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	<title>Living in an Augmented Reality &#187; games</title>
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	<link>http://www.augmentedenvironments.org/blair</link>
	<description>Thoughts on AR, technology and anything else I feel compelled to talk about</description>
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		<copyright>Copyright &#xA9; 2010 Living in an Augmented Reality </copyright>
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		<itunes:summary>Thoughts on AR, technology and anything else I feel compelled to talk about</itunes:summary>
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		<itunes:category text="Society &amp; Culture"/>
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			<title>Living in an Augmented Reality</title>
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		<title>How will people play augmented board or card games?</title>
		<link>http://www.augmentedenvironments.org/blair/2010/05/01/how-will-people-play-augmented-board-or-card-games/</link>
		<comments>http://www.augmentedenvironments.org/blair/2010/05/01/how-will-people-play-augmented-board-or-card-games/#comments</comments>
		<pubDate>Sun, 02 May 2010 01:24:39 +0000</pubDate>
		<dc:creator>blair</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[musings]]></category>
		<category><![CDATA[personal]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[card games]]></category>
		<category><![CDATA[play]]></category>

		<guid isPermaLink="false">http://www.augmentedenvironments.org/blair/?p=144</guid>
		<description><![CDATA[I&#8217;ve been thinking about board games and card games recently (ok, I&#8217;ve been thinking about them for years, but over the past few days, I&#8217;ve been thinking about them more than I have all semester).  Part of the motivation I have for creating &#8220;AR board games&#8221; (AR games that combine computer games and board/card games) [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been thinking about board games and card games recently (ok, I&#8217;ve been thinking about them for years, but over the past few days, I&#8217;ve been thinking about them more than I have all semester).  Part of the motivation I have for creating &#8220;AR board games&#8221; (AR games that combine computer games and board/card games) is to recreate the social play experience of these games.  The experience I imagine is that of sitting around a table, playing a game with friends, where you are looking at each other and playing in the same physical space.  These experiences seem qualitatively different than the experience of multiplayer computer/console games, even games on the Wii.</p>
<p>But, I wonder about some of the non-obvious ways ways these games are different.  Today, as I was walking to the coffee shop to get beans for our espresso machine, I was thinking about the ways games enforce rules, and how board games and card games are fundamentally different than computer games.  With board and card games, rule enforcement is left up to the players;  they know the rules, and they abide by them.  Even when there is nobody around to &#8220;catch&#8221; them people naturally follow the rules;  to cheat removes the fun.  My dad played solitaire for hours to unwind after working shifts in an auto plant, and as far as I know, he never cheated.  What would be the point?</p>
<p>Computer games, on the other hand, encourage players to do anything the game allows to win.  Because the system is closed and the rules are enforced by the computer, finding ways to get around the system is part of the fun for many players.  If the game let&#8217;s you do it, it must be ok!</p>
<p>But, this presents a problem, which I&#8217;ll put this way:  will players treat hybrid computer/board games (or computer/card games) as board/card games or as computer games?  Will they play along and follow the rules, even if nobody is there to &#8220;call them on it&#8221;, or will they do what they can to win?  When there is a high score board, and achievements to unlock,  will players be content to take what the deck gives, or will they stack the cards?</p>
<p>This question is more than academic, because it impacts the kinds of games we can create.  Consider Sony&#8217;s Eye of Judgement, which is designed assuming players will treat the game as a computer game, and thus is structured to allow the computer to enforce the rules.</p>
<p><a href="http://www.augmentedenvironments.org/blair/2010/05/01/how-will-people-play-augmented-board-or-card-games/"><em>Click here to view the embedded video.</em></a></p>
<p>For those of you who have played the game, you know how awkward it is.  After playing for a while, you realize that you are playing a relatively complex card game (ala Magic), but one where the computer&#8217;s main job is to enforce the rules. The computer is used for little else, beyond adding eye-candy to justify playing the game in awkward space of the PS Eye camera.</p>
<p>But beyond the awkwardness, one can&#8217;t help but wonder what the game might have been like if the players were trusted to follow the rules and enlisted in the gameplay.  What kind of games could we create if the player was allowed to move cards fluidly, was allowed to manipulate their environment naturally, and not treated as a hostile, untrustworthy interloper?  What if the rules were presented and it was assumed people would follow them?</p>
<p>Imagine a single player augmented card game that starts with the player shuffling a deck and laying out 9 cards in a grid.  No checking by the computer, no proactive rule enforcement.  BUT, like traditional solitaire, the placement of the cards determines much about how the game unfolds.  Would such a game work?  It&#8217;s hard to say.  If a player approaches it like a card game, where the goal is to enjoy a pleasant diversion for a few minutes, and challenge yourself to solve a puzzle, perhaps such a game would work.</p>
<p>But, will players even consider that approach?  After years of being trained by computer games to take any advantage offered by the computer, will they &#8220;cheat&#8221; and chose a card layout designed to give them the best start to the game?  Will they even consider this &#8220;cheating&#8221;?</p>
<p>I&#8217;m not sure, but it certainly impacts the kinds of games we can create.</p>
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		<title>&#8220;Jigsaw Live:  AR Puzzle&#8221; &#8230; let the silly AR apps continue</title>
		<link>http://www.augmentedenvironments.org/blair/2010/05/01/jigsaw-live-ar-puzzle-let-the-silly-ar-apps-continue/</link>
		<comments>http://www.augmentedenvironments.org/blair/2010/05/01/jigsaw-live-ar-puzzle-let-the-silly-ar-apps-continue/#comments</comments>
		<pubDate>Sat, 01 May 2010 20:05:56 +0000</pubDate>
		<dc:creator>blair</dc:creator>
				<category><![CDATA[commercial]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.augmentedenvironments.org/blair/?p=142</guid>
		<description><![CDATA[I was looking at the video of this app, &#8220;Jigsaw Live,&#8221; as I look at most potentially interesting AR apps.  On the surface, it sounds interesting:  &#8221; an AR jigsaw puzzle.&#8221;   I&#8217;ve been interested in making AR jigsaw puzzles for a while (heck, I even went to the extreme of sending mail to my [...]]]></description>
			<content:encoded><![CDATA[<p>I was looking at the video of <a href="http://www.xmgstudio.com/?page_id=792">this app</a>, &#8220;Jigsaw Live,&#8221; as I look at most potentially interesting AR apps.  On the surface, it sounds interesting:  &#8221; an AR jigsaw puzzle.&#8221;   I&#8217;ve been interested in making AR jigsaw puzzles for a while (heck, I even went to the extreme of sending mail to my favorite puzzle company, <a href="http://www.stavepuzzles.com/">Stave</a>, to see if I could interest them, to no avail).  But, to me, the concept is about augmenting a puzzle.</p>
<p>After all, AR apps really need to have two components: reality + augmenting.  If reality doesn&#8217;t really matter, than why bother with making it an AR app (for example, holding up the phone in this app to solve the &#8220;puzzle&#8221; is tiring, as it is with any app that requires you to hold the phone up for a period of time).  And, you need to augment the reality in some way &#8230; right?  Bring these two things together, and then add something fun, exciting, engaging or useful.</p>
<p>So, let&#8217;s consider this app, then.</p>
<p>They have reality, you might say. It&#8217;s live video on the puzzle pieces, so that&#8217;s reality, right &#8230; or, is it?  Does reality <em>matter?</em> Not really, actually.  It&#8217;s just video.  Looking at something different doesn&#8217;t change the puzzle, nor affect the program.  Reality is &#8220;just a texture&#8221; &#8230; it could be a video or image from you camera roll, and it wouldn&#8217;t really change things.  The live video is cool at first;  but, in the end, it&#8217;s just a gimmick.</p>
<p>Going further, do they &#8220;augment&#8221; it?  No.  Their &#8220;reality&#8221; (the video texture) augments their puzzle, but reality isn&#8217;t augmented, nothing is moved out into the world, nothing about the world around you is enhanced.</p>
<p>Perhaps the title &#8220;Jigsaw Live:  Augmented Puzzle&#8221; would be a more accurate title?  I think so.   Unfortunately, even the puzzle doesn&#8217;t look that interesting.  Square pieces?  Up to 100?  For $2.99?  Yikes!  I would have bought this and played with it if it was $0.99, since I&#8217;ll pretty much buy any potentially interesting app for that.  But, for $3, you have to do better!    The &#8220;ultimate in puzzle fun&#8221; (to quote their page)?  Really?  One wonders if the authors even played a puzzle (a real one, not one of those 4&#215;4 square slider puzzles, or the cornucopia of lame flash puzzles).</p>
<p>Ah well, another good app name taken.</p>
<p>I&#8217;m including their video here, so you can look at it now, and draw your own conclusions.  What do folks think &#8230; am I being too critical?</p>
<p><a href="http://www.augmentedenvironments.org/blair/2010/05/01/jigsaw-live-ar-puzzle-let-the-silly-ar-apps-continue/"><em>Click here to view the embedded video.</em></a></p>
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		<title>Game Education:  Lipstick on a Pig?</title>
		<link>http://www.augmentedenvironments.org/blair/2010/01/15/game-education-lipstick-on-a-pig/</link>
		<comments>http://www.augmentedenvironments.org/blair/2010/01/15/game-education-lipstick-on-a-pig/#comments</comments>
		<pubDate>Fri, 15 Jan 2010 14:43:41 +0000</pubDate>
		<dc:creator>blair</dc:creator>
				<category><![CDATA[education]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[musings]]></category>

		<guid isPermaLink="false">http://www.augmentedenvironments.org/blair/?p=138</guid>
		<description><![CDATA[I was just reading Mike Zyda&#8217;s article in the December CACM on games and computer science education.  It discusses the technical game education program they&#8217;ve created at USC in the CS department, and gives a nice overview of why they are doing things the way they are.  Seems like a reasonable degree. Yet, whenever I [...]]]></description>
			<content:encoded><![CDATA[<p>I was just reading Mike Zyda&#8217;s article in the December <a href="http://cacm.acm.org/">CACM</a> on games and computer science education.  It discusses the technical game education program they&#8217;ve created at USC in the CS department, and gives a nice overview of why they are doing things the way they are.  Seems like a reasonable degree.</p>
<p>Yet, whenever I read about someone&#8217;s technical game degree program, I&#8217;m always left wondering about the jobs we&#8217;re pointing these students at, and the &#8220;unwritten pack&#8221; we make with students we accept into our programs.  I&#8217;ve thought a lot about this, because the topic of a &#8220;game degree&#8221; comes up occasionally.  I&#8217;m also teaching 3 game classes this semester (a game-oriented capstone, a game prototyping lab, and an augmented reality game design class), so I&#8217;m very focused on the issue of game education.  Yet, with plenty of course and interest in games here at Georgia Tech, we haven&#8217;t created a full-blown game degree;  our game education activities are folded into a number of other degrees that offer a broader education beyond games.</p>
<p>This article isn&#8217;t about our choices at GT, though.  Rather, I interested in the opinions of others who might read this.  I believe there is an implicit suggestion that, if we have a focused degree program in a technical area, it&#8217;s educating the students in preparation for actually doing something.  With a liberal arts education, the goal is to give a broad education, and the students understand that there aren&#8217;t &#8220;liberal arts jobs&#8221; per se.  But, I suspect that students don&#8217;t generally get a degree in Mechanical Engineering, Information Security, or Pre-Med just because they want to broaden their horizons and open their minds;  they get these sorts of degrees (presumably) because they want to work in these areas after they graduate (or move on to other degrees, in the case of pre-Med or pre-Law).</p>
<p>So it is, I think, with a computer science or technical game-oriented degree.  Which brings me back to the topic of the post.  I wonder how many &#8220;game degrees&#8221; are being created because the school honestly believes that there is an industry need they are fulfilling (industry has unfilled job positions and needs to have more folks educated to fill them) or because the university has a need they are fulfilling (the student enrollments are dropping and they need students to fill up the classes).  For a number of years, CS enrollments have been down at many schools (we&#8217;ve been doing OK at Georgia Tech, and if you include our cross-over degrees like Computational Media, we&#8217;re actually doing better than OK, both at attracting students, but also at attracting students who aren&#8217;t young, white boys).  Over the past few years, a number of schools have created game degrees that have attracted a lot of attention, not least because it appears that they attract a lot of students and because their graduates get to go and work in the game industry.  That&#8217;s all well and good;  a few schools (USC&#8217;s MS program in the School of Cinema TV, CMU&#8217;s MS in Educational Technology, our combined undergrad and grad degrees across CS, CM and Digital Media, for example) have a great reputation with the game industry, and the students coming out of the program have generally had good success in getting the jobs they want.</p>
<p>But, how many schools are just putting lipstick (and new name) on a pig (their dying CS degree programs) to attract new students?</p>
<p>Overall, my sense is that there aren&#8217;t that many great jobs in the game industry, at least not in the numbers that are needed to employ an increasing number of game program graduates.  Especially the jobs many students seem to dream about (game design, game engine programming, etc.); here, I&#8217;m talking about technical and design jobs, I&#8217;m not talking about testing and QA, or level design, or content-oriented jobs (a few schools, like SCAD and RISD and so on, are doing a great job educating those students).</p>
<p>Unfortunately, when I read articles like Mike&#8217;s, I&#8217;m reminded of the increasing trend of CS departments to offer Game Degrees (note:  I&#8217;m not saying this is what USC is doing;  Mike has a long history of game education, going back to the Naval PostGraduate School, and actually came to USC to create a game program in the CS department).  A game degree is a great fit &#8230; for the school.  There is virtually no area of CS that isn&#8217;t applicable to the technical side of a modern game, especially the blockbuster console games;  these games require everything a major CS degree offers, and then some.  Taking your existing CS courses, faculty, labs and infrastructure, putting some new makeup on it, and calling it a game degree can be a great way to attract students.  And (based on anecdotal evidence) for many schools, it seems to be helping.  Helping them, that is, attract students.</p>
<p>My worry, though, is that as more and more schools offer game degrees, we&#8217;re going to turn out a generation of pseudo computer science students who can&#8217;t get the jobs they want.  After all, how many jobs are there?  I was chatting with a game industry exec at a recent conference, and he joked that, given the low turn-over in the good jobs, the good opportunities number in the hundreds &#8230; not in the thousands or more that will be needed to place these students.</p>
<p>So, I&#8217;d love to hear other folks thoughts on this, or get pointers to hard data about jobs and graduates.</p>
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		<title>Finally, an AR game coming to the DSi?</title>
		<link>http://www.augmentedenvironments.org/blair/2009/05/26/ghostwir-coming-to-the-dsi/</link>
		<comments>http://www.augmentedenvironments.org/blair/2009/05/26/ghostwir-coming-to-the-dsi/#comments</comments>
		<pubDate>Tue, 26 May 2009 20:41:22 +0000</pubDate>
		<dc:creator>blair</dc:creator>
				<category><![CDATA[commercial]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[dsi]]></category>
		<category><![CDATA[ghosts]]></category>
		<category><![CDATA[ghostwire]]></category>
		<category><![CDATA[nintendo]]></category>

		<guid isPermaLink="false">http://www.augmentedenvironments.org/blair/?p=95</guid>
		<description><![CDATA[It looks like someone may actually make an AR game for the DSi;  the GhostWire game that someone created on the Nokia phone is now going to be ported to the DSi. Some folks would say this is not &#8220;really&#8221; AR, since the graphics (ghosts) are not tightly, accurately, spatially registered with the world.  Normally, I [...]]]></description>
			<content:encoded><![CDATA[<p>It looks like someone may actually make an AR game for the DSi;  the <a href="http://www.ghostwiregame.com/2009/05/press-release-different-game-takes.html">GhostWire</a> game that someone created on the Nokia phone is now going to be ported to the DSi.</p>
<p><a href="http://www.augmentedenvironments.org/blair/2009/05/26/ghostwir-coming-to-the-dsi/"><em>Click here to view the embedded video.</em></a></p>
<p>Some folks would say this is not &#8220;really&#8221; AR, since the graphics (ghosts) are not tightly, accurately, spatially registered with the world.  Normally, I would agree;  as is obviously from my work and other posts, I think it is important to distinguish between different kinds of systems that relate the physical and virtual worlds, because different approaches have different affordances and capabilities.  I tend to call &#8220;AR&#8221; things that tightly register graphics with the physical world, because it creates experiences that afford certain things (e.g., allows people to leverage their spatial and perceptual abilities to remember where virtual things are, refer to them, perform actions in relation to them, collaborate, and so on). Conversely, I usually refer to experiences like this, that crudely position graphics in a space, as mixed reality (MR).</p>
<p>However, the ghost theme is the one theme that is amenable to &#8220;faking AR&#8221; on low end devices.  Over the years, we&#8217;ve done a lot of ghost-themed experiences, first on Auburn Avenue (an historic area in Atlanta) and later at the nearby <a href="http://www.augmentedenvironments.org/lab/research/ardesign/voicesofoakland/">Oakland Cemetery</a> (where we had students do class projects for years in our Augmented and Mixed Reality Experience Design class).   One of the reasons ghosts &#8220;work&#8221; is that we all &#8220;know&#8221; how ghosts &#8220;behave&#8221;, and one of these behaviors is that they don&#8217;t stick to the real world, they float and shift and even appear to go through objects or walls.  Which is exactly what happens when the graphics aren&#8217;t registered.</p>
<p>So, the upside is, I&#8217;ll look forward to this game coming out, and like to see how it works.  There are lots of questions that remain to be answered before one can say if this will be good or not, but the idea is interesting and promising.</p>
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		<title>Our student work from the year &#8230;</title>
		<link>http://www.augmentedenvironments.org/blair/2009/05/19/student-work-2008-2009/</link>
		<comments>http://www.augmentedenvironments.org/blair/2009/05/19/student-work-2008-2009/#comments</comments>
		<pubDate>Wed, 20 May 2009 01:50:29 +0000</pubDate>
		<dc:creator>blair</dc:creator>
				<category><![CDATA[education]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[class]]></category>
		<category><![CDATA[scad-gt]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://www.augmentedenvironments.org/blair/?p=91</guid>
		<description><![CDATA[I&#8217;ve been quiet for a while (family stuff), but will start posting again.  I normally don&#8217;t focus on my own work, but I&#8217;m so proud of the work my students did this year, I want to share.  First, as Ori points out over on his blog, I finally posted the videos from our class projects [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been quiet for a while (family stuff), but will start posting again.  I normally don&#8217;t focus on my own work, but I&#8217;m so proud of the work my students did this year, I want to share.  First, as <a href="http://gamesalfresco.com/2009/05/12/ar-game-designs-from-georgia-tech/">Ori points out over on his blog</a>, I finally posted the videos from our class projects last fall (wow, did that take a while).  For those that don&#8217;t know, last fall I taught a class (coordinated with a class taught by Tony Tseng at <a href="http://www.scad.edu/atlanta/">SCAD-Atlanta</a>) on handheld AR game design.  It was pretty rough on the students (old, flaky hardware; new, work-in-progress software), but they did a great job.  We had them design and build a new game every month, so it was fast paced and fun.  Here&#8217;s a <a href="http://www.youtube.com/watch?v=xYM7INeqiGA&amp;feature=PlayList&amp;p=3452DE575029A951&amp;index=0&amp;playnext=1">link to the playlist of the videos</a> I posted (not all the games from the class, as a few games never resulted in videos on my computer &#8230;).  The game voted best game was Candy Wars, which I&#8217;ll embed here.</p>
<p><a href="http://www.augmentedenvironments.org/blair/2009/05/19/student-work-2008-2009/"><em>Click here to view the embedded video.</em></a></p>
<p>We also wrote a paper on the class, which was presented at the ACM Foundations of Digital Games conference.  We also have a paper in the SIGGRAPH Games Track (on our collaborative AR game, Art of Defense), but I haven&#8217;t posted the final video yet (I&#8217;ll do that in a few weeks).</p>
<p>Finally, Kim and David improved our zombie shooter game (that I showed off at GDC);  there&#8217;s a new, much cooler video, up.  The game is now called ARhrrrr &#8230;</p>
<p><a href="http://www.augmentedenvironments.org/blair/2009/05/19/student-work-2008-2009/"><em>Click here to view the embedded video.</em></a></p>
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		<title>Dr. Blair goes to GDC</title>
		<link>http://www.augmentedenvironments.org/blair/2009/03/26/dr-blair-goes-to-gdc/</link>
		<comments>http://www.augmentedenvironments.org/blair/2009/03/26/dr-blair-goes-to-gdc/#comments</comments>
		<pubDate>Thu, 26 Mar 2009 15:54:30 +0000</pubDate>
		<dc:creator>blair</dc:creator>
				<category><![CDATA[demos]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[tegra]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://www.augmentedenvironments.org/blair/?p=80</guid>
		<description><![CDATA[Ok, I&#8217;ve tried to avoid focusing on my own work here, but it&#8217;s been a fun week at GDC 2009 so far (the Game Developer&#8217;s Conference).  I gave a talk on Handheld AR Games on Monday at the GDC Mobile Summit (Ori wrote about that), and met a lot of interesting people after it.  There [...]]]></description>
			<content:encoded><![CDATA[<p>Ok, I&#8217;ve tried to avoid focusing on my own work here, but it&#8217;s been a fun week at GDC 2009 so far (the Game Developer&#8217;s Conference).  I gave a talk on Handheld AR Games on Monday at the GDC Mobile Summit (Ori <a href="http://gamesalfresco.com/2009/03/24/gdc-2009-i-have-seen-the-future-of-games-and-i-wasnt-alone/">wrote about that</a>), and met a lot of interesting people after it.  There is clearly a growing understanding that AR is going to be a significant feature in the landscape of mobile AR, which is really exciting!</p>
<p>I also met with some folks from <a href="http://toucharcade.com">TouchArcade</a>, a really great site for iPhone game reviews.  We talked for a while about our little iPhone game demo,and I showed them the other demo game we created on NVidia&#8217;s reference platform. They wrote a <a href="http://toucharcade.com/2009/03/26/impressive-augmented-reality-game-possibilities-on-the-iphone/">small story about our chat</a>; the big point is that, while the current AR games on mobiles are still a bit rough around the edges, when you see what the new platforms (whether NVidia&#8217;s Tegra or TI&#8217;s OMAP3 or Qualcomm&#8217;s SnapDragon), you begin to understand what handheld AR might be like!</p>
<p>Not to leave out some video, here&#8217;s a short video of what I showed them on the NVidia Tegra.</p>
<p><a href="http://www.augmentedenvironments.org/blair/2009/03/26/dr-blair-goes-to-gdc/"><em>Click here to view the embedded video.</em></a></p>
<p>And, for reference, our older iPhone pet game:</p>
<p><a href="http://www.augmentedenvironments.org/blair/2009/03/26/dr-blair-goes-to-gdc/"><em>Click here to view the embedded video.</em></a></p>
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		<title>Another small step toward Mobile AR</title>
		<link>http://www.augmentedenvironments.org/blair/2008/10/12/mobile-ar-oct12-08/</link>
		<comments>http://www.augmentedenvironments.org/blair/2008/10/12/mobile-ar-oct12-08/#comments</comments>
		<pubDate>Sun, 12 Oct 2008 13:49:12 +0000</pubDate>
		<dc:creator>blair</dc:creator>
				<category><![CDATA[commercial]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[geovector]]></category>
		<category><![CDATA[gps]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[nokia]]></category>

		<guid isPermaLink="false">http://www.augmentedenvironments.org/blair/?p=41</guid>
		<description><![CDATA[This article on cnn.com paints a nice path toward the eventual deployment of handheld AR games.  Right now, they are not doing AR, just geolocated content, but by focusing on devices and concepts that require magnetic compasses in the phones, they will hopefully help push manufacturers toward creating devices with full 3d orientation sensors.  Again, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://edition.cnn.com/2008/TECH/10/08/db.compassvideogames/">This article</a> on cnn.com paints a nice path toward the eventual deployment of handheld AR games.  Right now, they are not doing AR, just geolocated content, but by focusing on devices and concepts that require magnetic compasses in the phones, they will hopefully help push manufacturers toward creating devices with full 3d orientation sensors.  Again, as the article points out, we need both position (good GPS, better than currently available), a good compass AND tilt/roll sensing (full 3D orientation) to know &#8220;where you are looking.&#8221;  </p>
<p>Eventually, 3D position and orientation like this will just be the starting point, and the devices will use other information in the world (models of buildings, such as <a href="http://mi.eng.cam.ac.uk/~gr281/outdoortracking.html">this system demonstrates,</a> or the imaged-based approaches being worked on by <a href="http://venturebeat.com/2008/04/11/nokia-develops-navigating-system-based-on-image-recognition-landmarks/">Nokia Palo Alto researchers</a>).  When such systems (which will require a massive amount of information about the real world, much more significant that systems like Google Earth and Google Streetview) are deployed, we can finally start doing REAL AR in the physical world.  </p>
<p>Some day, some day &#8230;</p>
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		<title>New teaser on the comeback of the Gizmondo &#8230;</title>
		<link>http://www.augmentedenvironments.org/blair/2008/09/30/new-teaser-gizmondo/</link>
		<comments>http://www.augmentedenvironments.org/blair/2008/09/30/new-teaser-gizmondo/#comments</comments>
		<pubDate>Wed, 01 Oct 2008 01:14:47 +0000</pubDate>
		<dc:creator>blair</dc:creator>
				<category><![CDATA[commercial]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gizmondo]]></category>

		<guid isPermaLink="false">http://www.augmentedenvironments.org/blair/?p=37</guid>
		<description><![CDATA[Engadget has a new article with details on the schedule for when we might see a new Gizmondo.   The Gizmondo when under back in 2006 under dubious circumstances, but it&#8217;s still got some legs (especially if some of the core chips are updated, even slightly).  I have been using them in my research since the [...]]]></description>
			<content:encoded><![CDATA[<div>
<p>Engadget has a new article with details on the schedule for when we might see a new <a href="http://www.engadget.com/tag/gizmondo">Gizmondo</a>.  </p>
<p>The Gizmondo when under back in 2006 under dubious circumstances, but it&#8217;s still got some legs (especially if some of the core chips are updated, even slightly).  I have been using them in my research since the summer of 2006, when NVidia gave me my first one (they didn&#8217;t want to dish out GOForce dev kits to us lowly academics, so they gave me a Gizmondo with the technical information on the GOForce 4500 chipset inside it).</p>
<p>After the company crashed (figuratively and literally), it became increasingly easy to pick them up on eBay &#8230; I ended up with a dozen or so, and amazingly enough, they are STILL one of the best devices for handheld AR 2 years later (on a price/performance level).  Rugged, easy to program, decent camera, ok 3D.</p>
<p>Right now we&#8217;re running a <a href="http://www.cc.gatech.edu/classes/AY2009/cs4803_fall/">course</a> on handheld augmented reality game design using the Gizmondo, where we have a great set of students (<a href="http://www.cc.gatech.edu/">CS</a> and <a href="http://www.cm.gatech.edu/">CM</a> students from <a href="http://www.gatech.edu">Georgia Tech</a>, and design/animation students from <a href="http://www.scad.edu/atlanta/">SCAD-Atlanta)</a> working to prototype AR games;  we&#8217;ll see how it goes, but the first round of prototypes were pretty descent!  </p>
<p>It would be nice to have new Gizmondo&#8217;s to run them on some day &#8230;</p></div>
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		<title>Nintendo DS and handheld AR?</title>
		<link>http://www.augmentedenvironments.org/blair/2008/09/29/nintendo-ds-and-handheld-ar/</link>
		<comments>http://www.augmentedenvironments.org/blair/2008/09/29/nintendo-ds-and-handheld-ar/#comments</comments>
		<pubDate>Mon, 29 Sep 2008 15:24:14 +0000</pubDate>
		<dc:creator>blair</dc:creator>
				<category><![CDATA[commercial]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[handheld ar]]></category>
		<category><![CDATA[nintendo]]></category>

		<guid isPermaLink="false">http://www.augmentedenvironments.org/blair/?p=32</guid>
		<description><![CDATA[Over on Wired there is an article about a new Nintendo DS possibly having a camera and other support for creating AR games. Ori also comments on this. I am also really excited by this; anything that pushes handheld AR will be a good thing for those of us currently engaged in it (and it’ll give my students [...]]]></description>
			<content:encoded><![CDATA[<p>Over on <a href="http://blog.wired.com/games/2008/09/nikkei-new-nint.html">Wired</a> there is an article about a new Nintendo DS possibly having a camera and other support for creating AR games. Ori also <a href=" http://gamesalfresco.com/2008/09/28/nintendo-ds-wants-to-augmented-your-reality/">comments</a> on this.</p>
<p>I am also really excited by this; anything that pushes handheld AR will be a good thing for those of us currently engaged in it (and it’ll give my students more job opportunities!).  There is the practical issue of creating “good handheld AR games” that are practical for mass marketing and consumption. The DS/PSP/Gizmondo aren’t powerful enough to do “real computer vision” (like the PS3 could do), and so some sort of physical props (e.g., cards with markers on them) will be needed. As soon as your start requiring props, that makes the games less portable … a conundrum to be sure.</p>
<p>Hopefully, some of the students in the “handheld AR game design” class I’m doing at GT right now (in collaboration with a class at SCAD Atlanta) will come up with some compelling examples and help drive interest!</p>
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		<title>Bruce Sterling pushes AR games at Austin GDC Keynote</title>
		<link>http://www.augmentedenvironments.org/blair/2008/09/16/sterling-agdc-08/</link>
		<comments>http://www.augmentedenvironments.org/blair/2008/09/16/sterling-agdc-08/#comments</comments>
		<pubDate>Tue, 16 Sep 2008 22:28:27 +0000</pubDate>
		<dc:creator>blair</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[sterling]]></category>

		<guid isPermaLink="false">http://www.augmentedenvironments.org/blair/?p=24</guid>
		<description><![CDATA[In his keynote at AGDC, Bruce Sterling pushed the idea that in the future, all games will be AR games.  His premise of coming back from the future as a student sent by his older self, to talk about the industry in 2043 (35 years from now) is a bit trite, but how can I [...]]]></description>
			<content:encoded><![CDATA[<p>In his keynote at AGDC, Bruce Sterling pushed the idea that in the future, <a href="http://www.gamasutra.com/php-bin/news_index.php?story=20267">all games will be AR games</a>.  His premise of coming back from the future as a student sent by his older self, to talk about the industry in 2043 (35 years from now) is a bit trite, but how can I argue with the observation that</p>
<blockquote><p>And the games of 2043? &#8220;They&#8217;re not the kind of games that were developed for flat glass screens &#8212; cumbersome,&#8221; he said. &#8220;We don&#8217;t pretend that a flat glass screen is a window into a virtual world&#8230; the idea sounds silly to us.&#8221;</p>
<p>Then what do the games of 2043 look like? &#8220;I think you would call [them] &#8216;augmented reality&#8217; but we don&#8217;t,&#8221; Sterling continued. &#8220;We think that reality is real &#8212; you can have a lot of fun with [an overlaid] game interface.&#8221; To Sterling, the games of the future scale from personal &#8220;body games&#8221; to global games and space games and everything in between &#8212; including &#8220;neighborhood games&#8221;. More importantly, &#8220;[In 2043] we&#8217;ve got 70 years of computer games &#8212; that&#8217;s what we&#8217;ve got that you don&#8217;t have &#8212; and we got it from you. All kinds of dead intellectual properties and platforms, all being continually re-released.&#8221; </p></blockquote>
<p>It sounds like it was a bit of a light, motivational talk, but it seems everyone is getting the AR bug these days.</p>
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