
“The Civil War Augmented Reality Project was conceived by several public educators… the objective of the project is to develop and implement augmented reality services related to the American Civil War in Pennsylvania, and to modify soon to be released tablet personal computers to allow the general public a chance to experience the applications. The project’s inception is planned to give ample development time in the run up to the Sesquicentennial of the Civil War, beginning in 2011. It is hoped that early support could generate interest in Maryland and Virginia.
We also propose to construct stationary devices patterned after the “pay binoculars” often found at scenic overlooks. These devices will offer a virtual geographic view from a few hundred yards above the user. Physically swiveling the viewer left and right changes the direction of the view in real time, just as swiveling up and down changes the view. The intuitive nature of the device is intended to invite “non-tech oriented” persons to try the experience, and learn more about AR and the Civil War. We propose that these binoculars be set up at locations across the region touched by fighting in the war. In order to give the user a sense of the historical connections between each location, a nearby screen will project realtime webcam images of people using the devices at other locations…”
Support the project by contributing via their Kickstarter campaign.
AR Tabletop Interface: Artificial Shadows Produce Interactive Tangible Objects.
“There are many worlds and many realities in our universe. When one reality, or one world-view is superimposed on another, it is inevitable that social, economic and cultural problems arise. Hierarchies of worlds are constructs of a bygone era. Ecologies of worlds should guide us in considering our future… We can begin by designing environments that can respond to physical, environmental, or social needs. Not only the needs of human beings, but also of the organisms and elements with whom we share the Biosphere.” – fo.am
Rezzing occurs in the space in-between worlds. Rezzing happens in the moment we switch from one reality to another: where the structure of synthetic worlds is unveiled. We see these spaces appear gradually – textures, alpha channels and audio appear in layers. Forms start as simple grey patterns that morph and evolve via emergent detail. These patterns resolve as final forms that adhere to in-game physics and flop into “place”.
When I begin rezzing – and am between avatars – my body disappears. Then, the simple basic shape beneath is exposed with pitch black skin and bizarre proportions. Finally, my body parts materialise.
I stand naked: staring ahead as my clothes begin to appear, one piece at a time. As the textures of my skin are downloaded, my blurry body is redrawn in photorealistic detail. In Second Life, Linden Labs has added a feature where rezzing avatars are surrounded by a cloud whilst forming. This cloud presumably covers the moments of nakedness while an avatar’s clothes are appearing and bare pixel genitalia are exposed.
There is no geophysical equivalent to the act of rezzing. The closest phenomenon is the act of awakening from – or falling into – dreams. When an object or avatar is rezzed in a synthetic environment, its data representation is downloaded from the database into the local client. On screen, a visual “something” is created from synthetic “nothing” – an ontological novelty out of the pure void. This act reveals a flaw in the materiality and persistence of these worlds or a type of virtual ontology similar to Deleuze’s Spinozan plenty without void.
After encountering the whooshing sound that indicates teleporting, I am dropped into an incomplete world. Often during this phase, my avatar manifests in a falling animation. First, all is sky and water which faithfully glistens with the sun (according to environment settings). Then, distant objects appear. In complex areas this can take minutes as particle scripts initialise and begin to swirl and glow before the details of architecture appear.
555 KUBIK | facade projection |
During the rezzing process, as a user’s body begins to form they step into a swirl of affect. This affect may induce feelings of identification with the avatar or a revulsion from it. This emotional polarisation may produce a sense of pleasure in seeing or a sense of disjunctive discomfort. The activity of the database creates its own unreproducable order dependant on the speed of the bytes transferred. Hair or pants/skirt may take minutes to download, with the avatar blinking into space with a bald head or exposed thong in the meantime. At this juncture, the avatar hover-stands in an unfolding environment and waits for the expected transactions of the “normal” synthetic world to begin.
How do we come to understand the resonances, affects and effects of rezzing into synthetic environments? With augmented reality making headline news, can we think of other ways of entering other realities which are not limited to visual modes? What about pain? Sound? Smell? Can Mixed Reality Performances be used to develop and explore these methods of realityshifting? If we can think of ways of finding spaces between realities, then can we think of the space between realities as similar to the space between genders and sexualities? Could entering a space between realities free us of certain rules, be a strategy of liberation and transformation? Part 2 will explore these questions.
