in his lovely book Invisible Cities. “Cities, like dreams, are made of desires and fears…the thread of their discourse is secret, their rules absurd.”

 

Back at ground level in the not-so-smart city of today, displays are proliferating. Everywhere you turn, public screens are beaming messages from storefronts, billboards and elevators.

 

We’re getting close to the point where inexpensive, flexible plastic electronics and displays will be available. When that happens, every surface will be a potential site for displays.

 

We’re also seeing cameras becoming pervasive in public places. When you see a surveillance camera, do you think it’s being monitored by a security guard sitting in front of a bank of monitors as seen in so many movies? More likely, what’s behind the camera is a sophisticated computer vision system like this one from Quividi, that is constantly analyzing the scene to determine things like the gender, age and attention of people passing by.

 

A similar system from Intel called Cognovision is being used in a service called SceneTap, which monitors the activity in local nightclubs  to let you know where the hottest spots are at any given moment.

 

You’ve probably seen something like this. It’s worth remembering that our technologies are all too brittle, and you should expect to see more of this kind of less-than-graceful degradation.

 

In case the city isn’t big enough, IBM wants to bring us a smarter planet. HP wants to deploy a trillion sensors to create a central nervous system for the earth. “The planet will be instrumented, interconnected and intelligent. People want it.” But do we? Maybe yes, maybe no?

 

So we come back to the question, what kind of world do you want to live in? Almost everything I’ve talked about is happening today. The world is becoming digitally transformed through technology.

 

Many of these technologies hold great promise and will add tremendous value to our lives. But digital technology is not neutral — it has inherent affordances and biases that influence what gets built. These technologies are extremely good at concrete, objective tasks: calculating, connecting, distributing and storing, measuring and analyzing, transactions and notifications, control and optimization. So these are often fundamental characteristics of the systems that we see deployed; they reflect the materials from which they are made.

 

We are bringing the Internet into the physical world. Will the Internet of people, places and things be open like the Net, a commons for the good of all? Or will it be more like a collection of app stores? Will there be the physical equivalents of spam, cookies, click-wrap licensing and contextual advertising? Will Apple, Google, Facebook and Amazon own your pocket, your wallet and your identity?

 

And what about the abstract, subjective qualities that we value in our lives? Technology does not do empathy well. What about reflection, emotion, trust and nuance? What about beauty, grace and soul? In digital anima mundi?

 

In conclusion, I’d like to share two quotes. First, something Bruce Sterling said at an AR conference two years ago. You are the world’s first pure play experience designers. We are remaking our world, and this a very different sort of design than we are used to.

 

What it is, is up to us. Howard first said it more than 25 years ago, and it has never been more true than today.

 

I want to acknowledge these sources for many of the images herein.

 

toward virtuosity, reflection and a conscious computing experience

Friday, October 22nd, 2010

@lindastone published this short post titled The Look & Feel of Conscious Computing, which I found compelling and resonant with thoughts that have been rattling around in my head for awhile:

“With a musical instrument, it’s awkward at first. All thumbs. Uncomfortable. Noise. With practice, instrument and musician become as one. Co-creating music. So it will be with personal technology. Now, a prosthetic of mind, it will become a prosthetic of being. A violinist with a violin. Us with our gadgets, embodied, attending as we choose.”

For context, Linda also pointed me toward another of her posts, A new era of post-productivity computing? where she closes with the question

“How do we usher in an era of Conscious Computing? What tools, technologies, and techniques will it take for personal technologies to become prosthetics of our full human potential?”

I’ve wrestled with similar questions in the past:

“In the arts, we speak of a talented and communicative practitioner as a virtuoso. The virtuous performer combines technical mastery of her medium with a great depth of human expressiveness, communicating with her audience at symbolic, intuitive and emotional levels. Can we imagine a similar kind of virtuosity of communication, applied to domains that are not traditionally considered art? Can we further make this possibility accessible to more people, allowing a richer level of discourse in the walks of everyday life?

“When groups of musicians play together, they establish communication channels among themselves through the give and take of listening and leading. Great ensemble players know how to establish a state of flow, a groove, where the music takes on a vitality and life of its own, greater than the sum of the individual rhythms, pitches and timbres. What are the conditions that make such a group ‘chemistry’ possible? Could we capture that essence and apply it to the work of organizations, the building of communities, the life of families?

“As information technologies increasingly become integral to our activities, the information we use, even to our ways of thinking and perceiving, we must confront some difficult, elusive notions about the relationships between people and their tools. For instance, in what sense can the technology enhance creative, playful thinking — are we having fun? What about beauty, inspiration, spirituality, mystery? These are qualities for which humans have striven over our entire history; shall we subjugate them in the name of efficiency, convenience and immediacy? Do the artifacts we make allow people space for reflection and insight, or merely add to the numbing cacophony of digital voices demanding our attention? Is it strange to ask such questions? Not at all. The economics of information technologies seem to dictate a future where more and more of our lives will be mediated by networks and interfaces and assorted other paraphernalia of progress. We must recognize the importance of such uniquely human concerns and integrate them into our vision, or risk further dehumanization in our already fractured society.”

Okay, that was from 1994, so where are we on this? I have to say, it seems like mainstream computing has advanced very little in these areas. Apple has good intentions, and the iPad actually does a nice job of getting out of the way, letting you interact directly and physically with individually embodied apps. It’s the best of the bunch, but the iPad is no violin, no instrument of human expression. Certainly the current crop of PCs, netbooks and phones are no better.

There are a few non-mainstream computing paradigms that give me hope for a conscious computing experience. The Nike+ running system, my favorite example of embodied ubi-media, creates an inherently physical experience augmented with media and social play. Nike+ doesn’t have a broadly expressive vocabulary, but it does bring your whole body into the equation and closes the feedback loop with contextually suitable music and audio prompts.

At its best, Twitter starts to feel like a global jam session between connected minds. The rapid fire exchange of ideas, the riffing off others’ posts, the flow of a well-curated stream can sometimes feel uniquely expressive. Yes, it is primarily a mental activity and mostly disembodied, but the occasional flashes of genuine group chemistry are wonderfully suggestive of the potential for an interconnected humanity.

For me, the most interesting possibilities arise from games. There are the obvious examples of physical interaction and expression that the Wii and Kinect deliver primarily for action games now, but with time a broader range of immersive and reflective experiences (is Wii Yoga any good?). I’m also thinking of the emerging genre of out-in-the-world games like SF0, SCVNGR and Top Secret Dance Off that send you on creative, social missions involving physicality, play, performance and discovery. Finally there is the next generation of “gameful” games, as proposed by Jane McGonigal:

What is Gameful?

We invented the word gameful! It means to have the spirit, or mindset, of a gamer: someone who is optimistic, curious, motivated, and always up for a tough challenge. It’s like the word “playful” — but gamier! Gameful games are games that have a positive impact on our real lives, or on the real world. They’re games that make us:

  • happier
  • smarter
  • stronger
  • healthier
  • more collaborative
  • more creative
  • better connected to our friends and family
  • more resilient
  • better problem-solvers
  • and better at WHATEVER we love to do when we’re not playing games.

I think the future of expressive, improvisational, conscious computing will be found at the intersection of personal sensing tools like Nike+ and Kinect, collective action tools like Twitter, and the playful engagement of gameful games. It won’t look like computing, and it won’t come in a box. It won’t be dumbed down for ‘ease of use’, it will be flowing experiences designed to make us more complex, capable and creative. It will augment our humanity, as embodied individuals embedded in a physical and social world.

serious games, collective action and amplified individuals

Friday, February 19th, 2010

One of the first things I did after I left my corporate job to start my own company, was I spent 6 weeks playing a game. I know, you’re thinking that sounds a bit like post-cubicle depression, right? But this was no plunge into escapism, no existential Crysis, no losing myself on some shard in the seductive World of Warcraft. Instead, it was immersion into a massively multiplayer game about envisioning the future. Or perhaps, it was a global collaborative scenario planning exercise with strong game-like qualities. Either way, I became the character ‘ubik2019’ and entered the world of Superstruct along with several thousand other people around the globe. Our goal was nothing less than to work together to save humanity.

Superstruct

Superstruct was created by the Institute for the Future (IFTF) as part of their annual Ten Year Forecast project. The design was led by Jane McGonigal aka @avantgame, well known for her cutting edge work in Alternate Reality Games (ARGs). From the FAQ:

“Superstruct is the world’s first massively multiplayer forecasting game. By playing the game, you’ll help us chronicle the world of 2019 – and imagine how we might solve the problems we’ll face. Because this is about more than just envisioning the future. It’s about making the future, inventing new ways to organize the human race and augment our collective human potential.”

Superthreats and superpowers

The game revolved around the confluence of five major “superthreats” – pandemic disease, food system collapse, energy crisis, technological outlaws, and global refugee diasporas – which together threatened the very survival of the human race. Players worked to create stories, strategies and solutions to these threats, and earned achievement badges for demonstrating a range of collaborative skills. Not coincidentally, the skills required to succeed in Superstruct were drawn from earlier work at IFTF which identified a number of new competencies and collaborative abilities for a connected world. These ranged from skills like High Ping Quotient and Open Authorship, to Emergensight, “the ability to prepare for and deal with surprising results arising from coordination and collaboration at extreme scales”. These are the foundational skills of what IFTF calls Amplified Individuals, people who excel at navigating a fast changing, interconnected world through augmented social, collaborative and improvisational behaviors. For further reading, see the full Superstruct skills list and IFTF’s map of the Future of Work.

Generation ARG

There are a couple of intertwined ideas here that you should take note of. The first is the concept of large-scale distributed collective action, where hundreds or thousands of strangers come together online and cooperate to solve complex, multifaceted problems. In the same way that Gen Y employees brought new communication practices like IM, blogs and wikis into the workplace, the next generation of workers will have expectations and expertise in global cooperation honed in ARGs and MMOGs, along with public social performance practices learned from Facebook, Twitter et al. And like their predecessors, they will probably experience frustration with less collaborative, less open colleagues and managers, and they will face pushback from IT departments struggling to maintain control over tools and enforce secure network boundaries.

Serious games

The second idea is the use of game mechanisms – missions, achievements, badges, leveling and such – as a way to make activities more engaging, satisfying and impactful. Game mechanisms are increasingly being put to work as a way to tap into the focus, goal orientation, commitment and flow that gamers experience in play, but aimed at contributions with real world impact. The field of ‘serious games’ is making significant progress, led by researchers such as Byron Reeves at Stanford, Liz Lawley at RIT, and Ian Bogost at Georgia Tech.

‘A crash course in changing the world’

evoke-400

If you want to get firsthand experience with a global collective action game, join us March 3 – May 12, 2010 for EVOKE, an alternate reality game designed to help empower young people around the world, and especially in Africa, to come up with creative solutions to our most pressing problems: hunger, poverty, disease, war and oppression, water access, education, climate change. EVOKE is a project for the World Bank Institute, the learning and knowledge arm of the World Bank. As creative director McGonigal says, “We consider it a crash course in changing the world.” I hope to see you there.


Postscript: In April 2009, Superstruct was honored as the “Most Important Futures Work of 2008” by the Association of Professional Futurists. So it wasn’t just a game after all. Or was it?

EVOKE

Monday, February 1st, 2010