Augmentology"...is a concise manual of reality for our digital age."

Mark Hancock,_Augmentology: Interfaccia Tra Due Mondi_

[Sponsored by The Ars Virtua Foundation/CADRE Laboratory for New Media]

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:

  1. A Kinect Camera
  2. Artificial Intelligence developed by Microsoft
  3. 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:

  1. 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.
  2. The User teaches Milo to skim stones over the surface of a river [skewed gender stereotyping is again evident here].
  3. 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]:

“This video shows Wikitude Drive, an Augmented Reality navigation system.
Wikitude Drive (Android) US Beta Test Phase starts Thursday, May 20, 10:00am PST.
After 2000 downloads we remove the app again from the Android Market.
Drive safe!! Use a car holder!!”

AR Aura Recognition

Presented in the production track of the 1st European AR Business Conference arbcon.eu on 23 April, 2010 at the Ludwig Erhard Haus in Berlin, Germany.

Includes:

Photography by Panos Tsagaris with Kimberley Norcott
Collage by Iuri Kothe

Further Reading:

A Holographic View of Reality, David S. Walonick, Ph.D.

The Work of Art in the Age of Mechanical Reproduction, Walter Benjamin

An Overview of Auditory Displays and Sonification, Dr. Thomas Hermann

Audio Feedback and Calm Computing, Richard Monson-Haefel

Rousseau and Echolocation, Geoff Manaugh

NeMe: Locative Media and Spatial Narratives, Martin Rieser

Developed from a series of articles originally published here on augmentology and a contribution to the Space Collective.

Video produced by KS12 ks12.net