Tag Archive for AR

IT’S LAUNCH DAY!

It’s LAUNCH DAY Ladies and Gentlemen!

Check it out, Strange Fuse just launched today as an indie/small press publishing imprint from Fuse Literary, and I’ve got two stories out today!

When planetary refugee Della folds a curse into a “Fancy” chain of paper tokens resembling flowers from their home world, she has no idea how her thirst for revenge will bloom into something unexpected.

 

Next up is my fantasy novella “The Gophers of High Charity”.  Inspired by old-school fantasy series like Fafhrd and the Grey Mouser and Jhereg.

There’s a print version on the way as well with both of these stories bundled into a single book.

Last (because I love to mash up tech and lit) I’ve built an entertaining little AR app that let’s you get a new look as the covers for both of these stories.  The App is free and is currently available on Android (iOS to follow shortly).  Grab it and check it out!  I’ll be adding more covers for Ramen Sandwich’s line of RPG books as time goes on.

 

New Languages and New Technologies

http://www.fastcodesign.com/3041174/48-crazy-ui-ideas-coming-from-the-500-million-stealth-startup-magic-leap#22

There’s an etiquette that needs to go with every new technology.  Google’s Glass Explorer experiment was an exercise in this.  Some might regard it as a failure, but I tend to look at it as another necessary step.  Without an established etiquette, a visual body language adopted by the users, a code of interaction that anyone *not* employing or familiar with Glass could understand, conflicts arose.  In some cases those misunderstandings were bordering on violent.  It’s a lesson to all developers of interactive wearables, and I don’t think many of them have taken it to heart just yet.

This is not the first time technology has required social norms evolve to suit.  As cellular phone entered the marketplace, then became smaller and smaller, users were called selfish and inconsiderate for answering their phones and speaking aloud in public spaces (to the point where some restaurants banned phones entirely).  When hands-free devices became commonplace, it got even worse because you simply could not tell if the person was listening to you or to a voice on the end of the line.  It got better over time, people using their bluetooth headsets learned to turn away, avoid eye contact, hold their conversations in their cars.  Other people learned to check to see if the person was on their device, helped by the flashing blue light on the side that drew your attention to even the subtlest earpiece on the market.

Within Magic Leap’s patent artistry (pictured at the top), we can see allowances for different styles of interactivity, many of which convey a clear body language to those looking in from the outside.  What remains to be seen is if they will do the experiment, if they will allow their product out into the wild so they can see how the human factor reacts, and what work they will need to do to smooth that transition into common usage.

Touchy Feely Technology


http://phys.org/news/2015-05-device-sensations-prosthetic.html

 Touch capabilities in AR/VR are the last piece to fall into place, and they’ve been one of the trickiest.  We’ve made our runs at things like force-feedback gloves that vibrate in response to what you see in the world, but broader sensations like hot or cold or texture are still a little ways off.  One of the key components has always been the bulkiness of the equipment, trapping big fat gloves and boots to your hands and feet on top of the VR helmet is just a little too far for many people.

And that’s really one of the sticking points, I feel.  Does your user-base want to cover themselves in sensors in order to get an immersive VR experience?

This technology here, there’s something interesting.  It’s talking (or a high level) about being able to deliver sensations directly to the nervous system.  It’s talking about being able to communicate cold or hot or soft or rough directly, without needing to have a physical, external analog.  Right now it’s an implantable, but it might not have to be in the future, which means our VR has the potential to do away with all the extraneous hardware.