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The digital screenization of physical environments Term paper by Lorenz Potthast Course: “All Watched Over by Machines of Loving Grace” Summer Semester 2016 Dr. Florian Alexander Schmidt Master Digital Media University of Arts Bremen

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Page 1: The digital screenization of physical environments · The digital screenization of physical environments Term paper by Lorenz Potthast Course: “All Watched Over by Machines of Loving

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The digital screenization of physical environments

Term paper by Lorenz Potthast

Course: “All Watched Over by Machines of Loving Grace”

Summer Semester 2016

Dr. Florian Alexander Schmidt

Master Digital Media

University of Arts Bremen

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IntroductionIn the following paper I will try to establish a definition

of devices for “screenitized environments” and show

their history, current status and potential develop-

ments.

In the first part I will give a general overview over the

history and developments that led to what we un-

derstand today as Mixed Reality. Beginning with the

origins of depiction and perspective I explain the similar

developments of Camera Obscura and Laterna Magica.

Afterwards I show first artistic uses of projections, sci-

entific experiments with virtual worlds and the follow-

ing professionalization and commercialization.

In the second part I try to juxtapose the current state of

technologies with the Virtuality-Reality Continuum by

Paul Milgram and Fumio Kishino, a popular framework

for the classification of Mixed Reality technologies. I

will extend and refine a specific part of the theoretical

continuum and position the neighbouring technologies

of Projection Mapping and Smartglasses under the

domain of systems for the screenization of the environ-

ment.

In the third part I show some forces which are driving

the development of Projection Mapping and Smart-

glasses today and what there are used for. Finally I try

to extrapolate potential future developments, applica-

tions and ways of usage.

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History of Mixed Reality

The depiction and representation of perspectiveThe beginnings of Mixed Reality are strongly connected

to the early history of painting, drawing and depiction

in general and the principles of perspective, projection

and the construction of reality. Of crucial importance

for the understanding of the technological devel-

opments that lead to what we understand as Mixed

Reality today is also the shared principles of camera

and projector.

The earliest known form of drawings can be found

in the form of cave paintings and date back around

40.000 years BC. In different locations in Europe char-

coal drawings of animals, humans and abstract shapes

can be found. One theory about the origin of these first

depictions of the environment suggests that the prehis-

toric artists where inspired by the flickering shadows of

the fires (cf. Herzog 2010) or even traced the shadows

of small figurines (cf. DaviD & Lefrère 2014). If that is

the case, art history and the history of depiction would

have been intertwined from the very beginning.

The first descriptions of the functionality of the Camera

Obscura are found in ancient China around 400BC and

later in the 11th century also in the arab world. Around

1420 the Venetian engineer and scholar Giovanni

Fontana included a drawing of a demon projected by a

lamp in a book about mechanical instruments (fontana

1420. P. 144).

Around the same time the Italian architect and sculptor

Fillippo Brunelleschi is considered to have discovered

the mathematical principles behind the central per-

spective, most likely with an apparatus similar to the

Camera Obscura (Winter 2009, P. 13). The concept

of perspective allowed the representation of three

dimensional objects on a two dimensional surface, that

creates the illusion of spatial depth. Central to this

approach is the term Anamorphosis, that requires a

specific vantage point to reconstitute the perspective

illusion.

Fig. 1: The “Lion Panel” at the Chauvet cave

Fig. 2: Drawing of a lantern projecting a demon

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Together with other artists of the time, like Leon

Battista Alberti or Masaccio, Brunelleschi worked on

various frescoes and church paintings that created

space expanding illusions. In the following decades this

technique was even more perfected and lead to a whole

genre of painting that was called Trompe-l’œil (French

for “deceive the eye”).

The shared history of Camera Obscura and Laterna MagicaIn the 17th century several optical findings and ef-

fects were combined with the principle of the Camera

Obscura and fused in the development of the Laterna

Magica. This device was an early type of an image pro-

jector that used a bright light source and a lens system

to project images from a painted glass panel onto a

screen.

In the beginning of the 18th century the first scientists

attempted to capture the images provided by appara-

tuses like the Camera Obscura by means of light-sen-

sitive substances. In 1826 or 1827 the french inventor

Nicéphore Niépce created the first known photograph.

Soon after other inventors like Louis Daguerre or Wil-

liam Talbot improved the procedures and developed it

for broader distribution (BraucHitscH 2002. P. 23-27).

In 1838 the british scientist and inventor Charles

Wheatstone first described the concept of Stereop-

sis, and explained the human perspective perception

through binocular vision. He constructed the Stere-

oscope, a device that fused two separate images into

one seemingly three-dimensional scene to prove his

thoughts.

1879 the british photographic pioneer Eadweard Muy-

bridge combined the principle of the Magic Lantern

with photo-based hand drawings to create moving

images. His Zoopraxiscope projected images from ro-

tating glass disks in rapid succession to give the impres-

sion of motion (BraucHitscH 2002, P. 73). Soon after the

concept was expanded by using real photographs and

developed into first commercial film exhibition system

by Thomas Edison and others. After the first films had

been mostly shown just for the sake of the effect of the

moving images, over time a specific language of mon-

Fig. 4: “View from the Window at Le Gras” (1826 or 1827) by Nicéphore Niépce: the earliest surviving camera photograph

Fig. 3: La Trinità - Masaccio (1428): The first perspec-tively correct constructed painting

Fig. 5: Model of the first Zoopraxiscope by Eadweard Muybridge at the Barbican Centre, London

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tage and editing emerged and was commonly agreed

on. Film, similar to shifts in Photography, was not only

seen as an objective depiction of reality anymore, but

as an independent narrative medium to create it’s own,

inherent reality.

Also in theory and fiction this blurring of real and virtu-

al elements became a topic, such as the earliest concept

of data augmented reality with the “character marker”

in the novel The Master Key by L. Frank Baum in 1901.

Augmented Cinema and projec-ted light for staging narrationsStarting from 1924 the German theatre director Erwin

Piscator used projections in many of his plays to add

additional information and narrative elements to the

scenery and suspend the boundaries between the

stage and the space occupied by the audience. To-

gether with Bauhaus founder Walter Gropius he even

dreamt of the “Total Theater” were the visitors would

be surrounded by projections that “were intended to offer unlimited staging possibilities” and would have found

themselves “in an illusionary space in which acting and the use of media would have been combined to create an ex-perience of the greatest possible intensity” (LuPfer & sigeL,

2004. P. 60). Due to financial limitations those visions

were never realised.

This concept of using projections in stage design and

scenography was further developed by Czech artist

Josef Svoboda. Together with Alfred Radok he initiated

the worlds first multimedia theatre “Laterna Magika” for

the World Expo 1958 in Brussels. It used multiple film

and slide projectors, movable screens and a stereo-

phonic sound system. “Above all, Laterna Magika has the capacity of seeing reality from several aspects. Of ‘extract-ing’ a situation or individual from the routine context of time and place and apprehending it in some other fashion, perhaps by confronting it with a chronologically distinct event.” (grossman, 2002. P. 77)

Abstract illumination and projections in combination

with synchronized narration and dramatic musical

effects had been used as a form of night-time enter-

tainment at outdoor venues or locations of historical

significance from 1952 on in France. Paul Robert-Hou-

In his productions, Piscator used film in a brillant way to enhance the illusion of scenic ef-fects. I have particularly been interested in his demand to integrate projection surfaces and film apparatuses everywhere, because I saw in this process of light-projection the simplest and most effective medium of modern stage design. In place of the traditional screen as in the cinema, a three-dimensional projection space is created. Neutralized through the absence of light, the audience space by virtue of the projection light becomes the space of illusion, the space of the performance event itself. - Walter Gropius (https://vimeo.com/19550097, accessed 24.09.2016)

Fig. 6: Stage Design for the theatre play “Sturmflut” by Erwin Piscator (1926)

Fig. 7: Photo of “Polyekran” by Josef Svoboda as part of Laterna Magika at Expo 1958 in Brussels.

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din developed the concept under the name of “Son et

Lumiere” (literal translation: “sounds-and-light-show”)

that rapidly became famous in France and later also in

other parts of Europe and the world (“son et Lumière”.

encycLoPæDia Britannica 2016).

The birth of computer generated worldsAnother milestone of what we understand as Mixed

Reality today was the theoretical foundation of modern

computers with the Turing machine in 1936 and the

first practical experiments by Konrad Zuse around the

same time. Soon the American government and also

the military recognized the potential of computing and

focused their scientific research on it.

1956 Morton Heilig developed the Sensorama, one

of the earliest known examples for an immersive,

multi-sensory technology, dubbed as an “Experience

Theater”. In the machine the users could choose from

different experiences that were displayed as stereo-

scopic 3D images, supported by stereo sound, body

tilting and also triggers for wind and aromas.

In 1965 the american scientist Ivan Sutherland empha-

sized the potential of computer based design, naviga-

tion and experience of virtual worlds in his short paper

“The Ultimate Display” (sutHerLanD 1965). Sutherland

also invented a first “Head Mounted Display” (HMD)

that allowed the user to see basic computer generated

three dimensional wireframe shapes from different

perspectives, based on the movements and rotation of

the user’s head (Dörner et aL. 2013. P. 19).

From the 1960s on the enormous improvements in

computer power in general and 3D computer graph-

ics in particular influenced the imagination of a whole

generation of scientists. The visions of virtual environ-

ments, simulations and networks also found it’s way

in the mainstream media with books like “Time out of

joint” by Philip K. Dick (1959) or “Simulacron-3” by

Daniel F. Galouye (1964) that also inspired the mov-

ie “World on a Wire” by Rainer Werner Fassbender

(1973) or the movie “TRON” in 1982.

In 1982 Thomas Zimmerman together with Jaron Lani-

Fig. 8: The Sensorama machine by Morton Heilig

Fig. 9: Ivan Sutherlands first Head-Mounted Display

Fig. 10: Jaron Lanier, the co-founder of VPL Research with a data glove, ca. 1988

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er introduced the Power Glove and soon after founded

VPL Research, the first company to sell Virtual Reality

goggles and gloves. Lanier is also credited with being

the first scientist to use the term Virtual Reality (VR)

(Dörner et aL. 2013. P. 20).

Also in 1982 after some first experiments with weara-

ble computing devices Steve Mann started developing

and wearing his “Digital Eye Glasses”. The term for

such overlay of digital information over the real view

was coined as “Augmented Reality” (AR) by Thomas P.

Caudel, a former Boeing researcher in 1990. A major

step in scientific research and accessibility of AR was

the release of the ARToolKit in 1999 by Hirokazu Kato,

an open-source tracking library.

Constant references in literature, TV and film such as

the concept of cyberspace in the book “Neuromancer”

by William Gibson (1984) the holodeck in StarTrek

(first appearance in 1987), or the movie “The Lawn-

mower man” by Brett Leonard (1992) publicized the

concept of Cyberspace, Virtual and Augmented Reali-

ties for the broader public even more and led to a first

hype of VR in the 1990s.

Even with new businesses in the VR industry growing

rapidly after 1990 nevertheless the first generation of

VR applications and hardware could not keep up with

these expectations and the hype about it was slowly

replaced by the booming internet technology in the

mid-’90s.

The origins of site-specific projectionsThe first known example of custom fitting projections

on an uneven surface was created for the opening of

the Hunted Mansion Ride at Disneyland in 1969. Pre-re-

corded 16mm film material of five singers was project-

ed onto five “Grim Grinning Ghosts” busts. This expe-

rience inspired Media Artist and researcher Michael

Naimark to a series of film installations from 1977-79

called “Environmental Media Studies” that included mov-

ing projectors and site-specific projections (naimark,

1984). In one later work from 1984 called “Displace-ment” Naimark filmed different actions of people in

a room with a rotating camera. Afterwards the room

Fig. 11: Steve Mann with one of the early prototypes of his “Digital Eye Glass”, around 1980

Fig. 12: A view of the holodeck from Star Trek

Fig. 13: The five “Grim Grinning Ghosts” brought to live by projections at Disneyland

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was painted completely white and a projector, rotating

in the same speed as the camera before, re-projected

the scenes and textures onto the objects in the room

(naimark 2005).

In the 1980s also a small scene of so called VJs (Vid-

eo-Jockeys) started augmenting music performances

or (mostly) electronic dance events with real-time

generated visuals. The upcoming of first consumer

projectors in the middle of the 1990s gave this commu-

nity whole new possibilities of expression in addition to

lights and CRT displays.

In 1991 Disney patented an “Apparatus and method for projection upon a three-dimensional object“, shortly

followed by GE in 1994 for “A system and method for precisely superimposing images of computer models in three-dimensional space to a corresponding physical object in physical space”. Even if both companies didn’t legally

enforce their claim on the technologies in the following

they continued their research in this directions.

This sparked a great interest in the academic world

as well and was extended by the latest developments

in real-time 3D computer graphics. Their previous re-

search and experiments about “The Office of the Future”

led a group of researchers from the University of North

Carolina around Ramesh Raskar and Henry Fuchs to

the term “Spatially Augmented Reality”. In a paper with

the same title from 1998 they introduced the new

paradigm of virtual objects rendered directly within

the user’s physical space to the scientific community.

Members of the group further developed the concept

of “Shader Lamps”, a combined system of projector and

tracking system that allowed the real-time manipu-

lation of lightning and material properties of physical

objects through a projected digital texture.

Virtual Reality after the first hypeAfter the first VR-hype and the dot-com collapse

around the millennium it got relatively quiet around

AR and VR in public, while the academic research

continued as before. In 2009 the ARToolKit was ported

to Adobe Flash, bringing Augmented Reality to web-

browsers and enabling many new applications. Around

the same time and closely connected with the upcom-

Fig. 14: “Displacements” - Michael Naimarks (1980-84)

Fig. 15: Example page from Disneys patent that shows the concept of a digital painting station.

Fig. 16: Example of Spatial Augmented Reality as described by Raskar et al. Left side: the original model. Right side: The model augmented with projected textures.

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ing of Smartphones, more and more applications for

ergonomic mobile devices with a satisfying battery life

evolved.

In 2011 the young VR enthusiast Palmer Lucky de-

signed the first prototype of the Oculus Rift, an inex-

pensive virtual reality headset with an unusually large

Field-Of-View (FOV), that drew new attention to the

field of Virtual Reality by the broader public. Soon

afterwards the first Development Kits were financed

through a crowdfunding campaign on Kickstarter and

developed and improved since then. Oculus Rift was

bought by Facebook in March 2014 for US$2 billion

(WHiteHouse 2014). Since then many other major tech-

nology companies partnered or announced their own

VR glasses, such as the Playstation VR by Sony, Vive

by Valve and HTC, the Samsung Gear VR or Google

Cardboard.

In the AR sector already in 2013 Google released a de-

veloper version of Google Glass, a light-weight optical

head-mounted monocular display that is connected to a

smartphone. The so called Smartglasses show notifi-

cations from the phone and other context-sensitive

information into the users field of vision. After massive

privacy and safety concerns Google announced in 2015

that it would stop producing the prototypes for con-

sumers but continue the development of the project

and remain committed to the concept.

In March 2016 Microsoft started shipping Developer

Editions of their mixed-reality glasses called “Hololens”

that supports complex three dimensional Augmented

Reality scenarios and binocular, stereographic vision.

With the Hololens Microsoft tries to avoid the errors

that Google made with the Google Glass and is posi-

tioning it not as an extension of the Smartphone, an

ubiquitous companion in all life situations, but a profes-

sional tool for specific tasks (mcBriDe 2016).

The beginning of large scale ar-chitectural Projection MappingAround 2000 the first large scale projectors where

getting more affordable and opened a whole new field

of creative and artistic uses in public space. The tools

Fig. 17: Palmer Lucky with an early prototype of the Oculus Rift

Fig. 18: Sergey Brinn, co-founder of Google wearing the Google Glass

Fig. 19: Promotional image of the HoloLens by Microsoft

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previously used for VJing evolved into Media Servers

that could play and distort multiple videos synchro-

nously. These developments laid the foundation for

large-scale architectural Projection Mapping, a name

that also quickly replaced the term “Spatial Augmented

Reality” that was mostly used in the academic world

and other names like Video Mapping.

In the following various collectives and groups of

artists started working in this field and quickly turned

more professional. The first companies for large scale

architectural Projection Mapping were founded in

North America such as Obscura Digital in San Francisco

(2000) or Moment Factory in Montreal (2001). A few

years later also in Europe the first professional groups

evolved, like Urbanscreen in Germany (2005) or AntiVJ

in France (2006).

Until around 2010 Projection Mappings on architec-

ture were established as an art form in public space

that was often commissioned by cultural institutions

or museums. Light Art Festival as the Fete de Lum-

iere in Lyon or former VJing Festival like the Mapping

Festival in Geneve started to include large and small

scale Projection Mappings into their program. Also first

Festivals specifically devoted to Projection Mapping

were established for example the Genius Loci Festival

in Weimar (2012).

Many websites and blogs recognized and published

Projection Mapping projects and soon also the cor-

porate and advertisement industry became aware of

the potential of large scale public projections (o’neiLL

2010). From ca. 2010 on Projection Mapping saw an

increasing growth of demand and many major brands

like BMW, Samsung or Nokia used large scale projec-

tions to advertise their products, especially for product

launches (see fig. 22).

This commercialization and professionalization enabled

whole new technological possibilities and opportuni-

ties, from which also the artistic approaches benefited.

Since then other projection surfaces like sculptures,

stage designs, the human body or other organic shapes

were explored and experiments with moving projectors

and combinations with other technologies or interac-

tive installations were conducted.

Fig. 20: “555 Kubik” Projection Mapping by Urbanscreen at the Hamburg Kunsthalle 2009

Fig. 21: Organic Projection Mapping Sculpture RADIX by Xenorama (2015)

Fig. 22: Interest in different search terms from 2004 - 2016 according to Google Trends

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Attempt of a classification in the context of MRToday most people in the western world have heard of

Projection Mapping, Virtual-, Mixed-, or Augmented Re-

ality or even seen a large scale architectural projection

or tried a Head-Mounted Display. Nevertheless during

my research I realized that there is not much scientific

material about it and even less approaches for classi-

fication of these rapidly evolving technologies. Thus, I

want to try to incorporate Projection Mapping and the

neighbouring approaches to Augmented Reality into

the widely used “Reality-Virtuality Continuum”, show

the limitations of this concept and try to extend it.

The framework was described by Paul Milgram, Fumio

Kishino and others first in 1994 with the intention to

“provide a framework for classifying research across dif-ferent disciplines” in the field of Augmented and Virtual

Reality (miLgram &kisHono 1994, P. 282). The approach

broadly describes a continuous spectrum with the com-

pletely real, unmediatized reality on the one side and

a totally virtual environment on the other. Everything

in between these two extremes is called Mixed Reality

(MR) and classified based on different display concepts

and technologies (that were existing at the time of the

publication) in which real objects and environments and

virtual objects and environments are juxtaposed.

In Milgrams & Kishonos continuum there are two

main categories which are defined by their underlying

“substratum”: If the environment being observed is

principally real, but enhanced with computer gener-

ated content, it is classified as Augmented Reality. If

the environment is principally virtual but augmented

through the use of real data or inputs it is an Augment-

ed Virtuality (AV) (cf. miLgram &kisHono 1994, P. 285).

For the Augmented Reality side of the continuum the

second distinction is, if it is monitor-based, exocentric

(from outside, looking in) or HMD-based, egocen-

tric (from within looking out). In the second case it is

further more differentiated, if the real substratum is

perceived directly (optical see-through) or captured

and synthesized through a technical system, such as a

video camera (video see-through).

Fig. 23: Simplified representation of the Reality-Virtuality Continuum by Paul Milgram et al.

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In the original paper from 1994 the scientists define

seven classes of MR systems, based on their display

qualities.

When I write about Augmented Reality in the fol-

lowing I am refering to AR systems based on optical

see-trough HMDs that are classified within Milgram

& Kishino’s framework in group number 3. This type of

display is regarded as the most promising but also most

complex class of AR applications. Current examples for

this class would be the Microsoft HoloLens or Google

Glas that are also referred to as Smartglasses. These

devices are based on a physical substratum which is

perceived directly and as the user is moving with the

device the augmentation is perceived from an egocen-

tric perspective.

Due to the time of publication of Milgram & Kishino’s

framework, the whole concept of spatial displays are

not to be found on the scale of the reality-virtuality

continuum. Spatial displays “detach the display technol-ogy from the user and integrate it into the environment” (raskar et aL. 2005 P. 7) such as the concept of Spatial

Augmented Reality or CAVE systems. Spatial Displays

have several sub-categories, that can include projected

images as in Projection Mapping but also spatial screen

elements like LEDs as used in Media Facades and a

number of experimental technologies, such as holo-

grams or volumetric screens (cf. neaL 2016).

Spatial displays would be seen on the left side of the

scale, as it’s substratum is the real, physical environ-

ment. The perception of spatial displays is direct, but

describing it as optical see-through doesn’t seem

fitting. Also the user neither takes an egocentric, nor an

exocentrical perspective. Instead I would propose the

content is perceived from an allocentric perspective,

which means it is linked to the spatial reference frame

of the environment.

Comparision of Projection Mapping and SmartglassesTrying to include spatial displays in general and Projec-

tion Mapping in specific into Milgram &Kishino’s contin-

uum would place them slightly left of other Augmented

Reality systems. Projection Mapping and optical see-

through HMD based AR displays would be directly next

Fig. 25: Seven different classes of Mixed Reality systems according to Milgram &Kishino.

Fig. 24: Schematic explanation of optical and video see-through HMDs

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to each other, as their classification only differs with

regards to their egocentric, resp. allocentric frame of

reference.

Both approaches achieve similar results, they allow a

screenization of the environment and therefore are

grouped together in my approach to refine this specif-

ic part of the scale of Milgram &Kishino’s continuum

(see. fig. 26). I understand the term screenization as

the ability to turn any region of interest into a virtual

screen that can dynamically be changed, even if the

region itself did not have the capability to do so before.

Through such abilities, in theory, the whole environ-

ment could be subjected to the personal or collective

perception and thereby completely mediatized. Both

technologies, Projection Mapping and Smartglasses

allow such extensions of the perception, but the under-

lying principles are very different.

Whereas in the case of AR a technical system (namely

the HMD) is used to bring the perception of the physi-

cal reality very close towards the viewer to be overlaid

with virtual content, in the case of Projection Mapping

a technical system (namely the projector) is used to

send a virtual overlay out into the physical reality.

In that sense Projection Mapping could be called an

invasive technology that actually changes the surface

of the physical environment, in opposition to AR. This

enables Projection Mapping to be perceived by multi-

ple viewers at the same time and allows for an collec-

tive and public experience. So far the perception of

Head-Mounted AR devices can not really be shared or

experienced together with other people.

In both cases the technical system needs to have

some information about the spatial composition of the

environment for registration and the correct display

of context relevant information or three dimensional

content. Milgram & Kishino call this factor the “Extent

of World Knowledge” (EWK).

In AR this registration is dependent on the position of

the user, in PM it is depending on the position of the

projector. But due to the allocentric nature of Projec-

tion Mapping there can only be one correct viewpoint

for each projection which reduces the possibilities for

collective usage again. Nevertheless the non-spatial

Fig. 26: Refined Reality-Virtuality Continuum to include spatial displays and show the neighbourhood of Projection Mapping and Smartglasses

Fig. 27: Mobile projection system HideOut by Disney Research

Fig. 28: Virtual windows overlaid on physical reality using Microsofts Universal Widows Platform (UWP) and the HoloLens

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modification of surfaces or textures is view independ-

ent and can be perceived from multiple viewers cor-

rectly at the same time. But PM is restricted to a phys-

ical surface to project on, content can not be displayed

floating in the air as it is possible with AR. Also PM can

have problems with occlusion and is heavily dependent

on the surrounding light situation.

Current state and future potentialsThe strengths and weaknesses of the two technologies

I discussed in the previous section heavily determine

their present and potential future use cases. In the

following I show some of the main areas and driving

forces in which PM and AR are used nowadays and try

to extrapolate how they might develop in the future.

Currently the driving forces behind the development

of Projection Mapping and Smartglasses are some-

where in between scientific research and Kickstarter

campaigns. While the technologies are already used

in artistic experiments on the one hand and specific

applications in industrial niches on the other hand, the

search for general commercial use cases or the killer

application that consumers would use everyday is still

going on.

As scientific sources on such contemporary topics

are rather rare I will mostly rely on references from

websites, movies, videos and books. I will also rely

on my own practical experiences working on large

and small scale Projection Mappings at the collective

for Audio-Visual Art Xenorama, the development of

multiple interactive installations and various artistic

experiments on mediatized perception such as the

Decelerator Helmet or DIP. In addition I conducted two

interviews with experts from the field:

Thorsten Bauer is one of the founders and Creative

Director of Urbanscreen, a creative company that

develops site-specific media installations for public

spaces, including architectural projections, augmented

sculptures and media façade concepts.

Fig. 29: Classical AR markers used for registration

Fig. 30: Invisible infrared markers used for Disneys HideOut

Fig. 31: Spatial registration of the HoloLens with depth sensors

Fig. 32: “The Decelerator Helmet”: An experimental slow-motion percep-tion helmet by Lorenz Potthast, 2012

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Leonid Polikov is the Head of Marketing and Project

Manager at Ubimax, a leading company for industrial

wearable computing solutions with a special focus on

HMDs.

My two interview partners occupy two very different

ends on the spectrum of screenitized environments:

Thorsten Bauer looks at the developments from a crea-

tive point of view and understands Projection Mapping

as a new form of artistic expression, whereas Leonid

Polikov looks at the applications of AR from a business

perspective and as a tool to design industrial processes

more efficiently.

Thorsten Bauer emphasises the collective experience

of Projection Mapping and its role in public space as

unique feature of PM that will secure it’s existence

in the short term future. Also we at Xenorama refer

to PM as a mix of a firework and an open air cinema,

it has some aspects of a spectacle but with narrative

elements. Bauer sees the fascination about the possi-

bilities to let buildings fall apart or burst in flames in the

foreground as a reason why people are excited about

Projection Mapping. Maybe this condition is compa-

rable to the early age of moving pictures where films

where shown as funfair attractions for the sake of the

effect. He argues that as for the film, it will take some

time until a narrative language for this new medium is

developed and commonly agreed on.

There is clearly a huge potential for screenitized envi-

ronments for spatial storytelling in artistic purposes for

example in investigating the spirit (also called the “Geni-

us Loci”) or history of a place, location or building and

reproducing it at the specific location that it is dealing

with for a broad audience.

This location based potential will also be increasingly

used by the advertisement and PR industry as a next

generation of site-specific billboards and for various

location based services. Also in a smaller scale, in classic

retail, POS or display design, site specific projections

will be more commonly used. At the moment this is

done mostly for the sake of novelty and effect, but over

time the full potential of screenization will unfold.

Most artistic projects are not feasible without com-

mercial sponsoring or advertisement, due to the sheer

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efforts and costs of the underlying technical equip-

ment. So as in the last years most people working with

Projection Mapping will continue to be dependent on

commercial projects as a means to finance other more

artistic and experimental projects.

Practical everyday consumer usage of Projection

Mapping or Spatial Augmented Reality as imagined by

Raskar and others around 2000 still seems far away.

Even if scientific research like the “Dyadic Projected Spa-tial Augmented Reality” (Benko at al. 2014), “Room Alive”

(Benko et aL. 2014) or Kickstarter campaigns like “Cas-

tAR” show the potential usage in everday situations,

they don’t manage to be developed for mass production

and fail to build up a hype like some of the promises of

Smartglasses. For the future Bauer predicts project-

ed elements as part of Smart Homes such as moving

projectors, but just as one of many ways Smart Homes

will communicate with us. He claims the technology

involved will become more and more ubiquitous and

will be more like a invisible black box, maybe compara-

ble with the operating system in the movie Her by Spike

Jonze from 2013.

Leonid Polikov sees the short term perspective of

Smartglasses as part of connected wearable computing

systems in specific industrial applications. For exam-

ple UbiMax uses Google Glass for different logistical

customers such as DHL, Samsung or Volkswagen to

blend in location-based and context-based information

about specific items in the peripheral field of view. This

enables the workers to find and place these items more

easily without having to look at lists or the labelling of

the shelves and having both hands free at the same

time. These two qualities, the availability of context

relevant information when it is needed and free hands

are generally described as very helpful by the users and

lead to an increased productivity. In addition, through

the use of elements of gamification and direct feedback,

the performance of repetitive tasks can be designed in

a more motivating way for the users.

In tasks of low complexity, like sorting or navigating

Polikov sees monocular Smartglasses that only overlay

basic information in a small part of the field of view

as the more suiting solution than binocular, nearly

full view overlays like the HoloLens. With increasing

Fig. 33: Interactive Gaming environment with RoomAlive

Fig. 34: Spatial interaction between users based on the “Dyadic Projected Spatial Augmented Reality” system.

Fig. 35: Commissioning application xPick by UbiMax in use with Google Glass

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battery life, a larger FOV and improved ergonomics he

nevertheless sees the future for more complex tasks in

binocular HMDs that are aware of the spatial compo-

sition of the environment and can augment it also with

more complex three dimensional virtual content.

Both Smartglasses and Projection Mapping have anoth-

er huge potential in collaborative and remote prototyp-

ing and designing. Due to the non-invasive nature of

the technologies and the fact that they don’t produce

any waste they are predestined for usage in design

and construction processes with various iterations and

modifications either to a virtual three dimensional mod-

el or to the texture projected on a physical model.

ConclusionOn both sides of Milgrams continuum will be major

advances shifting and influencing the development of

screenitized environments as well. On the “reality side”

digital technology will more and more fade into our en-

vironment. Ubiquitous computing will be wide spread

and autonomously decide what is best for us or interact

directly via natural communication. On the other end

of the spectrum Virtual Worlds will become even more

immersive with better input and feedback devices

and almost photo realistic real-time rendering. VR will

have it’s very own niche for gaming and other forms of

alternate realities.

Despite those trends I believe the mix of real and

virtual elements will be the most ground breaking

development in the future. Polikov strongly believes

that AR devices will be everyday items in some years

already and draws connections to the spreading of

smartphones and also Bauer agrees by saying “reality is thousand times stronger than any digital assertion”.

Smart Glasses will improve through faster computa-

tion, a bigger Field of View and increasing miniatur-

ization in combination with longer lasting batteries

from where the next step could be contact lenses with

Augmented Reality functions. The first experiments of

Google and Samsung with Smart Contact Lenses make

concepts as described in the short movie “SIGHT “ by

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Eran May-raz & Daniel Lao (2012) or in the Science

Fiction novel Rainbows End not seem so far fetched any

more. Another interesting concept discussed in Rain-bow Ends is the idea of different layers of augmentation

that can be shared with other people as well.

Obviously projectors of the future will become more

powerful, brighter and have higher resolutions on the

one hand, but also become smaller, cheaper and more

widespread. Also applications of mobile projectors in

Smartphones, integrated in other wearable computing

solutions or even attached to vehicles or drones will be

likely in the future. In the book “Dubsteps” the author

Andrew Miller formulates another idea how surfaces

can be screenitized without projectors: He predicts

the invention of what he calls “transmission paint”, a

paint consisting of small pixel-like elements that can be

painted onto any given surface or object. Afterwards

the pixel-elements locate themselves within the context

of the others and can be used as a non-flat screen

afterwards.

Looking at these potential developments I believe that

the underlying technological differences of the various

display concepts will become unimportant and maybe

even merge into something hybrid. Maybe screeni-

zation of the environment for public purposes will be

achieved by devices that modify the appearance close

to the surface whereas augmentation of the environ-

ment on a personal level will be attained by another

device close to the body. If these two approaches will

be synchronized and compatible, the best of two worlds

would be combined. The important question will be

the responsible conceptualization, usage and design of

these screenizated environments.

Thorsten Bauer even sees the rise of Mixed Reality as

closing point of a circle, of a development of disparation

of the physical real world and the abstract virtual world

that started with the first computers and the Internet

and will end with the return of digital content embed-

ded in the spatial context: “This is the main common point of all this technologies: the sign returns back to the place/thing. It is not referring to something distant anymore”

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List of FiguresFig. 1: http://www.sajjadgul.com/wp-content/uploads/chauvet-cave-Rhino-painting-1.jpg

Fig. 2: https://www.flickr.com/photos/bibliodyssey/4260783793/sizes/o/;

Fig. 3: http://www.seeingjesus.me/holyimage/7.trinite/5/Masaccio.jpg

Fig. 4: http://imgur.com/gallery/LXL0M

Fig. 5: http://flutterwow.com/wp-content/uploads/2013/10/zoopraxiscope_installed_sm-700x525.jpg

Fig. 6: https://s-media-cache-ak0.pinimg.com/564x/f1/be/2f/f1be2fe84af2f64dbf89b43a6c5378c6.jpg;

Fig. 7: http://inamannerofstaging.tumblr.com/post/134864236773/josef-svoboda

Fig. 8: https://upload.wikimedia.org/wikipedia/commons/d/dc/Sensorama-morton-heilig-virtual-reality-headset.jpg

Fig. 9: http://2.bp.blogspot.com/-_TocCLhmI3Y/UhSrzQyOm4I/AAAAAAAAASc/D-lNWNi0sqg/s1600/Ivan+Suther-land+1968.png

Fig. 10: http://www.sciencefocus.com/sites/default/files/inline-images/rexfeatures_175000b.jpg

Fig. 11: http://afflictor.com/wp-content/uploads/2013/01/mann.jpg

Fig. 12: https://thiswastv.files.wordpress.com/2013/02/data_jarok_holodeck.png

Fig. 13: http://www.disney-pal.com/Disneyland/images/haunted_mansion_fun_facts2_large.jpg

Fig. 14: http://3.bp.blogspot.com/_OxVNB53Ds0U/TEY0wUHtA3I/AAAAAAAABwM/j0WX1EDJtXU/s1600/Michael+Nair-mak.+Desplazamientos.jpg

Fig. 15: http://www.google.tl/patents/US5325473

Fig. 16: http://www.cgarts.or.jp/report/images/2010/rep/kr_0309/pic1.jpg

Fig. 17: http://riftinfo.com/wp-content/uploads/2015/05/oculus-rift-history1.jpg

Fig. 18: http://www.mendaily.com/wp-content/uploads/2012/11/Sergey-Brin.jpg

Fig. 19: http://ncmedia.azureedge.net/ncmedia/2016/02/MSHoloLens_MixedRealitySpace_08516_3x2_RGB-659x311.png

Fig. 20: http://www.urbanscreen.com/wp-content/uploads/2014/12/slider_intro_kubik.jpg

Fig. 21: https://www.google.com/trends/explore?date=2004-01-01%202016-10-10&q=Projection%20Mapping,Video%20Mapping,3D%20Projection%20Mapping,Spatial%20Augmented%20Reality

Fig. 22: Screated by the author at Xenorama

Fig. 23: Milgram, Paul & Takemura, Haruo & Utsumi, Akira & Kishino, Fumio (1994): „Augmented Reality - A class of displays on the reality-virtuality continuum“. In: SPIE Vol. 2351, Telemanipulator and Telepresence Technologies. P. 283

Fig. 24: http://flashinformatique.epfl.ch/IMG/jpg_sp-7-jb-3.jpg

Fig. 25: Milgram, Paul & Takemura, Haruo & Utsumi, Akira & Kishino, Fumio (1994): „Augmented Reality - A class of displays on the reality-virtuality continuum“. In: SPIE Vol. 2351, Telemanipulator and Telepresence Technologies. P. 283

Fig. 26: Created by the author

Fig. 27: http://disneyresearch.s3-us-west-1.amazonaws.com/wp-content/uploads/20130219184125/HideOut-Board-Game.jpg

Fig. 28: https://www.youtube.com/watch?v=hglZb5CWzNQ

Fig. 29: https://a.fsdn.com/con/app/proj/aruco/screenshots/Sin%20nombre2.png

Fig. 30: http://disneyresearch.s3-us-west-1.amazonaws.com/wp-content/uploads/20130219184125/HideOut-MarkerVis-ibleInfrared.jpg

Fig. 31: http://i0.wp.com/www.imaginativeuniversal.com/wp-content/uploads/2016/03/visual_studio_thumb.png?re-size=644%2C380

Fig. 32: Created by the author

Fig. 33: http://delivery.acm.org/10.1145/2650000/2647383/p637-jones.pdf?ip=193.175.22.88&id=2647383&ac-c=OPEN&key=2BA2C432AB83DA15%2E9428DC60D3406798%2E4D4702B0C3E38B35%2E6D218144511F3437&CFID=680566077&CFTOKEN=77379115&__acm__=1476270782_1659fb16f024c303076f798df524e883

Fig. 34: Benko, Hrvoje & Wilson, Andrew & Zannier, Federico (2014) _ Dyadic Projected Spatial Augmented Reality (P.1)

Fig. 35: http://ubimax.de/images/home/PRODUCTS_XPICK_ILLU_2110x950.jpg