August 18, 2010
Augmented Gameplay, Mediated Reality, Reality Gaming, Social Gaming, Synthetic, geophysical
This TED talk by Peter Molyneux:
…demos Milo, a hotly anticipated video game for Microsoft’s Kinect controller. Perceptive and impressionable like a real 11-year-old, the virtual boy watches, listens and learns — recognizing and responding to you.
The demonstration begins with an explanation of how Milo is constructed. A combination of the following three elements allow Milo to exist:
- A Kinect Camera
- Artificial Intelligence developed by Microsoft
- Emotional Artificial Intelligence built by Lionhead Studios.
Milo moves through a synthetic environment predicated on User-directed biofeedback/body gestures: no mechanical controllers are necessary. Unfortunately, Milo’s introductory learning curve [which is integral to the "game" leveling system] involves inherent gender bias: if you’re a girl, your initial game variable is a Butterfly whereas if your a boy, you’ll be presented with a Snail.
The demonstration goes on to illustrate how Milo’s face is comprehensively AI driven. His facial movements include blush response, nostril “flare” size [indicating stress], “body matching” [causing neuro-linguistically driven facial alterations] and responses to verbal cues. Peter then describes how Milo’s personality development is predicated on a Cause-and-Effect dynamic. This causality is showcased via 3 examples:
- The User can choose to direct Milo to squash a snail: if the User does it will effect “…how Milo develops”. The specifics of the verbal stimulus employed including how the User vocalises [specific phrases and intonations] all contribute to a database that informs and effects future interactions.
- The User teaches Milo to skim stones over the surface of a river [skewed gender stereotyping is again evident here].
- The User choosing to clean Milo’s room: Milo’s recognition of the User’s beneficial intervention and verbal engagement promotes sustained developmental interaction based on [what Peter terms] “deep psychology”.
This “deep psychology” [or what is described in synthaptic terms as "augmentology"] encourages a User’s empathy loadings. This in turn allows such games to shift towards complex experientially-defined engagement. These games surpass the hollow reinforcement of contemporary Social Games such as Farmville: instead, the User “levels up” by knitting fictionalised engagement with personality/identity construction and personalised growth variables. The element of cloud-directed learning [coaching synthetic humans whose social and chronological development depends on "crowdsourced" input] creates enormous opportunities for instruction and feedback via these types of “Reality Gaming” systems [highlighted here by Seth Priebatsch]:
July 23, 2010
Augmented Gameplay, Augmented Reality, Mobile Augmented Reality, Reality Spectrum, Synthetic
In Part 1 of this interview conducted by the _Metaverse One_ project, Maarten discusses:
- Initial Layar motivations including inspiration via specific science fiction/manga.
- Current server side/platform developments including “Where Is”/POI [Point of Interest], client side 3D proximity-triggered transformational objects and “good data” [public awareness-based] AR.
- The Rolling Stones Augmented Reality Application for their “reissued” album.
- Hoopola as the AR equivalent of Dreamweaver Web Editing software.
June 18, 2010
Augmented Gameplay, Augmented Reality, Mixed Reality Performance, Reality Spectrum, Synthetic
AR Tabletop Interface: Artificial Shadows Produce Interactive Tangible Objects.
January 7, 2010
Augmented Gameplay, Augmented Psychology, Location-Based Social Network, Mediated Reality, Presencing, Social Gaming, Synthetic, geophysical
The User named “showmeurcock” from Kentucky does not respond to the picture I send of the space heater next to my desk. The User named “whispers” from California rates a picture of my feet three out of five stars. The User “guest43723” from Germany sends a picture of a jar full of coins. I reply with a smiling emoticon and receive “Uu” in response.

A World of Photo is a geosocial multiplayer game during which:
Users involved in A World of Photo [AWOP] are a tightknit community where users’ attentions dilate and episodically contract along with fluctuations from their Android devices.
Although this background-running application rarely seems to have more than 100 users currently active, the game prods you towards constant connections with other users as it yanks you into a space of outright voyeurism.
This voyeuristic space is laid out on the screen through a map of the “thread” of users with whom you have connected. Few conversations carry past two messages: those that do weave scintillating life-tapestries glimpsed through a typically external visual representation. Few users send portrait pictures of themselves and instead expose their recipients to their contextual environment: the opposite seat of a subway car, a DJ Hero controller, someone drinking a beer and sitting on the floor in front of a TV. One photo displays imperceptible imagery on a television screen located in a dark room. Like the lives behind these cell phone cameras, this indistinguishable/unfocused image seems tantalizingly real, yet is ultimately unknowable. The game provides no discernible contact data or history. It is, however, possible to save the photos you receive. Once a user decides to stop replying to a textual message thread, that thread is over. It is conceivable (but unlikely) that two people would connect more deeply than the AWOP program intends without the compulsive motivation of biological and/or sexual gratification.

The possibilities of AWOP are subtly revealing in terms of a user’s constant awareness/presence. The game weaves randomized tangents from a global user-base. Like much collaborative software, AWOP emphasizes continuous threaded networks rather than merely linking individual lines of communication. Menus allow access to various statistics, including a user’s uploaded photo total, a user’s current image record and user rating system. Ratings are instrumental to the game element: User “Rob Zombie” rates my “Pretending to rock out” picture 5 stars and in return comments “Yeah!”. This comment prompts me to find objects in my surroundings that will rate highly based on user names. User “americansoldier” rates a similar picture of myself 2 out of 5 stars: as this is considered negative feedback, I am forced to lose a turn – to receive a photo from another user – and must fulfill a request positively in order to be rewarded. Thus, the game turns everyday life into an evaluation of personal experience that borders on the perverse. This may explain the missing ’save’ functionality for a user’s sent photos.

Through peeking into the lives of others via AWOP, a user is left with reminders of spaces that exist outside the range of their mobile phone. These spaces overlay the objects that exist in the user’s “real life”/geophysicality, contrasting and contracting with[in] the corresponding layers constructed by AWOP’s present and potential social contacts. This augmentation does come at a price: such evaluation patterns (by the self and others) are, on some level, internalized. This internalization may contribute to a constricted reality sense that projects overarching importance to immediate (“real”) stimuli over the awareness of other possible environments. The gap between the two is likely where the user resides, conscious of their perceived and reinforced shortcomings. AWOP’s strongest hook is in harnessing the user’s desire to socially (and successfully) produce items for the community. Community approval becomes currency. This currency production produces struggles between internal and external systems of representation which are hashed out in lines of resolution via a personal digital assistant. If substantial narrative does not emerge, like music, “from the dimensions of ambient night” [Harry Partch, 1949, Genesis of a Music] then AWOP certainly allows the user access to its root: the personal, the spatial, and the physical.
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