Nov 172008

Another selection of my items cross-posted from another of my original blogs, lamp watercooler.

The Ulitmate Mashup Launches – Sport, MMOG & Social Virtual World – 16 Oct 08

Football Superstars is the world’s first Virtual Football World. An entire online virtual world designed by football fans exclusively for football fans, where you can enjoy a massively multiplayer experience on your PC.

A service that I have been keeping an eye on because of it’s skill in combining passionate sporting fan behaviour with sticky gaming and persistent virtual worlds is Football Superstars. As well as the EA sports game type component there is the ubiquitous inworld micro-economy, buying virtual sporting goods ala Second Life and it has enormous potential for advergaming, cross branding, sponsorship and of course cross-reality (real footy alongside virtual – and combined leader boards etc:). I was one of the ones on the beta group and a few days after launch, there are 3000 registering every day with 100 000 already using it. This has been in the planning stages for 4 years and the team of 80 developers are about to make a big splash methinks! From the UK Telegraph

Football Superstars is a cross between Second Life, the virtual world game, and traditional football games such as Championship Manager and the Fifa football series.

Players can download the game and develop their football skills before participating in full 11-a-side games and, if they become sufficiently skilled, being picked for representative games and eventually international tournaments.

Off the pitch, players will be able to socialise and spend their wages in a virtual world of restaurants, bars, clubs and shops.

The Nottingham-based startup, has invested more than £5m over two years in creating Football Superstars with a team of 80 programmers.

Although the game is free to play, players will also be encouraged to spend real money on virtual clothes, boots and cars.

All the players on the pitch will be controlled by real players and they will be able to call to one another in real time using headsets and using 3D sound technology.

An unlimited number will be able to play at any one time.

The game will be another addition to the profitable Massively Multiplayer Online Games (MMOG) market. World of Warcraft, a fantasy virtual game, is the most popular and has almost 11 million paying players worldwide.

More than 100,000 people have registered and the company yesterday claimed that new registrations were running at more than 3,000 a day.

Games such as FIFA 09, produced by Electronic Arts, have recently introduced online elements that allow players on opposite sides of the world to compete against one another.

iPhone as Serious Musical Instrument? – 7 Nov 2008

There have been a few iPhone apps that suggest where things are heading, not necessarily with the iPhone as musical instrument (it is still a small toy) but with musical instruments of the future. The multi touch, inertia driven interface at larger scale is going to be very interesting as well as the proximity and connected element to those around you. I have been using toys like the realistic guitar and various drum machines and percussion effects for over a year now, but do like the new crop of instruments such as the free uFlute and the Ocarina from Smule. The video below shows the ocarina being used in ensemble mode, I am still learning the key combinations to get a decent range on it, but it is starting to feel, musical! Back to my ‘non virtual’ harp, soprano sax, guitars, aftertouch keyboard midi controllers, clarinet etc: yes the real ones!

I must say though one of the fantastic features of Ocarina though is the global view ‘lurk’ mode. When I activated this it started to feel a little like the opening of the film contact – a distant globe rotates and around it hovers music from individual players (in countries around the world) who are using the Ocarina in real time, and given the dreamy, reverberant sound it began to feel like humanities call out into the void…quite special. The video I did above captures a sense of it and it reminds me forcibly of Twittervision and the like.

Ocarina is the first true musical instrument created for the iPhone. Both experts and beginners will be amazed by this innovative player. Ocarina is sensitive to your breath, touch and movements, making it even more versatile than the original. Unlike other musical applications, there are no pre-compiled riffs so musicians will find unlimited opportunities for self-expression. Advanced options allow you to choose between diatonic, minor and harmonic scales. Or channel your favorite video game adventurer with Smule’s Zeldarian mode.

Also, like most Smule products, Ocarina is a social application. Tap on the globe icon and you will see and hear other Ocarina players throughout the world. The globe view will highlight the source of the music. Rate your favorite performances so that others may benefit from your judgment. Name your Ocarina if you want listeners around the world to identify your performances. With this robust application beautiful music is created, appreciated and shared.

Japanese Street Ads Detect You – 26 Oct 2008

A bit Minority Report Advertising beta 0.9a – Using motion detection on the street in Tokyo to advertise a Swedish Reality TV program called Big in Japan. I love the idea that your motion past a full length ad hoarding causes the image to come to life (well it starts flashing cameras and makes you the star) but that incessant screaming – please! No! It wasn’t clear if actual pictures are taken of the unsuspecting pedestrians, but heh it doesn’t really matter – they were famous for 5 seconds at the local bus shelter.

These billboards are equipped with motion detectors and speakers. As people go by they set off crazy japanese fans, cheering and taking pictures of them.

Ad supported A-list Web Programming at NBC – 9 Oct 2008

NBC have taken a bold step in making it clear that it is ramping up quality programming exclusively for the web reported by AdAge. Although the episodes are in the 4-5 minute range they will have high production values as if made for prime time TV. The whole initiative is seeking key advertisers to be there at the outset to fund some of the costs. From the article…

Big-name talent
Brent Weinstein, CEO of 60 Frames Entertainment, said having more big-name talent attached to more web-based projects has enhanced the appeal of these shows to advertisers. “Given the choice between really good content and really bad or average content, more often than not, consumers are choosing the good. And advertisers are learning it’s a more important way to reach their intended consumers,” he said. Added Mr. Death ( VP, NBC Universal Digital Studio): “Perhaps 12 months ago, A-list talent wouldn’t jump into anything in terms of a web series. But now it’s OK, and in fact they’re coming to us with ideas and projects.”

and it seems like they are attracting big names in heritage media circles pulling top script writers into this new medium which can only be a good thing as in truth the further we move from wannabees or web designers writing stories for the web the better – now onto games 🙂

But unlike a lot of web-based TV shows,’s offerings use name actors and TV-quality production values. The lineup, co-produced with 60 Frames Entertainment, includes everything from reality competition series to scripted dramas from high-profile writers such as “The Bourne Ultimatum” scribe Scott Burns (comedic drama “Love at First Sight & Other Dangers”) “Oz” creator Tom Fontana (crime drama “Men With Guns: The Assassins”) and “Big Fish” screenwriter John August (quirky comedy “The Remnants”).

LOST Extends Virtually into Second Life – 24 Sept 2008


There have been a few TV shows that have offered new and immersive experiences into collaborative virtual worlds notably MTV with Laguna Beach, The Hills, Pimp My Ride and others into as well as CSI and BigBrother (that I wrote about 2 years ago) into Second Life – and lots more. The latest entrant looks far more suited as a match for Second Life, as it more naturally reflects the story environment – being a rather deserted, desert island.

As it says in the video about this more experiential extension to LOST – “explore the island by yourself” – “or with other fans” – “find secret places” – “live like a lostie” – “or help the dharma initiative” etc etc: Couldn’t see a lot of story in this build so I suspect created by a small peripheral team?

More info at SL Lost.

Nov 122008

What is Mixed Reality, why is it relevant and has TV become it’s background medium of choice for larger numbers of media consumers who around the world are spending more time in online pursuits than glued to the content breaks in-between the advertising slots of commercial TV. How will TV survive in a world where social and gaming worlds are far more compelling?

Latest video above available as a download (with better audio & creative commons) 50MB MP4 click here

I am up at the SPAA conference in the Gold Coast producing at and speaking on one of only two panels, for TV and Filmmakers, that are really focused on the ‘creative’ vs biz only possibilities of games and virtual worlds and (that oft misused term in these circles) New Media (that internet thang). The topic of our panel is “Where Virtual Worlds Meet TV, Where Films Meet Games” and features SilkCharm aka Laurel Papworth, Keren Flavell aka SL’s Starr Sonic ( and truna a great games evangelist and IGDA leader hailing from Brisbane.

This topic is driven partly by a mass fragmentation and a paradoxical reversal of fortunes at the moment – where TV itself is the actual snacking medium and where the longer form immersion is in online communities, virtual worlds and games. But can the mediums truly cross-over?

I have been talking for a couple of years now about the fantastic potential of the live and by implication shared TV experience to be enhanced by extending the world into online games. Where are we and where might we be in a few years once the ‘broadcasters’ realise that keeping an audience involved in the ‘IP’/programme in-between airings is a good thing. Good for the story creators, the latent creative audience and of course advertisers who need eyeballs/hands/ears/minds. Some older Personalize posts on this topic.

Anthony Zuiker creatorof the CSI franchise was at one point going to join my panel and his perspective is critical in this:

“The advertising model for TV is completely broken top to bottom. I’ve lost 20% of my viewership in a year and a half… where are they? They’re on the web and other platforms.” Despite a “revolution” in television that now delivers some of the highest quality programming in the history of the medium…Zuiker believes that the “technological boom” happening concurrently is negatively impacting the popularity of the medium.

MI6 Creative Keynote: CSI Creator Calls For Games, TV To Converge

A part of the SPAA panel here on the Gold Coast, is looking at the issue of where TV and Virtual Space ‘will’ cross-over, not some wacky installation in a dark art gallery but a new emerging element of the entertainment industry where film and games are joined at the hip and TV and social virtual worlds work in glorious real time – live broadcast driving and linking to highly social environments, what Interactive TV has always tried to be. FYI here is the synopsis of my panel “Where Virtual Worlds Meet TV, Where Films Meet Games”.

“Which side of the wall are you on? Are you ready for the Mixed Reality, Entertainment Perfect Storm? TV and Film OR Games and Virtual Worlds? That wall is about to crumble. This is a wake up call to all entertainment producers and consumers to prepare for an almighty collision. Audiences are already spending up to four times as much of their entertainment time in virtual spaces than they are watching TV. Gary Hayes says “I think we are really approaching a perfect storm, a mixed reality perfect storm, because we are seeing several things happening. The first one is a long history of games based on TV and films. Another ‘wind’ is virtual worlds, particularly the exponential growth of customisable social spaces and the important ability to integrate external media into them. The third force is audience behaviour, who involved in far more simultaneous activity particularly between broadband web and TV. The fourth element to this perfect storm is actually what is happening to TV and film, such as live reality TV becoming more game like and now over 100 feature films in production based on game worlds. All of these forces together are creating a really potent mix that all producers need to be aware of”

What is Mixed Reality?

Mixed Reality is a term that needs a more focused definition, as I believe it is also misused. So I see Mixed (or Cross) Reality as

“a creative or social activity that takes place simultaneously in real and virtual worlds and where the interaction in each are resonant and dependent on each other”

So typical practical examples – a conference that has active audiences in the virtual and real world and both communicate seamlessly with each other or where a kids TV show is broadcast while children collaborate in a virtual world and appear to help the progression of the story or a film on a DVD with clues that as you watch it allow you to progress with other players in an online game. But there is also another key aspect of cross or mixed-reality, that of virtual “˜things’ appearing around us in real physical environments. This is often called “˜augmented reality’ but I believe it sits under the broader “˜mixed reality’ umbrella.

Some folk also call this form ‘blended entertainment’ – but to me that doesn’t specifically suggest virtual space and is more related to the already out-dated ‘cross-media’ RIP (hello – Social Media Entertainment) or Extended Entertainment, which is more in my Level 1 or 2 cross-media definition on Wikipedia.

About the Mixed Reality Compilation Video Above

aug-01I think the potential of this two-way flow is significant for education and business but also for entertainment and advertising/marketing. So I put together the short film above that hopefully captures a sense of where we are with this circa 2008. I wrote a rather rushed voice over for the short film, a kind of pretrospective (writing back from the future) looking at a “Dawning of Mixed Reality“. As well as my music and voice over (apologies, it was done at 1am a few days ago)Â it contains many choice clips trawled off YouTube but also quite a few that I have worked on at LAMP, the Format Factory, BBC and various other hats.

Is this reality? Is this fantasy? In 2008 the great transition truly began. Whereas a decade earlier we used to “˜log in’ to cyberspace, now we began to semi-permanently inhabit virtual space and the digital world started to leak out into everyday life. It began to infiltrate our shopping malls and became integrated with our everyday lives. Humanity started the relentless journey towards the natural future where virtuality became a greater reality, and where digital fantasy and organic reality were inextricably intertwined.

Through the early 2000s pervasive wearable computing started to break down the walls that used to separate our virtual existence from our physical one. This same technology also allowed us to embed ourselves seamlessly into virtual worlds which is where we could truly experiment with future forms of entertainment, art, education and business.

In these new places we became the real time, living celebrity. Many of us became avatar stars, pixel gods – exalted as those linear film and TV icons. This became the only place for many. By 2007 hardcore gamers were already spending fifty five hours per week “˜inside’ these shared worlds and learned to forgot about the real world. This became the place where their most meaningful hours were spent. Everyone began to blend the two domains, combining them in new ways, driven by an invisible urge. Thus started the global meshing, of today’s mixed reality.

But in 2009 questions were asked. As in the many films that hinted at our transhumanist future, would the physical embodied self ever become redundant? Would we truly evolve as self contained, digital entities? May we as well be slumped in a chair with a cable plugged into our heads? Regardless, as the real world became inhospitable we all started to crave for the immersion and began moving our physical selves into these spaces. Even more than that we wanted our peers our un-virtual audiences to be able to share our experiences there. It became a contagious as the most poignant moments and memories were the ones in virtual space.

But we needed to look beyond these screens and into our own souls. Find the truth written along the “˜thin white line’ that separates analog from digital, person from avatar. This was the beginning. It always was. As far as the meshing or blending of reality and virtuality, in 2009 they were the equivalent of grainy black and white movies seventy years earlier. Our experiences were simultaneously part real, part virtual but it didn’t matter which was which anymore. Both were valid and they depended on each other. Those early parallel existences of twenty years ago started to move humanity forward, released our imaginations and we coexisted with our precious and ultimately fragile, physical selves. The great crossing had begun.

I was particularly interested in several new developments that are allowing “˜minority report’esque’ eye-catching. holographic human figures into real space. You will spot these in the film, the live Telstra conference or the models trying on clothes in store windows and closed displays. I tried to list most of the items below and have copy paste some of the text that describes the videos. If there are others you think are significant or that I have missed, please comment and as I do with other compilation films I will be updating regularly, particularly on the download versions.

The various clips in the film are detailed below:

  1. InLimbo Blended Reality – A.M. Architect sits In Limbo to converse and showcase their electronic music. Simultaneously to the broadcast, the show was recreated in the KRTU-Second Life complex, the audio streaming and photos of the studio dynamically updating
  2. Metaversatility brings Frogg Marlowe (Jeremy Works) to TX for a couple blended reality music performances. Footage from Limelight in San Antonio & Mozart’s in Austin, for the Second Life TX Meetup, hosted by Metaversatility.
  3. A short 3 hour Mixed Reality Game I devised for a LAMP residential – called the Old Forest more details on UTube
  4. Red Dog Clawtooth (Red Dog’s) Avatar makes his debut on Channel 9 news sharing the concept of Blended Realities!
  5. A Segment on CNBC asia about Adrian David Cheok work on ‘mixed’ or ‘augmented’ reality.
  6. Gizmondo Augmented Reality Game – Catapult. Please not this was never released it was in development when Gizmondo went under. There is no sound on this clip.
  7. Motion Capture & Augmented Reality. Virtual Dancers Part 1- A good sign the tracking is okay is that all this has been obtained on the first test and with no feedback for me when I held the camera. In brief, as long as it is a bit smooth, the real-time tracking is okay.
  8. Project exploring technique of green screening Second Life avatars and real life actors.
  9. A promotional video from The Format Factory
  10. This 3-D Mixed Reality 3-D Book teaches children about the layers of the earth, how are they discovered, how do they related and function, siesmic waves, comparative sizes, and many more.
  11. Larngear Technology’s Mixed Reality Learning Media being used in real classroom environment, during a high school chemistry lesson in Mater Dei School. This is featured in the TV progam Mega Clever
  12. Tim Johnson’s presentation was held at the Centre for Digital Media at Great Northern Way Campus – home of the Masters of Digital Media program. The event was simultaneously broadcast in Second Life at the school’s virtual world campus located at University Project.
  13. The worlds first holographic illision, designed for retail. Created in 2002. You can find the team behind this solution at
  14. Dreamoc, a holographic video display designed to create mixed reality. The world where real objects meets virtual fiction. The Dreamoc system is designed by realfiction
  15. Future Fun – Mixed Reality Lab, Singapore, Adrian David Cheok : A documentary about future fun
  16. DNP and metaio implement the first augmented reality museum application with a handheld system in LOUVRE-DNP Museum Lab, Tokyo.
  17. A re-invisioning of a 1916 Italian Futurist film using Second Life Augmented Reality Technologies, being developed at Georgia Tech. The short film is a hybrid live action and machinima captured in real time. There are no use of Green Screens. Pos-production is not used to composite the Second Life image and live image.
  18. Augmented reality driving from Total Immersion.
  19. Large scale implementations of augmented reality solutions from Total immersion.
  20. Aussie talkshow host Rove McManus made history yesterday at Auckland’s Vector Arena as the first person to have his hologram beamed across the Tasman. Multiple cameras beamed his three-dimensional image from a studio in Melbourne to the paper-thin Auckland screen, accompanied by sound effects from Star Trek’s transporter beam, enabling McManus to have a live discussion with Telstra-Clear chief executive Allan Freeth.
  21. Roy Block is an experiment, sort of game, with a tangible interface that touches the field of mixed reality. It is a project by Sebastian Schmieg, student at Merz Akademie, Stuttgart.
  22. 2004 Video, computer, pneumatics. A stack of books sits in a chair and, on them, a monitor abuts a small table. The surface of the table holds water, forming a small rectangular pool in front of the monitor. The monitor depicts a woman’s face, her chin resting on her folded hands.
  23. http://www.reactrix.comDog going crazy for the interactive soccer ball on the Reactrix interactive floor display
  24. Another sample of interactive floor projections: the Water Effect. Scenes creates custom interactive effects for any kind of event, on the floor as on the wall or screens.
  25. Technological platform for interactive floor ocean. Collaboration with Studio Azzurro. Museo del Mare, Genoa.
  26. Worlds first multi touch interactive musical wall. This interactive wall allows multiple users to conduct virtual symphonies.
  27. Multi-touch table. This table is a departure from earlier examples because it is relatively easy to use by non-technical content creators. It works in most lighting because it doesn’t use a camera
  28. – Using the infrared camera in the Wii remote and a head mounted sensor bar (two IR LEDs), you can accurately track the location of your head and render view dependent images on the screen. By Johnny Chung Lee, Carnegie Mellon University. For more information and software visit
  29. News broadcast on CNBC – Mixed Reality Lab, Singapore, Adrian David Cheok : 22nd February 2002
  30. Larngear Technology’s story in the research and development, designing, and marketing of Mixed Reality technology is well describe and illustrated in the TV program Clickzone, supported by SIPA. The show is hosted by Tai, Chutima, from the movie Season Change.
  31. More to come…

There are several companies around the world developing Cross-Reality forms. One that I am heavily involved with, The Format Factory, are pioneering formats that bridge the space between compelling participatory TV and online game worlds. This is a kind of teaser video I created that metaphorically demonstrates some of the ’embedded’ world-within-worlds. Their sister company The Project Factory have been doing some basic but interesting cross-overs in Second Life too.

I also talk in more detail about Mixed Reality potential in this early 2006 seminar, here are the slides from that one containing many cross-branded vs cross-reality examples.

I will leave the final word again to Mr ‘CSI’ Zuiker who instinctively points out that particpant audiences expect to be involved in the story, to be the hero, the villain and to feel they are partly in control of their own personalised route through it. Customisable and game worlds with existing culture are the best tool at film and TV makers disposal.

“In the gaming area, you want to give people tasks, to shoot things and upload pictures… You’re doing this because you want these people to be creating their own story and it will be part of the crime on the broadcast… Even if it’s not the actual thing I shot, I was part of that experience, that community, that narrative.”

PS: BTW I think the term ‘participatory audience’ used in the title of this post/article, is a bit of an oxymoron. Audience as a term suggests passivity not participation…but I am sure you will let me off for that one?! Please.