Augmented reality fiction

Paul Raven @ 17-02-2010

augmented reality headset conceptHere’s another option to add to the list of new avenues for fiction writers worried about the possible demise of the novel – augmented reality fiction, as (quite literally) dreamed by Web2.0 maven Tim O’Reilly [via @globalculture; image by The Lightworks]:

Last night I dreamed that one of my authors (no name or face that I can recall – one of the phantasms created by the half-waking imagination) had sold me rights to a novel he’d written, and was eager for me to publish it as an ebook. It turned out that the “ebook” we were developing was actually a movie that took place in an augmented reality overlay projected directly onto the mind’s eye, mixing what the author had imagined with what the viewer was actually seeing and experiencing at the time. Every version of the movie was different, because the story had to be overlaid on what the viewer was encountering in the real world. At one point in the dream, Eric Schmidt of Google was particularly excited because a sailing scene in the story warned him about a hidden reef that his boat had to avoid.

I don’t often share dreams on this blog (at least not sleeping dreams), but this one seemed worth putting out there, because I do think that augmented reality could be an important component of a new kind of storytelling, making today’s 3D entertainments as dated as silent films.

[I guess you have to move in pretty rarefied circles to have Google's CEO appear in your dreams...either that, or have the sort of extreme tech fetish that warrants medical attention.]

I very much doubt that O’Reilly’s the first to think of AR fiction, but having someone that influential kicking the idea around in public can only be a good thing; the dead-tree book may have a finite lifespan ahead of it, but storytelling will probably last as long as humanity itself, in one form or another.

O’Reilly continues with an anecdote about an intriguing format for theatre he once experienced, which (more so than the AR fiction idea alone) threw all sorts of interesting switches in my head:

Many years ago, I saw a play in LA called Tamara, a story set in the mansion where WWI hero and author Gabrielle D’Annunzio was held under house arrest by Mussolini. A fascinating experiment in theater, Tamara took place in many different rooms of the house. As an audience member, whenever a scene ended, you had an opportunity to follow the character of your choice to another room. No audience member could see the entire play. My wife and I went with her parents (who were back for the third or fourth time, seeing parts of the play they’d missed on previous visits), and afterwards, we all compared notes for hours about what we’d seen, and what we’d missed.

Now that’s an interesting idea… not to mention a neat way of making history a more immersive and interesting experience. Someone needs to start pitching that structure to the museums-and-stately-homes sector… *reaches for rolodex*

Of course, the layered nature of augmented reality means that there’s all sorts of potential for weird and unforeseen overlaps and mash-ups – it’s easy to think of ways to add a game component to that immersive theatre idea, for example. But there’s nothing that says you have to get permission to mesh your game with another layer. Let’s say that someone makes an AR guide to Victorian-era London, for instance; it’d be pretty easy for someone to independently develop an extra layer that threaded in a Sherlock Holmes-esque game element to the proceedings. But just think of the IP headaches that sort of mash-up is going to produce – if you develop a game on top of a free-to-view ad-supported AR layer, should you have to pay the creators of that layer? Or should the extra traffic you’re sending to it be considered payment enough? That sound you hear is the hands of a thousand lawyers rubbing together in glee…

And let’s not forget that all games can and will be gamed – for instance, you’ve probably heard of FourSquare by now (if not signed up already), but that casual geolocational contest is easily fiddled, as demonstrated by one Jim “KrazyDad” Bumgardner [via @qwghlm]. Games that are played upon games, realities that are recursively layered upon realities… things are going to get a whole lot more meta in the not-to-distant future.


Jo Walton on the protocols of reading science fiction

Paul Raven @ 20-01-2010

Have you ever wondered why it is that, for all your efforts and enthusiasm, you’ve failed to convince your bookworm buddies of the brilliance of a favourite science fiction story or novel? As science fiction readers, we know instinctively that there’s something different about it by comparison to “regular” literature, but explaining that difference concisely – to others, or even to ourselves – can be quite tricky.

Well, help is at hand – novelist Jo Walton has hit the nail on the head over at Tor.com with a short and lucid essay on the reading protocols of science fiction:

Because SF can’t take the world for granted, it’s had to develop techniques for doing it. There’s the simple infodump, which Neal Stephenson has raised to an artform in its own right. There are lots of forms of what I call incluing, scattering pieces of information seamlessly through the text to add up to a big picture. The reader has to remember them and connect them together. This is one of the things some people complain about as “too much hard work” and which I think is a high form of fun. SF is like a mystery where the world and the history of the world is what’s mysterious, and putting that all together in your mind is as interesting as the characters and the plot, if not more interesting. We talk about worldbuilding as something the writer does, but it’s also something the reader does, building the world from the clues.

It always feels a little elitist to engage in special pleading for science fiction’s literary merits, but it really has evolved its own rhetorical and narrative language; this has become much more apparent to me since I started critiquing manuscripts by beginning writers, especially those who’ve come to write science fiction late in their lives, or via television and cinema. It’s often said that the golden age of science fiction is twelve, but I wonder if exposure at a formative age is an essential prerequisite for the ability to parse it – can that “hard work” of decoding the fictional world be taught later in life and still bring the same degree of pleasure it gives to us?

A few years back, I managed to convince some of my public library colleagues to read Geoff Ryman’s Air, and I know a handful of people from the same generation as my parents who enjoy Ballard’s later short fiction, but reliable and universal “gateway drugs” seem hard to find. Have you had any success converting readers to science fiction, and if so, what books or stories did you use to bait the hook?


The Future is the Past: Assassin’s Creed II

Paul Raven @ 09-12-2009

Blasphemous Geometries by Jonathan McCalmont

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Sometimes, there is joy to be had in simplicity… in particular, simplified history.  Continue reading “The Future is the Past: Assassin’s Creed II”


In Medias Res

Sarah Ennals @ 15-11-2009

In medias res - Does Not Equal

Does Not Equal is a webcomic by Sarah Ennalscheck out the pre-Futurismic archives, and the strips that have been published here previously.

[ Be sure to check out the Does Not Equal Cafepress store for webcomic merchandise featuring Canadians with geometrically-shaped heads! ]


Red Faction: Guerilla

Jonathan McCalmont @ 22-07-2009

Political theatre and sock-puppet ideologies take centre stage on the dusty red plains of Mars, as Blasphemous Geometries examines the latest instalment in the Red Faction franchise.

Blasphemous Geometries by Jonathan McCalmont

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Somewhere, out in the mists of possibility that exist between universes and states of being, there is a game that begins in this fashion :

Your character is sitting in a cramped bedroom in front of a computer. Behind him, on the wall, is the green flag of Hamas (provided by someone down at the mosque, it serves both as a political statement and as a way of covering up an old poster of Ronaldinho. Your character clicks the mouse button and the webcam starts recording.  He reads a prepared speech about Gaza and the West Bank and concentrates upon keeping any signs of emotion from his voice. Martyrs, he has been told, must be proud. He has to stop and start again when his voice cracks into an embarrassing squeak on the word ‘Jihad’. He rides his bike to a lock up on the other side of town.  A van has been packed with explosives and a primitive trigger that appears to be a wiimote.  You snort your amusement at the in-joke. Continue reading “Red Faction: Guerilla”


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