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	<title>Living in an Augmented Reality &#187; cards</title>
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		<title>Topps and Total Immersion miss the boat</title>
		<link>http://www.augmentedenvironments.org/blair/2009/03/09/topps-and-total-immersion-miss-the-boat/</link>
		<comments>http://www.augmentedenvironments.org/blair/2009/03/09/topps-and-total-immersion-miss-the-boat/#comments</comments>
		<pubDate>Mon, 09 Mar 2009 13:38:20 +0000</pubDate>
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				<category><![CDATA[commercial]]></category>
		<category><![CDATA[demos]]></category>
		<category><![CDATA[cards]]></category>
		<category><![CDATA[topps]]></category>
		<category><![CDATA[total immersion]]></category>

		<guid isPermaLink="false">http://www.augmentedenvironments.org/blair/?p=74</guid>
		<description><![CDATA[It really is such a shame to see such a potentially good idea miss the mark.  A bunch of stories are running around the blog-o-sphere today, likely fueled by the article in the New York Times about Topps&#8217; idea to save the baseball trading card business: AR baseball cards (go here and here and here, for example. [...]]]></description>
			<content:encoded><![CDATA[<p>It really is such a shame to see such a potentially good idea miss the mark.  A bunch of stories are running around the blog-o-sphere today, likely fueled by the article in the <a href="http://www.nytimes.com/2009/03/09/technology/09topps.html">New York Times</a> about Topps&#8217; idea to save the baseball trading card business: AR baseball cards (go <a href="http://www.wilson-graf.com/w/?p=26491">here</a> and <a href="http://www.buzzup.com/us/story.php?title=Topps-3D-Live-Brings-Augmented-Reality-to-Baseball-Cards-Augmented-Reality">here</a> and <a href="http://i.gizmodo.com/5166565/topps-3d-live-brings-augmented-reality-to-baseball-cards">here,</a> for example.  I like the blogs, since many of the comments express my feelings with much more colorful language).</p>
<p> The idea is seemingly simple, to associate some virtual content with the card so that it serves as a bridge to the virtual world. It looks like an application tailor made for Total Immersion&#8217;s software (or software from a number of other folks, like Metaio).  Of course, a few clever Georgia Tech (or Graz and Oxford or Cambridge or MIT or &#8230;) students could hack the underlying system together in a few weeks with the Flash AR Toolkit, a bit of OpenCV and a database (of course, building the content is another story!). </p>
<p>The problem with this concept is not the technology (although the graphics are pretty lame).  Rather, it is the failure to seemingly even consider trying to answer the question I drill into my students:  So What?  Why would anyone care? Putting a <a href="http://technabob.com/blog/2008/12/17/mini-augmented-reality-ads-hit-newstands/">pointless, cute little 3D model</a> on an advertisement is actually not a bad idea, since the technology is young and the point of advertising is to generate a bit of buzz and hopefully some associated mindshare.  </p>
<p>But, trading cards are different.  Here, the card <strong><em>is</em><span style="font-weight: normal;"> the business, and you are in effect asking people to spend <em><strong>real money</strong></em> for what is nothing more than a cute gimmick.  </span></strong> To quote the NYT article:</p>
<blockquote><p>Total Immersion, a French company, brought Topps the augmented reality technology. It has already been used in a theme park and for some auto design work. Using the technology, card collectors see a three-dimensional version of a player and can play elementary pitching, batting and catching games using the computer keyboard.</p></blockquote>
<p>Seeing 3D versions of your favorite players is &#8230; ummm &#8230; cute.  But there are more fun ways to do that (can you say &#8220;XBox 360&#8243; or &#8220;PS3&#8243;?), and these have fun (not &#8220;elementary&#8221;) games associated with them. </p>
<p>The NYT article quotes Eisner (of post-Disney fame) as being behind the idea;  does this mean he actually thinks people (kids, collectors?) will pay money for this?  I suspect, instead, this is a classic example of folks sitting around saying &#8220;they will buy this&#8221; even though the people coming up with the idea wouldn&#8217;t themselves buy it.  </p>
<blockquote><p>Mr. Eisner said Topps expected to ship 10 million packs of Series 1 (12 cards for $2) and Topps Attax cards this year (5 for $1). Scott Kelnhofer, editor of Card Trade, an industry publication, says the Total Immersion technology could strike a chord with boys. “This is the boldest technology idea we’ve seen in sports cards so far. The key is not to have it be a novelty and then it’s on to the next one.&#8221;</p></blockquote>
<p>Bold does not equal good.  As I say to the students in my class when they do experience or game designs:  if you are designing for some imagined person who &#8220;likes doing that stuff&#8221; (whatever that stuff is) even though you think it&#8217;s not fun, you are not going to succeed.  Or, to use a simpler HCI concept &#8220;get to know your user, don&#8217;t just trust your instincts&#8221;.  Stereotypes are fun, but they shouldn&#8217;t be the basis of a business plan.</p>
<p>There is, of course, room for this to grow into something interesting.  But, not by following this route.  I look forward to the day when AR is commonplace and a wide range of creative professionals are empowered to develop ideas.  Right now, we&#8217;re stuck in the AR-on-a-marker mindset (yes, these cards are effectively just pretty versions of the much-maligned ugly-black-and-white marker), where the &#8220;reality&#8221; is left out of &#8220;augmented reality&#8221;.  Perhaps we should start calling this &#8220;augmented video&#8221;?  </p>
<p>Of course, you might say &#8220;talk is cheap&#8221;.  Do I have big ideas on how to improve on this concept?  Sure, but I&#8217;ll reserve my detailed critique on how to improve this idea for in-class discussion (we&#8217;re teaching an AR Design class right now, no point giving away what our excellent Georgia Tech students are paying for!), in-lab brainstorming (my research group needs to publish, after all) and my consulting work (well, of course!).   But the basics are obvious:  leverage the real world, provide something of <em><strong>value<span style="font-style: normal;"> <span style="font-weight: normal;">that the users could not get any other way.  Here, the card could just link to a web site with the 3D model, and with video and stats and fun (not &#8220;elementary&#8221;) games.  Putting the little model on a card adds nothing, and (much like <a href="http://www.us.playstation.com/PS3/Games/THE_EYE_OF_JUDGMENT">Eye of Judgement</a>) will not hold collectors attention.</span></span></strong></em></p>
<p>Of course, perhaps I&#8217;ll be wrong.  Perhaps this should be viewed as an elaborate advertising campaign?  If they can get a small percentage of current and potential customers to buy a pack or two, the whole thing may pay for itself and help them limp through these troubled times.  On the surface, however, taking the idea as it&#8217;s being presented, it&#8217;s a dud.</p>
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