nautil.us | Released in July
2016, Pokémon Go is a location-based, augmented-reality game for mobile
devices, typically played on mobile phones; players use the device’s GPS
and camera to capture, battle, and train virtual creatures (“Pokémon”)
who appear on the screen as if they were in the same real-world location
as the player: As players travel the real world, their avatar moves
along the game’s map. Different Pokémon species reside in different
areas—for example, water-type Pokémon are generally found near water.
When a player encounters a Pokémon, AR (Augmented Reality) mode uses the
camera and gyroscope on the player’s mobile device to display an image
of a Pokémon as though it were in the real world.* This AR
mode is what makes Pokémon Go different from other PC games: Instead of
taking us out of the real world and drawing us into the artificial
virtual space, it combines the two; we look at reality and interact with
it through the fantasy frame of the digital screen, and this
intermediary frame supplements reality with virtual elements which
sustain our desire to participate in the game, push us to look for them
in a reality which, without this frame, would leave us indifferent.
Sound familiar? Of course it does. What the technology of Pokémon Go
externalizes is simply the basic mechanism of ideology—at its most
basic, ideology is the primordial version of “augmented reality.”
The first step in this direction of technology imitating ideology was
taken a couple of years ago by Pranav Mistry, a member of the Fluid
Interfaces Group at the Massachusetts Institute of Technology Media Lab,
who developed a wearable “gestural interface” called “SixthSense.”**
The hardware—a small webcam that dangles from one’s neck, a pocket
projector, and a mirror, all connected wirelessly to a smartphone in
one’s pocket—forms a wearable mobile device. The user begins by handling
objects and making gestures; the camera recognizes and tracks the
user’s hand gestures and the physical objects using computer
vision-based techniques. The software processes the video stream data,
reading it as a series of instructions, and retrieves the appropriate
information (texts, images, etc.) from the Internet; the device then
projects this information onto any physical surface available—all
surfaces, walls, and physical objects around the wearer can serve as
interfaces. Here are some examples of how it works: In a bookstore, I
pick up a book and hold it in front of me; immediately, I see projected
onto the book’s cover its reviews and ratings. I can navigate a map
displayed on a nearby surface, zoom in, zoom out, or pan across, using
intuitive hand movements. I make a sign of @ with my fingers and a
virtual PC screen with my email account is projected onto any surface in
front of me; I can then write messages by typing on a virtual keyboard.
And one could go much further here—just think how such a device could
transform sexual interaction. (It suffices to concoct, along these
lines, a sexist male dream: Just look at a woman, make the appropriate
gesture, and the device will project a description of her relevant
characteristics—divorced, easy to seduce, likes jazz and Dostoyevsky,
good at fellatio, etc., etc.) In this way, the entire world becomes a
“multi-touch surface,” while the whole Internet is constantly mobilized
to supply additional data allowing me to orient myself.
Mistry emphasized the physical aspect of this interaction: Until now,
the Internet and computers have isolated the user from the surrounding
environment; the archetypal Internet user is a geek sitting alone in
front of a screen, oblivious to the reality around him. With SixthSense,
I remain engaged in physical interaction with objects: The alternative
“either physical reality or the virtual screen world” is replaced by a
direct interpenetration of the two. The projection of information
directly onto the real objects with which I interact creates an almost
magical and mystifying effect: Things appear to continuously reveal—or,
rather, emanate—their own interpretation. This quasi-animist effect is a
crucial component of the IoT: “Internet of things? These are nonliving
things that talk to us, although they really shouldn’t talk. A rose, for
example, which tells us that it needs water.”1 (Note the
irony of this statement. It misses the obvious fact: a rose is alive.)
But, of course, this unfortunate rose does not do what it “shouldn’t”
do: It is merely connected with measuring apparatuses that let us know
that it needs water (or they just pass this message directly to a
watering machine). The rose itself knows nothing about it; everything
happens in the digital big Other, so the appearance of animism (we
communicate with a rose) is a mechanically generated illusion.
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