HERLANDER ALVES ELIAS
JOÃO DESSAIN SARAIVA
University of Beira Interior, Covilhã
[email protected]
[email protected]
Augmented Reality
Inside VR-games
vol 9 / Dic.2013 209-228 pp Recibido: 01-11-2013 - revisado 15-11-2013 - aceptado: 25-11-2013
© Copyright 2012: Servicio de Publicaciones de la Universidad de Murcia. Murcia (España)
ISSN edición impresa: 1889-979X. ISSN edición web (htp://revistas.um.es/api): 1989-8452
Augmented Reality Inside Videogames
Herlander Alves Elias & João Dessain Saraiva
AUGMENTED REALITY INSIDE VIDEOGAMES
ABSTRACT
The new media environment brings digital data to real life through augmented reality technologies
giving users a new vision, where the binary world interacts directly with the real one. A new age
is upon us with challenges, doubts and mainly new ideas that start to take shape. One of these
is whether or not McLuhan’s theory of a medium integraing another is sill a working paradigm
should we tesify that augmented reality elements appear inside videogames. This aricle is
composed by an analysis of the third stage of the web and how it expands with augmented
reality, the origins and concepts of interface design and how entertainment can be a sandbox
of new ideas ending with a chapter on the electric environment of hybrid media, augmentaion
categories and Rancière’s theories over the emancipated spectator.
This issue culminates in an object analysis regarding augmented reality inside VR-games, where
a videogame analysis is carried out, being followed by a review on the top four best devices.
The whole data gathered provides us the framework to analyse McLuhan’s theory regarding
how virtual technologies’ future might be when it comes to virtual outputs inside other virtual
media.
Keywords
Virtual reality, augmented, videogame, sci-i, interface, hardware, spectator, web 3.
RESUMEN
El nuevo entorno de los medios de comunicación aporta datos digitales a la vida real mediante
tecnologías de realidad aumentada, lo que proporciona a los usuarios una nueva visión en la
que el mundo binario interactúa directamente con el real. Una nueva era está llegando: con
desaíos, con dudas y principalmente con ideas nuevas que empiezan a tomar forma. Una de
ellas es si la teoría de McLuhan de un medio integrando a otro sigue siendo un paradigma
viable, como vemos en los elementos de realidad aumentada que aparecen dentro de los
videojuegos. Este arículo está compuesto de un análisis de la tercera etapa de la web y esta se
expande con la realidad aumentada; los orígenes y los conceptos de diseño de interfaz y como
el entretenimiento puede ser un entorno de pruebas para las nuevas ideas. Sigue un capítulo
sobre el ambiente eléctrico de los medios híbridos, las categorías de aumentación y las teorías
de Rancière sobre el espectador emancipado.
El tema culmina en un análisis de la realidad aumentada en el interior de VR-juegos, donde
se hace un análisis de videojuegos y es seguido por un comentario sobre los cuatro mejores
disposiivos. Todos los datos recogidos nos proporcionaron el marco de trabajo para analizar la
teoría de McLuhan sobre cómo podría ser el futuro de las tecnologías virtuales cuando se trata
de producciones virtuales dentro de otros medios virtuales.
Palabras Clave
Realidad virtual, aumentada, videojuego, ciencia icción, interface, hardware, espectador, web 3.
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INTRODUCTION & PROBLEM
In this day and age, AR (Augmented Reality), a new media form, is not only acknowledged, but
trendy as well. It has captured the imaginaion of game developers, arists, technicians and
users who are thus rendered enthusiasts. The issue in this paper is how McLuhan’s idea of a
medium integraing another medium is sill a working paradigm, as AR is also appearing inside
VR-games, which stand for videogames as the mainstream version of VR (Virtual Reality), for
instance. Due to the evoluion of social media, Web 3.0 concepts are becoming more real,
and following the same pursuit of the audiences as previous media systems. Right now there
is more hardware, smart gear, next-generaion game consoles, iAccessories and iDevices
simulaing connecivity and cloud compuing than before.
This is deinitely a new age. Images and data are more intrusive than ever, and if there is a
context truly expanding that is that of digital world, in its audiovisual, sensorial, wireless, gridlike, data-structure form. In addiion to the informaion and entertainment dimension, now
“things” are also becoming cyberneically tagged. Cyberspace is in every “thing”. We should
recall that we did not go to live into the digital world. The digital world is overlaying the real
world with its tracking systems, labels, locks and bits. We are way beyond geography. This is
the age of a “coninuous geography in digital media” (Elias, 2013, p.156), as objects, hardware
and sotware are produced to belong to an ecosystem of machines. Hence it is possible to
speak of a “technopolia”, because we are being indulged by technology. As a result, the ofthe-grid world, or the “non-mediated world” became a lost place.
It seems like in the near future, AR will solve some user issues in data-interfacing, in case we
speak of cloud compuing, driving, itness, entertainment, guidance, or military applicaions;
not to menion arts and engineering. AR helps expanding data-interfacing with users. It is a
new space, yet augmented. Informaion appears on top of reality. As new fashion items like
Google Glass and iWatches are being released, the AR concept meets real proposiions. We
believe interface design is intertwined with science icion, not only working on compuing
devices or sotware design. A hybrid space is the by-product of the present trend, and
smartphones triggered the event since the launch of Blackberry Curve and Apple iPhones.
Unlike previous igures such as speakers, TV viewers, podcasters, VJs, gamers, photographers
and directors, the people who use now the new mobile media, entertainment plaforms
and gaming accessories, are emancipaing themselves from the then-already engaging TV
culture of the 1960s. They are way ahead of video culture formats. In theory, AR brings
new forms of interfacing with data, because the opical relaion is diferent, but in reality
it is sill either sotware or hardware-dependent. The interesing part is that in VR-games,
where narraive, moion-controller gamepads and high-deiniion graphics collide, there
are AR models being displayed, as a suggesion for interface design to be released for the
average consumer products. This is why this aricle is enitled “Augmented Reality Inside VRgames”, because due to the ambiguous, and at the same ime progressive nature of images,
there is sill something at play between the visible and the invisible, as virtualiies generate
augmentaions.
Augmented Reality Inside Videogames
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Herlander Alves Elias & João Dessain Saraiva
WEB 3
The Web in its third stage works mostly in the form of voice interfaces, sensors in every object of
everyday life, geomedia, and also, in AR. So, in Web 3.0, the current stage of the Web, augmented
realiies are a possibility. Much as VR was a brand, a system of ideas, a technological trend and a
marriage between hardware and sotware in the 1990s, Augmented Reality performs something
in the same highlight since the irst decade of the 21st century. Yet, now it is geing more
obvious how easily, bold and fun it could be for any user or enthusiast.
Before Augmented Reality the trend was for all things to migrate at least in the form of data onto
Virtual Reality’s environments. On today’s augmented environments, digital overlays of informaion
are showing up in reality; not otherwise. Daniel Boorsin speaks of a “graphic revoluion”, as
photography and other iconographies established a massive intrusion of imagery on the symbolic
environment: photos, lyers, drawings, and ads were just part of the equaion (in Postman, 1994,
p.66). But right now we’re beyond that move. Mass media were upgraded. The digital world
expanded, and instead of being just another tool, it became an environment. So reality is being
overlaid with digital tags, labels from the age of the Web of things. In the near future it will be
weird to ind oline things much like inding oline people; anything of the grid, ulimately.
According to this Web 3.0 context, one has to noice, as Gibson did, how a certain “postgeographical feeling” (in Neale, 2000, secion 1:5 Television) emerges from today’s always
online and constant global linkage. Back in 1994, Postman sees it coming up too: “Informaion
became a way of trash” (Postman, p.67, our translaion). For the author, we are witnessing
“Technopolia”, which, in his regard, is a mental state, a stage of culture whenever culture is
indulged by technology itself (Idem, Ibidem, p.69). Following this, all we have is a world hard
to unplug from digital language, inclusive interfaces, augmented realiies, and a constant
mediaion of media is embracing us in a technopoliical model. As a result, digital environments
are overgrowing so much that they manage to expand inside themselves.
As the mediated world grows more and more,
“The ‘Non-Mediated World’ has become a lost country. And I think that, in some very real
way, it’s a country that we cannot ind our way back to. The mediated world is now THE
WORLD. We are that which perceives a mediated realit” (Gibson in Neale, 2000, secion
1:7 Mediated World, our translaion).
These are concerns we share and this worldview is by no means not true. How did it all begin?
Well, Web 1 introduced us the entanglement of Connected Pages, through the author’s
hyperlinks and thus we got used to the Search Layer. Ater such moment, Web 2 came up. It’s
also mistaken as being the phase of Social Networks. Nothing increases more in this stage as
control does. Friends react to brands, for instance, and nobody is locked out of the Social Layer.
But Web 3 is something new. It’s a Web of Data, where interacion with brands occurs because
Semanic Agents are looking for all forms of contents and data, iltering issues and avoiding
ambiguiies (Huybrechts, 2011, p.2).
Not only are we speaking of the future, but we are speaking of the present as well. It looks
futurisic, either way. We were told that the “future” would be when everything would follow in
a “web-based environment” (Dennis, DeFleur, 2010, p.ix), and this moment includes the “next
big thing” and a yet unimagined media landscape, (Idem, Ibidem). The quesion is that we are
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already living this present-future, so science icion does not need to anicipate any form of
interface design or “imaginary narraive space” (Gibson in Neale, 2000, secção 2.7: Wriing),
since we are already «interfacing» with AR. And it keeps expanding, through interacion design.
2
INTERFACE DESIGN
“Futurity” (Gibson, 2012, p.8) used to be the word for describing things yet to come. AR’s
interface elements, “input” and “output” discussions, are not solely for technicians or arists
now. The growing ields of informaion design and interacion design have shared, so far, the
taste for “futurism”. One thing is sure, regardless of what the future holds for us, it sure saves
a place for design and creaivity, as challenges will be new and bigger. We are told by Shedrof
& Noessel that “Design and science icion do much the same thing. Sci-i uses characters in
stories to describe a possible future. Similarly, the design process uses personas in scenarios
to describe a possible interface. They’re both icion” (2012, p.vi). We may disagree with the
argument, but not with the relaion. Design and science icion are connected, especially in
organising new forms of presening informaion today. The quesion is that we are already living
in “that” ime.
It is true that interfaces, especially the ones featured in ilm and videogames, are “sci-i interfaces”.
Regular people don’t have access to them. However, as Shedrof & Noessel may noice, these
“Sci-i interfaces help create a reality that is coherent, and makes sense for audiences. In this
way, audiences are a class of users” (2012, p.310). A new perspecive is at stake here. Since
interfaces, especially those of AR, are part of the human/digital world interacion, and are a
complex system of elements, we have to deine them as being “(...) all parts of a thing that
enable its use” (Idem, Ibidem, 3).
What we did not account for was that AR interfaces managed to appear, step by step, in the
average user world (outside the screens) and also in the average gamer and ilm worlds (inside
the screens). Somehow, like the exising tension between the spectator and the spectacle, we
now have a new problem which solves the issue Rancière stands out as the separaion of the
“stage” and the “auditorium” as something to be transcended (2009, p.15). Surprisingly, the
new smartphones and smart gear trends are set to break any boundaries let on the hybrid
sphere of mobile media. And so new grounds appear for AR to expand.
AR is not popping out of nowhere. Computers were plugged to telephones. Then Internet went
global. Social media invested on over-connecion. Smartphones outselling notebooks, laptops,
convenional phones and desktop computers, made them to be the device of choice, the
default device for digital media access. Recent product releases, such as Samsung’s Galaxy Gear
smartwatch are able to implement another trend of the 1990s: “wearable compuing”. Today
we are calling it “smart clothes” and “smart gear”.
Should we take into account the Google Report on “The New Muli-Screen World: Understanding
Cross-Plaform Consumer Behavior,” and we will understand how smartphones, tablets and the
muli-gear user of today are interacing with the digital world much like as a fully-equipped
soldier links up to the military grid. As it is menioned in the research, “Smartphones are the
backbone of our daily media interacions. They have the highest number of user interacions
per day and serve as the most common staring point for aciviies across muliple screens”
(Google, 2012, p.3).
Augmented Reality Inside Videogames
Herlander Alves Elias & João Dessain Saraiva
We have no doubts regarding this informaion. The issue is that the study highlights how “90%
of all media interacions are all screen-based” (Idem, Ibidem, 8), meaning we are sill screendependent. Or perhaps we should restate it as being muli-screen-dependent. Another keyinding is that “Context drives device choice. Today, consumers own muliple devices and move
seamlessly between them throughout the day” (Idem, Ibidem, p.11). And this is a typical Web 3
efect. Users are surrounded by hardware and all-day-long connecions to informaion. One of
the suggesions of sci-i interfaces, as seen in videogames and ilms, is that users will access their
data through a single smart device triggering links to huge amounts of data clusters.
So far, “Computers keep us producive and informed” (Idem, Ibidem, p.12), which means that
the desktop computer for the average user is but a form of keeping up to date. The computer
is a tool for research, producion and task-oriented duies. When it comes to smartphones,
rules change. Not only they keep us connected, they occupy 38% of daily interacions. It is
esimated that 40% of interacions occur out of home and as well as 60% of them at home. So
smartphones are perfect for 54% communicaion and 33% of entertainment. All this data comes
from the same study conducted by Google (Ibidem, .13). Unil this point, nothing menions sci-i
interfaces or AR. The informaion provided by the study describes how tablets are also working
out a slice of the market’s atenion span. So, “tablets are for 9% of all media interacions”
(Idem, Ibidem, p.14). It is an improvement. Yes, it is.
By connecing the dots between what science icion proposes, what studies as Google’s show
us, and considering the release of Samsung Galaxy Gear, and even the advent of the Google
Glass project (amidst other hardware we have tested) we may have a glimpse of what AR will
look like in the future. For sure, AR will look at least as powerful and aestheic, and trendy and
fashionable, as we have seen in videogames such as Tom Clancy’s Ghost Recon Future Soldier
(2012), Syndicate (2012), Heavy Rain (Quanic Dream, 2010), and more recently, Tom Clancy’s
The Division (2013). These games present paradigms to thought of future human-computer
interacions, since they introduce us to a real world modiied by expanding AR interfaces, smart
arifacts, grids. Consequently, the users are mostly emancipated subjects.
3
THE ELECTRIC ENVIRONMENT AND THE EMANCIPATED SPECTATOR
We have Rancière (2009, p.49) speaking of a “new topography of the possible”. That is exactly
the aim of AR. It’s about new space, or “dataspace” over real space. But nothing of this would
exist deprived of electricity, of course.
Back in 1960s, Marshal McLuhan pioneered several concepts and paradigms as for media would
be understood as being extensions from ourselves. One of McLuhan’s most evocaive deiniions
is that of an “electric environment”. He could not tell how computer, electronics and the Internet
would turn out to be, so he explains how media could work by applying a system of diferent
deiniions (higher and lower, cool or hot). In return, he describes all things electric as being
the beginning of something big. He lacked the words, but by no means the spirit, in trying to
anicipate the world to come; our world — the Mediated world (for Gibson). McLuhan’s vision
considered the automobile, human-machine interacion, clothing, ciies, and so much more we
now idenify as parts of the backbone of the Internet of things (origins of cloud compuing,
digital media and AR).
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Something that in the 1960s was most present was the dichotomy of spectator vs mass media.
Thus, one may understand in which waters Mcluhan’s “forecasts” were seing sail, triggering new
paths to unfold. Sill today, authors such as Jacques Rancière, enjoy discussing our relaionship
with the “spectacle”, the model of viewers vs paricipants. He airms that we need a theater
where the opical relaion—implied in the word ‘theatron’ — would be revoluionary. For him,
“What is required is a theatre without spectators, where those in atendance learn from as
opposed to being seduced by images; where they become acive paricipants as opposed to
passive voyeurs” (2009, p.4).
Though the problem is not just about our opical relaion, it is about power and such opical
relaion. Rancière coninues, saying we don›t need:
“(...) a theatre played out in front of empty seats, but the theatre where the passive
opical relaionship (...) is subjected to a diferent relaionship — that implied by another
word, one which refers to what is produced on the stage: ‘drama’. Drama means acio”
(2009, p.3).
As much as Rancière›s «ight» seems to be global issues, philosophy, and let-wing poliical
discourse on emancipaion, what takes us to his statement is the evocaive power of his words.
Here the author calls for acion, emancipaion on the global scene, declining passive state in the
name of acion, paricipaion and collecive performance. We also noice how he labels media
[in our point of view] as «prisons of images». What is in quesion here is the concept of theater,
as context for «seeing», viewing, not as a passive element, but as a node of acion. For Rancière,
theater is not a spectacle, it is vision and acion, emancipated existence, expanded existence.
In order to best understand Rancière›s framework for an «emancipated spectator», one has
to remember what McLuhan said about the so-called «electric environment» in 1964. So far,
both authors, in diferent generaions, and epochs, criicize media. They criicize, they see it,
but media remain developing persuasion and control. What did not exist before was the ability
of viewers, spectators or audiences, to control images in these “prisons of images”. At least for
now, there is a diference. Mass media are not reality. And whatever futurisic media landscape
is unfolding now, it is something “augmented”, as a mcluhanesque media extension of man.
In other words, despite criicism, in present ime, more than ever, we are the “emancipated
spectator”, because videogames, social media and AR have helped to change the world. And
each of these items has produced a fast revoluion in the recent past.
When it comes to speaking of this environment, “electric” in McLuhan’s lexic, we know, as he
did, that “(...) in operaional and pracical fact, the medium is the message” (1994, p.7). This
means that regardless of the media type at stake, the medium always imprints its code on the
content, therefore formaing it as itself. It is as if the medium would funcion as a virus. That is
why the real issue is always the medium rather than the content.
McLuhan observed how some media are emerging from other media. It is a never-ending loop.
Like he says, “The efect of the medium is made strong and intense just because it is given
another medium as ‘content’” (1994, p.18). Due to this, we have the situaion we are examining
in this aricle: Augmented Reality inside VR-Games [Technically it is not true VR, but videogames
instead, though there is a virtual engine performing similarly]. The videogames we were able to
Augmented Reality Inside Videogames
Herlander Alves Elias & João Dessain Saraiva
test for the accomplishment of this aricle are portraying Augmented Reality interfacing scenes
in their plots and mîse-en- scène. Again, we have a mcluhanesque loop here. Videogames are
inside the TV set [now a “screen”], which is turned on by the electric environment. And inside
these videogames the story has AR. Ulimately it is all VR-gaming, but since Google Glass and
other sci-i interfaces are not yet available for the masses, we may observe AR inside VR-games
as a model of things to come, like Hollywood works: introducing models. Audiences are users,
so they keep absorbing, should we follow previous studies’ ideas.
Let’s summarize the key-issues, we have paricipaion, massive gaming, electronic entertainment,
audiences of users, digital media and, of course, “vivid interacion” [beyond the one menioned
once by McLuhan (1994, p.348)]. The only reason why this AR worlds are moving it is because
programmers built the code and the graphics with “reality engines” (Manovich, 2001, p.183).
Besides, more and more people are connecing online, and during more ime, and with muliple
screens, as Google reports depict. If there is any thing remaining the same, since science icion
literature, media criique, interface design, and technology producion are renewing, it is “space”.
The more evolved the medium, the more “real” the “space” they present it is. It happened with
TV, videogames, VR, and now with AR. Let’s not forget that “for the irst ime, space becomes
a media type” (Manovich, 2001, p.251). This is deinitely noiceable in the objects we have
analysed.
Like Manovich’s terms were not enough, we have AR truly being introduced in the market slowly
with new iDevices and Smart Gear. But is it in fact AR? “Augmented Reality (AR) is technology that
augments a user’s percepion of the real world, with useful, addiional informaion” (Shedrof,
Noessel, 2012, p.158); meaning that augmentaion, expansion, extension and connecion are
more than fancy words. And let’s not forget that user’s don’t manage to just step into digital
worlds. Actually what we have is digital worlds stepping out of screens. McLuhan used to say
that “We return to the inclusive form of the icon” (1994, p.12). The power of the image, the
driving force of the theatron is sill unsurpassable. Only screens muliplied. When it comes to
the informaion AR displays, the augmented mode means “the informaion should ‘overlay’
reality” (Shedrof, Noessel, 2012, p.159).
Unlike Virtual Reality, AR does not atempt to replace the user’s perceived world by hardware
and sotware combinaion of means. If VR had limits, AR deies them. Data is overlaid, objects
acquire tags, real world speaks digital world. There is a blending procedure. So far, there are
“four categories of augmentaion: sensor display, locaion awareness, context awareness, and
goal awareness” (Shedrof, Noessel, 2012, p.159). Beyond these four categories, a translucid
vision is achieved.
4
OBJECT ANALYSIS
4.1 Sotware: AR Inside VR-Games
More recently, despite the AR interfaces not being focused on typography and easy reading data,
we found the contrary. Even in videogames like Heavy Rain, there is data labelled as infographics
while the main character, a detecive oicer, uses ARI (Augmented Reality Interface) (see Fig.9)
to transform an ugly and opaque police oice into a 360 augmented world (see Fig.1). Here we
have sensor display, locaion awareness and context awareness (see Fig.2).
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Figure 1. Heavy Rain - The Augmented Oice
Figure 2. Heavy Rain - The Interface
In Tom Clancy’s Ghost Recon Future Soldier, it happens that the future soldiers are capable of
looking at the sky and see arrow signs and typographic labels (see Fig.3) displaying instrucions
regarding mission goals, bearings and geographics. Here we idenify sensor display, locaion
awareness, and goal awareness. While the irst case recreates AR, the second builds a sort of a
“screen-sphere” overlaying everyone on the scenario.
In Tom Clancy’s The Division (2013), the player controls a military agent in New York which
manages an AR smartwatch to display data, maps and staisics about the mission on course.
Like a real world AR device, the player overlays geodata and detailed info on the real world
(stunning Hi-deiniion graphics). Again we noice sensor display, locaion awareness, and goal
awareness. Perhaps here we should recall these arguments of Rancière: “The image is not the
duplicate of a thing. It is a complex set of relaions between the visible and the invisible (...)”
(2009, p.93). Game worlds are also not duplicaing, they are becoming originals. And these
relaions between visible and invisible are already on them, at last as a theme.
In the 1980s, the movie Tron was way ahead of its ime. The book novel version of Tron (the
moion picture) introduces characters depicing “a recilineal landscape, incandescent, lit by
electricity, [which] was casing its rectangles and edges onto the sky” (Lisberger & Daley, 1982,
p.21, Translaion is ours). When we look to Tom Clancy’s The Division’s model of AR (see Fig.4)
we are seeing the world of Tron being assimilated by our real world, and in its turn, the real
world being assimilated by the game world. Except that it is not looking like a game anymore. It
is a parallel world for many of us, augmented ones.
Maybe what we are witnessing here is a return to the huning age, and at the same ime a
return to the “pedestrian scale”, as McLuhan would say (1994, p.2). We would rather label the
phenomenon as a quesion of “subjecive cyberspace” (Elias, 2009), since the common factor
Figure 3. Tom Clancy’s Ghost Recon Future Soldier
Figure 4. Tom Clancy’s The Division
Augmented Reality Inside Videogames
Herlander Alves Elias & João Dessain Saraiva
Figure 5. Tom Clancy’s The Division
we ind in games, especially shooters, is the immersive, irst person point of view, enabling the
genre First Person Shooter. Games as Tom Clancy’s The Division (see Fig.5) are displaying a third
person character, as we may see the most of the persona, but aiming and focusing require a
subjecive point of view. What we idenify too here is what Lipovetsky & Serroy enitle as “a
screen-like vision of the world” (2007, p.29, Translaion is ours).
On another videogame, a reboot of an older version, Syndicate (2012), the cuing-edge graphics
are groundbreaking, much of the story is introduced to us, user-players, in the early moments:
2032.
The world populaion swells into 15 billion. 5% percent are chiped and linked to their
preferred corporaion. The rest is digitally locked out, out of sight and out of mind.
Industrial espionage reaches unparallel heights. Covert agents are mobilized to protect
and serve their interests. You are one of the chosen and few, an agent.
The science icion context of Syndicate is its higher value, altogether with the proposed
AR interfaces. The world dominated by skyscraper corporaions, military technology and
cyberneics, places the user-player in the acion context of Syndicate. Mission-oriented goals
lead the character along impressive scenarios in which deadly force is presented, and answered
by us, in a bold and high-tech manner. By using the dartchip interface (see Fig.6) to train in
simulaions, as well as to manipulate enemy soldiers and objects, the user controls an agent of
a syndicate, whose goal is to win by “whatever it takes” moto. The AR interface is relying on
wireframe wires (see Fig.7), glowing characters and any object on the screen having a geotag we
Figure 6 & 7. Syndicate
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can see thanks to the dartchip. Whenever the player needs to train a task or a chip-implanted
skill, he enables the dartspace. As good example of the concepts we are working here, sensor
display, locaion awareness, context awareness, and goal awareness are crucial.
By playing the world of Syndicate, we understand how Rancière makes sense, because he states
that «faced with the hyper-theatre that wants to transform representaion into presence and
passivity into acivity” (2009, p.22), we may have condiions to rise an emancipated spectator
(see Fig.8). We could aggree no more. But by going back to McLuhan’s forecasing thoughts
we make key-indings: “what emerges is a total ield of inclusive awareness” (1994, p.104).
This is exactly what happens in Heavy Rain (see Fig.9) and Tom Clancy’s Ghost Recon Future
Soldier, since both AR models presented are inclusive, surrounding, visionary, and look like sci-i
interfaces. We are not playing these games, we are respecively invesigaing a crime scene or
being deployed in a theatre of war. And also we are interfacing with AR.
Rancière›s idea of a «hyper-theatre» is quite interesing. Even when we examine ilms such
as Ironman (Jon Favreau, 2008) we see it in the scenes. The hero in the movie lies a smart
military exo-suit, which happens to have all data interfaced inside the helmet’s AR holographic
projecions. Game and ilm-world ideas are mistaken for one another here. In Robocop (Paul
Verhoeven, 1987), for example, as an injured police oicer is the subject of a cyborg medical
procedure, he happens to face reality aterwards through “video-subjecivity”. Programming
Commands, Interface Graphics and Target Icons are overlaid on his vision. Another major
example of AR is Minority Report (Steven Spielberg, 2002), a detecive story focused on an
innocent cop (John Anderton), being blamed for a crime he did not commit at the ime oicers
start the crackdown. The key moment is when John is commuing and AR ads are targeing
him directly, speaking to him with tailored messages; and also when he interfaces with geodata
related to any object acquired on the grid.
Many are the dialogues established between game worlds and ilm worlds. It is geing harder
and harder to mark a clear boundary between both of them. Science icion and avant-garde
arts seem to be the common ground here. The noion of “spectacle” is deinitely being recalled
too. One thing Rancière asks is: “what in fact is the essence of spectacle for Guy Debord? It is
exteriority. The spectacle is the reign of vision - and vision is exteriority (...)” (2009, p.6). We
are glad to accept that the noion of “exteriority” is a key-inding in AR situaions. Data overlaid
onto the real world and “subjecive cyberspace” demands outdoors. Yet the reign of vision is
Figure 8. Syndicate
Figure 9. Heavy Rain
Augmented Reality Inside Videogames
Herlander Alves Elias & João Dessain Saraiva
also consolidated by the way games, AR, Smart TV, videoculture, VR-Games, seem to have a
common ancestor: TV screen. Both the (TV) sets and the staion networks, and more recently
electronic gaming, have helped to improve the engagement with the (new) screen. Let’s see
what McLuhan said in the 1960s: “TV will not work as background. It engages you. You have to
be with it” (1994, 312) (see Fig.10). This is why we evolved over the 20th century from a “onescreen” situaion to an “all-screen” basis (Lipovetsky & Serroy, 2007, p.10).
In case we take a closer look to some of the science icion ilms released between 1986 and 2009,
we may achieve interesing conclusions. First, in movies such as Aliens (James Cameron, 1986),
AR interfaces are already displayed on spaceship cockpits and military goggles and helmets.
When Terminator 2 - Judgment Day (James Cameron, 1991) was launched, a key-feature of
terminators was the red vision model of overlaying data analysis on top of video-recordings
streamed straight from the real world, as we see in Robocop, but more sophisicated. In Predator
(John McTiernan, 1987), the original, huge, and alien monster released ater his shipwreck in
the jungle of tropical Earth is able to see, record and replay his version of coloured data of the
real world, as he seeks for prey and tokens and trophies. It seems that these imageries, in ilm,
like the videogame footage, in sotware, need something more to convince the “audiences of
users”: hardware to expand these concepts and to emancipate spectators all over the world.
Perhaps in the future, people will be capable of interacing with all informaion on a city space,
for example, like the main character of the video game Watchdogs (2014) does, by hacking the
Chicago city’s CTOS (City Operaing System), and so connecing to surveillance, databanks and
other urban, e-linked “things” (see Fig.11).
Figure 10. Tom Clancy’s Ghost Recon Future Soldier
Figure 11. Watchdogs
221
4.2 Hardware: Expanding
Sotware is the main stage for AR and VR-Gaming experiments but hardware is also becoming
a key-player alongside the digital plaform. Within the scope of this aricle, we examine the
hardware at our disposal, by following the four categories of augmentaion ideniied by Shedrof
& Noessel (2012, p.159), being “sensor display”, “locaion awareness”, “context awareness”,
and “goal awareness” the concepts to work with. Once we get on track with the authors’ work
we can acknowledge the devices’ limitaions. Shedrof & Noessel (2012, p.158), for example,
believe that AR is ied to reality, and so one cannot manipulate it in terms of scale, posiion or
state. Also, if we consider Manovich’s analysis of the equipment, it makes sense how in the new
media image the user acively goes into it (2001, p.183). Some AR elements displayed in VRgames were so capivaing that it seemed as if words, images, narraives and performances could
actually change the world, as Rancière says so (2009, p.23) in other contexts. A ine example
lies in the ilm Star Trek: Into Darkness (JJ Abrams, 2013) on the space-jump sequence where AR
tags and circuit lines guide the hero’s stunts (see Fig.12 and 13) aiding him in achieving his goal.
As previously denoted, videogames and science icion can be a birthplace for incoming
technologies and since this aricle focuses on Augmented Reality inside VR-Games we have to
talk about an HMD (Head Mounted Displays) called Oculus Rit. It made its debut at Kickstarter
website to raise funds for the irst prototypes (and currently has John Carmack, creator of the
Doom 3 videogame, working on the team as Chief Technology Oicer). The concept behind
Oculus Rit is best explained in the words of its founder, Palmer Lucky: “Our visual system is by
far the most powerful sense we have; it overrides prety much everything (...). I was looking for
something that made it actually feel like you were inside the game...” (Edge, 2013b, p.75).
Figure 12 & 13. Star Trek Into Darkness
Oculus Rit features a ield of vision of 110 degrees, a stereoscopic view of the world and traces
our head movements. All of this is in a light-weight device, which the gamer tends to forget he’s
using. The HMD can be connected to a computer, giving the user the ability to enjoy available
demos or to create his own experiments; thus simulaing the four categories of augmentaion:
sensor display, locaion, context and goal awareness. This makes the Oculus Rit (see Fig.14) the
perfect staging area for future Augmented Reality soluions and interacive interfaces. Despite
this great features the product has its issues. Moion sickness efect has been reported by some
users; it happens whenever we are standing sill while sensing movement. Also, as menioned
by aricle’s authors from Edge magazine, “It’s prety clear that a keyboard and a mouse are not
going to be the most natural interface for VR” (2013b, p.79). Therefore we need an immersive
Augmented Reality Inside Videogames
Herlander Alves Elias & João Dessain Saraiva
Figure 14. Oculus Rit
device that has the ability to interact with the Virtual Reality world using the users’ body
movements providing them a “telepresence feeling”, as referred by Steuer (pp.73-93, 2003),
bridging the gaps between both real and digital worlds.
Directly related to the digital world are the smartphones as backbones of our daily media
interacions for some ime now. Hence it was only a mater of ime unil a handier AR-based
soluion began to be developed. Google’s eyeglasses (Glass) allow users to see digital data
overlaying real world by the form of visual items, enabling them to perceive reality throughout
a translucent vision. The previous denoted local and goal awareness concepts are a default in
Glass. Those are put to good use with Google Now and Maps apps, which respecively display
informaion according to the user’s locaion and provide direcions for a speciic desinaion.
Under the umbrella of the new media image, Google’s eyeglasses (see Fig.15) suggest a “realisic
representaion of a diferent reality”, should we recall the words of Manovich (2001, p.183). The
device interacion is possible via voice commands or touchpad, which is becoming a standard.
However, it might atract some undesired atenion. For instance, there’s the issue of the user’s
privacy being exploited; as soon as something is digiized, it can barely be considered as being
“private” again. As Ranciere once stated “words and images, stories and performances, can
change something of the world we live in” (op.cit.). Google’s Glass are a way to capture media
data, share it, and therefore change the world of those who use it and interact with the device
on a daily basis.
Figure 15. Google Glass
223
We have analysed a HMD and an AR device. Although vision can be considered as one of the
main senses, a true virtual experience cannot be achieved with no moion interacion. The direct
control of the digital world by the user is taking place with immersive technologies that now
have a key-role in the virtual world environment. The Leap moion (see Fig.16) tracker is a small
sensor device that detects the user’s ten ingers, allowing the manipulaion of virtual elements
with a 2 millimetres precision. We might remember this concept from the movie Minority
Report (Steven Spielberg, 2002) where the physical interacion with a futurisic interface is
achieved by using one’s hand movement. Despite this awesome idea, rumour has it that while
the sequences were being shot the actor who performed the interacion had to take several
breaks since the constant physical interacion was exhausing.
With a concept similar to Leap but within a diferent context, Microsot’s Kinect, is launched with
the new Xbox One game console bundle. It captures the user’s body movements, facial expressions,
heartbeat and even the direcion of the gaze. It embodies Manovich’s ideas and meets Minority
Report’s interface style. Surely users have never been so into media as they are nowadays.
These hardware reviews made us realize that Oculus Rit is a landmark in the videogame
industry. However, the devices’ acceptance by the public is sill uncertain. Nevertheless, we
believe it might change the way we perceive and interact with videogames. Also in the ield
of viewing experience, there’s Glass, which is a new paradigm in the hybrid sphere of mobile
media, boosing the interacion between distant people and giving geo-awareness a substanial
gain. Despite its main feature, it is important to remark that Glass might end the muliple
screen-dependency by placing digital elements in real space directly in front of the user’s eyes.
Ater these two immersive devices’ analysis we came to the conclusion that Leap is a device that
can be used during short periods of ime, being crucial that it comes embodied on the laptop to
avoid further wires, setups and accessories. This already happens on a laptop computer model.
Kinect’s (see Fig.17) goal is to physically leave gamers ired, whereas Leap allows a punctual
immersive interacion, thus bringing us to conclude that Leap might be regarded as the handy
soluion and Kinect as the full-body try-out experience.
Today we can pracically go into the media environment and enrich the world around us with
binary elements. What used to be relected only in VR-Games and VR experiments is taking
shape and enriching our daily interacions. Although the cinema or videogames’ “class of users”
can be eluded by a futurisic feature, the daily class needs pracical soluions. What could work
on the screen may not be useful in real life, therefore the success of any of the reviewed devices
will be decided by ime and the general criicism of the global consumer.
Figure 16. Leap
Figure 17. Microsot Kinect
Augmented Reality Inside Videogames
Herlander Alves Elias & João Dessain Saraiva
METHODOLOGY
In order to best organize research, our materials were split into theory, sotware and hardware.
By choosing theories, models and concepts from interface design, science icion, new media
theory, communicaion sciences and images? studies, we were able to view the object of analysis
(Augmented Reality) in a new way. The challenge was to examine all VR-Game items where AR is
featured and also today’s hardware for interface with AR, ranging from game consoles, moiondetecing accessories, and Web video. Beyond tradiional print media, electronic media, online
documents, games and sci-i cinema, documentary ilms and magazines were also selected for
informaion analysis. The current essay is the product of a closer inspecion on games, ilms,
hardware and digital media theory, so the highlight is precisely the connecion between object
analysis and theory.
RESULTS
When it comes to sotware, the videogames, apps and programs we have tested are enabling
us to conclude how progressive, suggesive and construcive entertainment is nowadays. The
imagery displayed in VR-Games makes us think about the future of interfaces, when it comes
to human-computer interacion. Like we have foreseen, having AR inside VR-Games looks like
a media loop, and it is so, yet there is something more to say about it. An interesing feature
presented in both videogames and science icion ilms, for instance, is the way AR will be
displayed as a sphere of data around the user. It is a suggesion, of course, but it makes us
wonder about the “screen-sphere” menioned by Lipovetsky & Serroy. We are also to idenify
as a result that hardware is by no means ahead of sotware, being merely Google Glass (see
Fig.14) the only project to seem to be truly futurisic. As far as AR is concerned, we may say that
AR shows up in VR-games like a new stage of image: that is to say, as a complex set of relaions
between the visible and the invisible.
Following a McLuhan’s idea, we see when we test AR in videogames, that it is as if some media
were emerging from other media. And again an idea from Manovich coninues the ground
paved by McLuhan, since he believes space became a media type. When players are interacing
with these new games they are introduced to the inclusive form of the icon, as data is overlaid
on their visual ield, defying VR’s old boundaries and TV culture’s heritage of the screen. As we
have said before, real world speaks digital world in both AR sotware and hardware.
CONCLUSION
Under the framework of the “expanded contexts,” we have chosen to work on the subject of
having AR inside VR. It is true that only now, due to the latest releases in hardware, smart gear,
AR, next-generaion videogame consoles, and smartphones, we may have the exact condiions
for VR, and the global market for it, as well. However, neither VR nor AR are very much developed.
Despite the more contemporary trend of AR, we sill don’t have the same interfaces as we see
in moion pictures or in videogames. The only catch is that the interacion design proposed by
entertainment in AR is more likely to become true than we could have imagined.
225
In theoreical terms, we have noiced that issues such as the intrusion of imagery on the
symbolic environment and the digital world expanded environment are becoming big concerns.
Details like digital tags, the post-geographical feeling of authors or the surrounding technopolia
or consumerism of media goods are something that captures our glance. In fact, culture is
indulged by technology since consumer electronics turned into fashion items. The atermath
of this culture is that we are heading towards an always-mediated world, and as Web 3 is
undoubtedly something new, as a Web of Data, in the near future authors will ind “interfacing”
with AR something logical, since it keeps expanding from current media.
In ilm we have inherited the engaging posiion, but the electric environment was further
developed and spectators met their paricipaion phase in videoculture, videogames, VR,
Internet, and all the screens of the post-computer era. Due to VR-games, the fact is that
the topography of the possible is clearer than ever. Some call it “dataspace”, others say it
is a “mediated-world” or a “dart-space”, though the concern is our opical relaion with the
contents. We are emancipaing ourselves from standing sill, from non-mobile screens, from
desktop Internet, from oice computers, all the prisons of imagery.
When it comes to AR, VR, VR-games, if the medium is [sill] the message, then in that case
perhaps we are already in a hyper-theatre. The inclusive awareness proposed by AR in
entertainment games and ilms is proppelled by exteriority. This is to say that, once in an
outdoor situaion, things that used to look like design or science icion, are now placing us in a
subjecive cyberspace. Whenever we are, and wherever we are, “We” are the same carriers of
media content, and we are augmented, sill inside previous media rules.
Augmented Reality’s hardware is sill in its irst average consumer days, it promises and parially
delivers interesing soluions now. It seems to us that an idea might look really good in the
blueprint or when it is turned into a simulation, but it needs to be adapted and mainly be useful
to the target audience that is going to purchase and use it.
Augmented Reality Inside Videogames
Herlander Alves Elias & João Dessain Saraiva
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