Augmented Reality: Forget the Glasses



Augmented
Reality:
Forget the
Glasses
IN MID-2014, MAGIC LEAP BEGAN
teasing us with visions of realistic baby elephants
playing in the palms of our hands,
promising to soon unveil a mind-blowing
augmented reality technology that would
dramatically change the worlds of both
entertainment and computing. Investors
have ponied up an astounding US $1.39 billion
so far to own a piece of this AR future,
according to Crunchbase. 􀂚 We’re still waiting.
For a while, it seemed that 2017 was
going to be the year of Magic Leap, but the
company’s technology does not appear ready
for prime time, though AR fans are hoping
for at least one public demo. 􀂚 Meanwhile,
a funny thing happened on the way to beta
testing. While we were waiting for Magic
Leap to show us what’s behind its curtain,
another startup, Niantic, working with the
Pokémon Company and Nintendo, launched
a free mobile app in July 2016 that inserted  the little critters of the
decades-old Pokémon
franchise into live scenes
on the screens of mobile
devices. Pokémon Go challenged
fans old and young
to go out and “catch ’em
all!” And it worked: CEO
John Hanke, speaking at
an Apple event in September,
reported 500 million
downloads worldwide
in just two months, with
players collectively walking
4.6 billion kilometers
while playing the game. In
the United States, Pokémon
Go quickly beat Candy
Crush Saga, becoming the
most popular game ever.
Since then, many companies
have been scrambling
in stealth to develop competing
AR game apps, and
dozens of these apps will
likely roll out throughout
this year. This is the start of
something big, a new form
of mass entertainment. It’s
a watershed moment as significant
as the early days of
video games.
Consider the episode
widely referred to as the
birth of today’s video-game
industry. In August 1972, a
little startup called Atari
put a prototype coin-op
video game, Pong, in a bar
in Sunnyvale, Calif. A few
days later, the engineer
who built the game went
back to the bar to check out
reports that Pong was broken.
The problem turned
out to be an overstuffed
coin box.
Now consider last summer.
For the first few days
after Niantic put Pokémon
Go out on app stores, its  servers around the world
crashed regularly, and
new users struggled to
open accounts on the overloaded
systems. Speaking
at San Diego Comic-Con
the month of the launch,
Hanke admitted that the
company hadn’t been at
all prepared for the app to
become such a hit.
In the year after the
introduction of Pong, companies
like Sega and Taito
announced that they, too,
were getting into the videogame
business, and with
Atari, they built a new
industry out of a revolution
in entertainment
technology.
That, in a PokéBall, is
likely to be the story of AR
in 2017.
LET’S START WITH
a brief explanation of
Pokémon Go, just in case
you’ve been stranded on
a desert island or something
for much of the past
six months. The game
puts you in the role of
a trainer, charged with
catching little virtual critters—
Pokémon—and then
bringing them to virtual
gyms where they can battle
other critters. The virtual
creatures are linked
to real-world locations,
and not randomly: You’ll
need to be near a body
of water to find aquatic
Pokémon; an amusement
park crammed with
flashing lights is a good
place to hunt the electric
type. To find them, you
walk around using a sort
of Pokémon “radar” that
appears on your smartphone
screen. Get close
enough and you can see
the Pokémon itself; the
app combines the virtual
image with whatever your
phone’s camera is seeing,
so it looks like the creature
is right in front of you,
perhaps sitting on your
car—or your dog—leading
to hilarious photos shared
on social media. You catch
one by using your finger to
toss a virtual ball at it, and
it’s not as easy as it looks.
That’s the gist. There are
also more complexities, but
the main takeaways are that
you “see” virtual creatures
in the real world by looking
at your smartphone’s
screen and that you can’t do
much sitting at home. You
have to get out and walk and
walk and walk.
Pokémon Go and its
coming cohort represent
a type of AR technology
that some are calling “augmented
reality lite.” On the
opposite end of the spectrum
is “augmented reality
heavy.” That’s where
you’ll find Magic Leap.
Here, the ultimate goal is
an augmented reality that
passes the Turing test for
AR: If you see two identical
objects sitting on a table,
you won’t be able to tell
which is real and which
is virtual. This approach
requires some kind of
head-mounted display and
lots of computing power.
Magic Leap has stated
that its technology uses
a “dynamic digitized lightfield
signal” to “generate
images indistinguishable
from real objects and…
place those images seamlessly
into the real world.”
Generally, people interpret
this as meaning that
the company is projecting
images directly onto
the retina in the form of a
light field—that is, the technology
models the direction
from which each ray
of light from the virtual
objects would travel to
the observer if the virtual
objects were actually at the
real-world locations they
are supposed to occupy.
A light-field approach for
AR would allow a virtual
image to be more realistically
mixed with real
images than in a conventional
display.
I have not tried out a
Magic Leap prototype
(and if I had, I couldn’t
admit it in print because
the company’s nondisclosure
agreements are that
tight). But I have gotten to
one degree of separation:
I talked to someone who
has. He couldn’t be specific
but admitted that he was
indeed blown away. “Before
I saw it,” he said, “I thought
it was much further out.
As soon as you see it you
say, ‘Oh, yeah, how could
this not be…” He trailed
off, leaving what it could be
to my imagination. A huge
success? The future of computer
games? The end of
computing as we know it?
Also in the AR-heavy category,
and already shipping
to developers and
some business customers,
is Microsoft’s $3,000
HoloLens, an AR headset
with all its necessary
computing performed
on board. The trade-off
Microsoft made to make
this technology portable is
in its field of view: At less
than 45 degrees, it’s like
looking through a small
window. One of Microsoft’s
competitors, Meta, is taking
preorders from developers
for a $950 headset
with a 90-degree field of
view—but the Meta headset
requires tethering to an
external computer to operate.
Both project images   outward, not directly on
your retina, as Magic Leap
is expected to do. But
Magic Leap may not end up
being the only AR retina
display out there. Kartik
Hosanagar, professor of
technology and digital
business at the Wharton
School of the University
of Pennsylvania, says he
believes that MicroVision, a
pioneer in retina displays,
may move into commercial
augmented reality.
And then, inevitably,
there is Apple. CEO Tim
Cook told The Washington
Post in August that the
company was doing a lot of
things “behind the curtain”
with augmented reality.
Apple last year purchased
the AR startup Metaio,
and now the company
reportedly has hundreds
of engineers working on
the technology, including
some hotshot researchers
recently hired away from
Oculus and Magic Leap.
But in spite of all of these
efforts, for the average
person without a big budget
and the willingness to
tinker with a technology
still under development,
AR heavy remains somewhere
beyond the horizon.
“Magic Leap is not going
to be an order of magnitude
lower in price than
the $3,000 HoloLens,” says
Hosanagar, “which will
make it prohibitive for the
mass market.”
Niantic chief technology
officer Phil Keslin agrees.
“I’m not going to wait for
Magic Leap,” he says in an
interview. “I have products
to deliver to the world,
experiences to get out there.
I’m going to use whatever
tech is available.” Right now,
he adds, that’s the phone,
although he’s also keenly
anticipating improvements
in smart-watch technology.
Moving to that platform
would let AR users move
more seamlessly between
the virtual and the real
worlds, he says. He’s also
doing a lot of thinking about
audio technology, looking
at earbuds and other
wearables (like the Bragi
earbuds and the Oakley
Radar Pace glasses) that
have accelerometers and
other sensors built in. “We
haven’t explored an audioaugmented
experience as
much as we could,” he says.
THAT BRINGS US BACK
to Pokémon Go and the
soon-to-come wave of ARlite
competitors vying to
be the next big hit. What
exactly will that hit be?
Wouldn’t you like to know?
Janet Murray, professor
of digital media and
associate dean of research
at Georgia Tech, whose
students seem to be ahead
of the curve—they demonstrated
their Harry PottAR
mobile phone game a
semester before the launch
of Pokémon Go—thinks the
next big thing to exploit
mobile-phone AR could
be a time-travel application:
As you walk through
the real world, you will use
your phone screen to peek
back at the past. What did
that building look like 10,
20, or 100 years ago? Who
lived there? Can you follow
a fictional character
from another era through
this parallel world, catching
glimpses of intriguing
past events, or maybe find
the forgotten site of an old
bank and collect a few virtual
gold coins? I’d download
that.
Niantic’s Keslin is proud
of what his company has
achieved with Pokémon Go.
“We exposed AR technology
to a broader base of people.
People had seen it in movies,
but this made it real.
And we demonstrated that
there is a market for this,
that people want this experience.
That will help move
the technology forward.
“The vision, when we
started, was to get people
off their couches and into
the real world and meeting
other people. We did that.
But we were overwhelmed
by its popularity this summer.
It has been a humbling
experience in many ways.”
And a personally
rewarding one for Keslin.
“My wife has a good friend
whose 14-year-old son
is autistic, and this has
changed his life. He used
to have to wear noisecanceling
headphones
out in the world; now he
doesn’t have to do that—he
can focus on the game. He
is motivated to go out and
play with others. And I’ve
heard that this has had the
same effect on other kids.”
The number of people
playing Pokémon Go daily
dropped off dramatically
in late summer. The app
lost some 15 million—about
a third—of its daily users,
according to a report by
Axiom Capital Management.
Keslin attributes
part of that drop to the
start of school. “School
took a huge portion of our
player base and sucked it
into buildings,” he says.
Some of it is simply boredom.
Keslin recognizes
that and hopes to keep
delivering “new and shiny”
experiences to regularly
draw players back in.
“People have said that
Pokémon Go has peaked
and is flaming out. I don’t
think so,” says Matthew
Szymczyk, CEO of AR content
maker Zugara. “It’s
on track to make $1 billion,
and that’s just direct
revenue, not including
what retailers make
by having Pokémon Go
sites at their locations.
It’s a multibillion-dollar
ecosystem.”
“It’s like a TV show,”
points out Tawny
Schlieski, director of desktop
research at Intel. “It’s
absurd to ask if it’s lasting;
that’s not how content
works. Content evolves.
Pokémon Go will move forward
in the same way as a
TV show that comes back
for another season. It is
the start of a new form of
gaming that is contextual
for your world, that you
can’t play on the couch,”
she concludes.
“AR and geolocation is a
whole frontier that is waiting
to be mapped out and
settled,” adds Szymczyk.
“This is just the beginning.”

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