Category Archives: augmented reality


Permalink to Warren Ellis/D’Israeli comic about augmented reality with secret UV backstory

Warren Ellis/D’Israeli comic about augmented reality with secret UV backstory

I have been an avid collector and lover of comic books since I was a kid. My interest in and exploration of augmented reality is fairly current; but when I saw that London-based design firm BERG has teamed up with Warren Ellis and Matt “D’Isreali” Brooker to create an augmented reality comic book, my childhood obsession came flooding back with new-found excitement.

According to BoingBoing.net “Warren Ellis, Matt “D’Israeli” Brooker and the London design firm BERG have all teamed up to release a marvellous and scary comic called SVK. SVK is an exploration of some of the terrifying possibilities of ubiquitous augmented reality in comic form, the story of a disgraced spy who is tasked with recovering a top-secret package lost by a military contractor. Throughout the comic, a second story is revealed in ultraviolet light, visible with the accompanying skinny, wallet-sized UV flashlight (it also works on the joke ads and the real ones). Interspersed with learned essays on comics as an art form (William Gibson), augmented reality (Jamais Cascio) and the history of novelty comics (Paul Gravett), SVK is more than a story, more than a design provocation and more than a warning about the unchecked future of technology in the hands of the military-industrial complex.”

BERG have published the comic themselves, and are selling it in a sweet package with the required UV torch for £10, plus £3 shipping (UK — £8 elsewhere).

“Comics break the rules of storytelling, invent new ones, and break them again – more often than almost any other medium. This graphic novella is about looking – an investigation into perception, storytelling and optical experimentation that inherits some of the curiosities behind the previous work of BERG.

Litho printed on 115gsm silk paper in tones of black and blue, SVK uses a third ink invisible without the SVK object. The object is a UV light source which unlocks hidden layers woven throughout the comic book. Reading SVK becomes a unique and strange experience as you see the story unfold through the eyes of Thomas Woodwind.

First and foremost SVK is a modern detective story, one that Ellis describes as “Franz Kafka’s Bourne Identity”.

It’s a story about cities, technology and surveillance, mixed with human themes of the power, corruption and lies that lurk in the data-smog of our near-future.”

Augmented Reality Comic Book

Buy SVK

SVK photos and scans

Information provided by BoingBoing


Permalink to Intel uses Lego as input device at CES 2011

Intel uses Lego as input device at CES 2011

In a follow up to my post yesterday on a Lego molding machine made of Lego, and a post I did over a year ago on using the human body as an input device, I bring you one of Intel‘s latest innovations from CES 2011 exploring alternative input devices. In the case of this video, they are using Lego creations and projected imagery to set the stage.

While the interaction appears elementary, the computing power behind this set up is pretty amazing. The setup requires 3D object recognition, gesture recognition and graphical interfaces running in real-time. This is huge step for more sophisticated augmented reality experiences.

Video courtesy of Mashable’s YouTube Channel


Permalink to How Playing Video Games Landed Me a Job at MIT – Part 1

How Playing Video Games Landed Me a Job at MIT – Part 1

A MIxed Reality Conference at MIT in Second Life

A MIxed Reality Conference at MIT in Second Life

When you are an eleven-year-old boy playing countless hours of Super Mario Bros., Mortal Kombat and Final Fantasy, you probably don’t think much about how you are preparing yourself for a future career. The fact is, as a moderate video game addict myself, I rarely gave it any thought.

Fast-forward to 4 years ago when I was finishing up what would be my first of two Masters degrees in Digital and Media Art and I found myself looking for employment. Over the course of my two years as an M.A. candidate in Emerson College’s Visual and Media Arts graduate program I dove in feet first into computer animation and eventually Virtual Worlds, unaware of the benefits it would afford me.

I came from a pretty traditional Fine Arts background. My undergraduate education was spent exploring the boundaries of charcoal on paper. Taking the leap into the sterile world of digital media was awkward at best. I began with some harmless “new media” courses that taught what I now refer to as the unholy trinity of new media; Photoshop, Flash and Dreamweaver. Please note that it is not my intention to speak ill of these three pieces of software, I personally use the Adobe Creative Suite on a daily basis. My criticism is more directed towards the perception that those three software applications somehow encompass all of what new media is or was. I shall save further gripes for another post.

University of Queensland Virtual Classroom Annex

University of Queensland Virtual Classroom Building

I moved on quickly to Computer Animation and the dreaded Maya. It was in my second semester of Computer Animation that I was introduced to this crazy new “game” called Second Life. “It’s a world where there are no rules and you can fly” I used to tell people.

What I would realize later on is just how superficial that perception really was. Not only was Second Life a world where you could dress up as a furry elephant or some Shakesperian half man half goat hybrid, you could break free from geospecific discourse and interact with people regardless of location. All of the sudden you could be having a meeting on top of a skyscraper with a colleague in Berlin without leaving your office. I became so engrossed in building, coding and interacting in Second Life that the perception of it as merely a game became my mission to dispel.

By my final semester at Emerson, I was overseeing an interdepartmental effort to build out Emerson’s own virtual campus. We hosted virtual symposia, classes and team meetings on Emerson Island. We brought in scholars, academics and business professionals from all around the world to discuss the merits of Virtual Worlds in education, distance collaboration and commerce. Not bad for a kid whose parents begged him to put down his Sega Genesis controller at dinnertime.

It was at one of these events that I met the man who would end up giving me my first job.


Permalink to I smell a rat

I smell a rat

Virta Flaneurazine Virta Rat

The Virta-Rat, the manifestation of the VF drug patients in the Virtual World, has broken into our world. I discovered this Virta-Rat near the Boylston T stop at Emerson College. See more at the Virta-Flaneurazine blog!

Virta-Flaneurazine is an artists collective and pharmaceutical start-up, working on the development of a potent programmable mood-changing drug for online virtual worlds and other social networks.


Permalink to Toxic Waste augmentation

Toxic Waste augmentation

Photos taken from my iPhone of the Toxic Waste augmentation and Border Memorial Projects. Craig Freeman and I spent an hour in the Boston Common today with the placed models.

Layar Augmented Reality

Layar Border Memorial Augmented Reality

Layar Border Memorial Augmented Reality

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