APOLLO BEYOND A University Thesis Presented to the Faculty of
Transcription
APOLLO BEYOND A University Thesis Presented to the Faculty of
APOLLO BEYOND A University Thesis Presented to the Faculty of California State University, East Bay In Partial Fulfillment of the Requirements for the Degree Master of Multimedia By Stephen Barker & Song Speckels June, 2006 Copyright © 2006 by Stephen Barker & Song Speckels ii Abstract Apollo Beyond is an art exploration puzzle played out in real physical space examining man’s symbols, cosmologies, and collective unconscious through the ages. The goal of Apollo Beyond is to investigate the effectiveness of multimedia design on goal-oriented interactions and collaboration using the combination of Augmented Reality (AR) content and a Tangible User Interface (TUI). These two technologies have been shown to aid collaboration separately but have not been combined in this way before. iii APOLLO BEYOND By Stephen Barker & Song Speckels Approved: Date: iv Table of Contents LIST OF FIGURES ..................................................................................................................................VII INTRODUCTION.........................................................................................................................................1 TARGET OF DISCOVERY...............................................................................................................................1 AUGMENTED REALITY ................................................................................................................................2 TANGIBLE USER INTERFACES ......................................................................................................................3 CHOICE OF MEDIA .......................................................................................................................................3 SOCIAL RELEVANCE ....................................................................................................................................6 PROJECT DESCRIPTION........................................................................................................................10 USER EXPERIENCE ....................................................................................................................................10 Original Concept .................................................................................................................................10 Final Concept ......................................................................................................................................13 EARTH AGES DESCRIPTION .......................................................................................................................20 Greco-Roman Age, “Age of Gods and Myths”....................................................................................20 Mayan Age, “Age of Rituals and Astronomy” .....................................................................................22 Renaissance Age, “Age of Recognition and Reason”..........................................................................24 Modern Age, “Age of Spiritual Machines and Ascension” .................................................................26 “The Final Age” ..................................................................................................................................28 THE CONTENT DESCRIPTION .............................................................................................................31 Background..........................................................................................................................................31 Final Concept ......................................................................................................................................34 PROJECT EXPLANATION......................................................................................................................39 INTEGRATED DEVELOPMENT ENVIRONMENT ............................................................................................39 ORIENTATION & TRACKING TECHNOLOGY ...............................................................................................39 3D OBJECTS AND ANIMATION ...................................................................................................................41 THE ORACLE .............................................................................................................................................42 Construction considerations ................................................................................................................42 Form factor considerations .................................................................................................................43 Budgetary considerations ....................................................................................................................45 Final Configuration .............................................................................................................................46 THE OMPHALOS ........................................................................................................................................48 Construction considerations ................................................................................................................48 Final Configuration .............................................................................................................................48 CURRENT WORK IN THE FIELD ..................................................................................................................54 MIT Media Lab ....................................................................................................................................54 The Handheld Augmented Reality Project...........................................................................................55 YDREAMS Education and Culture ......................................................................................................55 MIT Media Lab ....................................................................................................................................56 Music Technology Group.....................................................................................................................57 MICC ...................................................................................................................................................57 RELATED CSU MULTIMEDIA THESIS PROJECTS TO DATE .........................................................................58 Mobile Augmented Reality System (MARS) (1999) .............................................................................58 Luminance (2005)................................................................................................................................58 PROJECT REALIZATION.......................................................................................................................59 BUDGET PLAN ...........................................................................................................................................59 PRODUCTION PLAN ...................................................................................................................................61 Production Goals/Milestones...............................................................................................................61 v CONCLUSIONS..........................................................................................................................................65 REFERENCES ............................................................................................................................................68 APPENDIX I: INDEX OF SYMBOLS USED IN APOLLO BEYOND ................................................71 APPENDIX II: STORY SCRIPTS ...........................................................................................................86 APPENDIX III: CONTENT FLOWCHART ........................................................................................141 vi List of Figures FIGURE 1- THE MIXED REALITY CONTINUUM ACCORDING TO MILGRAM ET AL. 1994...2 FIGURE 2- A DEPICTION OF COLLABORATIVE AR CAD (FROM SHIN 2002). ..........................9 FIGURE 3- DEPICTION OF HOW THE “MAGIC WINDOW” WORKS (FROM NEWMAN ET AL. 2001). ..........................................................................................................................................11 FIGURE 4- “MAGIC WINDOW” VIEWS THROUGH THE AR VIEWER. ......................................11 FIGURE 5- CONCEPTUAL DRAWING OF AR-TUI COLLABORATIVE ENVIRONMENT........12 FIGURE 6- ENVIRONMENT CONCEPT SKETCHES.........................................................................14 FIGURE 7- FLOOR SYMBOL AND LAYOUT FOR THE TEMPLE WITH ALTARS AND THEIR ASSOCIATED COLORS (YELLOW=GRECO-ROMAN, RED=MAYAN, GREEN=RENAISSANCE, AND BLUE=MODERN). ...................................................................15 FIGURE 8- THE OMPHALOS SURROUNDED BY THE ALTARS OF THE AGES WHERE THE ORACLE VIEWS AR CONTENT...................................................................................................16 FIGURE 9- EARTH AGE PHICONS (LEFT) AND ELEMENTAL PHICONS (RIGHT). ................16 FIGURE 10- INTRODUCTORY TUI PROMPT SCREEN ON OMPHALOS. ...................................17 FIGURE 11- CONCEPT FOR PHICON ACTIVATED TABLETOP...................................................18 FIGURE 12-THE FOUR ALTARS AND THEIR CORRESPONDING CONTENT. ..........................19 FIGURE 13-GREEK AGE ALTAR. .........................................................................................................21 FIGURE 14- STEALING FIRE FROM APOLLO’S CHARIOT TO GIVE TO MAN........................21 FIGURE 15- MAYAN CALENDAR WHEEL ALTAR. .........................................................................23 FIGURE 16- CALENDAR WHEEL SIMULATION OF VENUS ALIGNMENT................................23 FIGURE 17- FINDING THE DATE THAT ALIGNS UXMAL’S PALACE OF THE GOVERNOR WITH THE PYRAMID AT CETZUC AND THE MOST SOUTHERLY RISE OF VENUS AS THE MORNING STAR. ...................................................................................................................24 FIGURE 18- RENNAISSANCE AGE ALTAR. .......................................................................................25 vii FIGURE 19- PUTTING PLANETS IN THEIR COPERNICAN ORDER UPON THE SEAL OF SOLOMON.........................................................................................................................................26 FIGURE 20- MODERN AGE ALTAR. ....................................................................................................27 FIGURE 21- A SAFE LANDING AT THE APOLLO 12 LANDING SITE AND THE SECRET GLYPH FOR THE MODERN AGE IS REVEALED. ...................................................................28 FIGURE 22- “FINAL AGE” PUZZLE PROMPT DESIGN...................................................................29 FIGURE 23- THE OMPHALOS DISPLAYS THE STORY OF THE FINAL AGE. ARROWS ARE PROJECTED ONTO THE FLOOR TO DIRECT THE USER’S ATTENTION........................30 FIGURE 24- FROM “THE COSMIC SERPENT”-DIS (EVIL) ASTER (STAR). ...............................32 FIGURE 25- ANCIENT PORTRAYALS OF COMETS AND ASTEROIDS. ......................................33 FIGURE 26- ANCIENT EGYPTIAN DEPICTION OF THE OUROBOROS......................................35 FIGURE 27- SYMBOLS FOR MARKERS FROM THE FOUR AGES. ..............................................41 FIGURE 28- EXAMPLE OF A VIRTUAL TRAIN SUPERIMPOSED OVER A REAL WORLD WOODEN TRACK ON A HANDHELD PC DISPLAY (FROM WAGNER ET AL. 2005). ....42 FIGURE 29- ORIGINAL CONCEPT DRAWING FOR THE AR VIEWER. ......................................43 FIGURE 30- HEAD MOUNTED DISPLAY MOBILE AUGMENTED REALITY (AR) VERSUS HANDHELD MOBILE AR (FROM WAGNER ET AL. 2005)....................................................44 FIGURE 31- THE AR PAD (FROM MOGILEV ET AL., 2002)............................................................45 FIGURE 32- THE ORACLE AR VIEWER. ............................................................................................47 FIGURE 33- ORACLE COMPONENTS FROM LEFT TO RIGHT: UHF VIDEO TRANSMITTER, LCD TV, AND WIRELESS VIDEO CAMERA..............................................47 FIGURE 34- THE OMPHALOS (TUI INTERFACE) DURING DEVELOPMENT. ..........................49 FIGURE 35- A SYSTEM DIAGRAM OF THE PROJECT SHOWING ALL THE INTEGRATED COMPONENTS.................................................................................................................................51 FIGURE 36- EXAMPLE OF TABLETOP SILHOUETTES FROM CAMERA’S PERSPECTIVE..51 FIGURE 37- INTERNAL PHICON FRAME AND ELECTRONICS. ..................................................52 FIGURE 38- WIRING DIAGRAM FOR PHICONS...............................................................................53 viii FIGURE 39- “MAGIC WINDOW” HARDWARE..................................................................................54 FIGURE 40- AR ON OF- THE-SHELF HANDHELDS..........................................................................55 FIGURE 41- “TANGITABLE” TECHNICAL SCHEME. .....................................................................55 FIGURE 42- TANGIBLE GEOSPACE. ...................................................................................................56 FIGURE 43- REACTABLE. ......................................................................................................................57 FIGURE 44- TANGITABLE. ....................................................................................................................57 FIGURE 45- LUMINANCE. ......................................................................................................................58 FIGURE 46- PROJECT BUDGET............................................................................................................60 ix 1 Introduction Target of Discovery The goal of Apollo Beyond is to explore goal-oriented interactions through a combination of augmented content and a tangible user interface. Users will manipulate and interact with both physical and virtual objects. This project will seek to achieve a bridge between the physical and digital world, and provide a valuable way to explore man’s relationship to the universe throughout time. Specifically, this project was developed in an attempt to explore the following questions: 1. How are different goal-oriented interactions affected by the combination of different types of collaboratively designed multimedia such as Tangible User Interfaces and Augmented Reality? 2. What are the resulting implications for group interactive installation design? To fully understand these goals and the scope of the project, definitions of the technologies used within the context of the project follow, along with a brief discussion of the factors involved in the choice of these forms of media and the relevance of this work. 2 Augmented Reality Augmented Reality (AR) is a means of compositing virtual objects (often computer generated images and characters) with reality so that the virtual objects appear to blend with and be a part of the natural environmental surroundings. These virtual objects are updated upon a live video display, and thus appear to be within the actual physical room and can be walked around and observed from different angles just as if they were real objects. A taxonomy that defines a Reality-Virtuality continuum (Figure 1) was produced by Milgram (Milgram and Kishino 1994; Milgram, Takemura et al. 1994). Every type of media between the real world and a completely virtual one is called Mixed Reality. AR is a subcategory that lies at the end nearest the real world on the continuum. The HowStuffWorks website notes that AR’s goal isn’t to just superimpose graphics in a real environment, but also to “change those graphics to accommodate a user's head- and eye- movements, so that the graphics always fit the perspective” (Bonsor 2005). Figure 1- The Mixed Reality Continuum according to Milgram et al. 1994. 3 Due to the fact that Augmented Reality is a relatively new field of study, this will only be acheived through the continuation of current advanced research including the use of motion tracking data, fiducial marker recognition using machine vision, and the construction of controlled environments containing sensors and actuators. (http://en.wikipedia.org/wiki/Augmented_reality). Tangible User Interfaces Tangible User Interfaces (TUI) are a way of externalizing digital information and functions into physical, manipulable forms. As an example, let us say that when an object associated with a particular function is physically placed next to an object associated with a particular set of information, the function is then carried out upon that set of information. The result is the ability to manipulate and access data through simple actions not usually associated with contemporary human-computer interfaces, mice, and keyboards. Choice of Media While both Virtual Reality (VR) and Augmented Reality (AR) deal in the spatial world of 3D objects, many complain about feelings of uneasiness experienced within immersive VR environments. Such feelings are not conducive to learning or prolonged exploration, not to mention enjoyment. AR provides the best of both worlds and alleviates this problem by grounding the user’s experience in reality. The 3D items of interest are displayed in the context of the real surroundings. In addition to making the 4 overall environment experienced more familiar, the mixing of the virtual objects with the real environment lends more credibility to the objects’ existence in the user’s mind, making the experience seem more real. Completely computer-generated VR environments on the other hand can often leave the user flat, where the experience is lessened by a pervading knowledge and sense of disbelief in the world around them. Also, because of the added degree of separation, non-immersive VR environments can often feel like little more than video games, which would not be accepted by many users due to lack of interest in such media. The members of Apollo Beyond are extremely interested in this field as an area of study. While Virtual Reality is interesting, Augmented Reality allows us to continue to live and socialize in the real world to which we’re accustomed while also being able to take our fantasies, our dreams, and our information with us there, too. A Tangible User Interface will add an additonal tactile quality to the environment. The data will be made tactile, following the laws of physics that govern the familiar world of working with real objects you can touch and feel. People intuitively know how to manipulate objects while many need instructions to operate a computer. Tangible User Interfaces (TUI) are an ideal support for information visualization; as opposed to Graphical User interfaces in which users must share input devices, they are “intrinsically well suited to collocated cooperative work by virtue of their many loci of physical control...Tangible interfaces’ 5 externalization of information into physical, manipulable forms also has important implications for facilitating communications and “transparency” of interaction between multiple collocated users. These properties illustrate ways in which tangible interfaces can leverage lessons from distributed cognition. Distributed cognition describes the roles played by physical objects and the physical environment in supporting memory, learning, and interpersonal communications – all properties of direct relevance to tangible interfaces” (Ishii & Ullmer, 2001). The The AR viewer also supports this interaction in contrast to wearable/head mounted AR systems, which limit the view to an individual user. Apollo Beyond aims to enhance collaboration and give the user the opportunity to change their point of view and investigate man’s relationship to the cosmos through the ages. While other forms of media can convey this, the combination of AR and TUI may be capable of delivering it in such a way as to uniquely relate it to the user’s physical world and make the experience more real and thought-provoking. Both of these emerging technologies might lend a unique feel to such experiences and engage the user in a more significant and meaningful way. 6 Social Relevance In today’s society, advanced technology is making teamwork more important within the workforce (Gokhal 1995). The more complex tasks become, the harder it becomes for one person to process all the neccessary information required to complete them. A leading problem in the fields of environmental psychology and ergonomics is preventing sensory overload for workers and operators of complex equipment. Sometimes different modalities are used to take the pressure off of one type of sensory input and pass it on to another. This is often used in the design of fighter jet controls where a single critical indicator guage could easily be lost among the scores of other instrument feedback displays found on the jet’s control panel; certain visual indicators may be linked to auditory alarms to help the pilot psychologically filter out the noncritical information at key moments. However, sometimes it’s simply just neccessary to have “a second pair of eyes” to process the information required for a particular task, as is the case in two-man fighter jets where each is assigned a role in the control of the craft. Collaboration is the key to success in complex goal-oriented tasks. Both Augmented Reality (AR) and Tangible User Interfaces (TUI) are technologies meant to bridge the gap between the physical world of atoms and the digital world of bits. In the familiar world of working with real objects, quite complex physical data (sight, smell, etc.) is rendered relatively simple to us through the psychological filters our brains have developed over the course of our evolution to make sense out of chaos. To simplify our ability to manipulate and access the enormous electronic 7 storehouses of data we require for many of today’s complex tasks through the same actions governed by the intuitive laws of physics is perhaps one of the most ambitious and worthwhile endeavors that could be undertaken--data you can touch and feel, objects that can sort your electronic data without operating instructions. People intuitively know how to manipulate objects while many need instructions to operate a computer. Linking computer operations to intuitive real object manipulations opens up more possibilities with less sensory overload. These ideas of how man interacts (or should interact) with computers, himself, and the external world are echoed in the works of Norbert Weiner, with his work on communication and control, and Vannevar Bush with his desire to increase man’s ability to store, retrieve, and manipulate information, (Packer & Jordan, 2001). Douglas Englebart’s work towards augmenting human capability has been seen as some of the most life-changing efforts in modern times. In his monograph, “AUGMENTING HUMAN INTELLECT: A Conceptual Framework,“ Engelbart discusses the hypothetical advantages and processes associated with computer augmented team cooperation and how smart spaces can aid in the effectiveness of collaborative work. The theory is that mediated spaces encourage interpersonal interaction—a neccessity for any collaborative, goal-oriented task, be it education, investigation, or entertainment. Given the fact that AR is just in it’s relative infancy, this market shows great growth potential for use in applications across multiple disciplines and markets. Future uses might include tourist and navigation information stations, Business-to-Business and 8 tradeshow product marketing visualizations/demonstrations, education, medical applications, and even manufacturing/QA design and testing. The HowStuffWorks website suggests that “possibly by the end of this decade, we will see the first massmarketed augmented-reality system, which one researcher calls ‘the Walkman of the 21st century’" (Bonsor 2005). Apollo Beyond attempts to loosely follow the collaborative model used by NASA in its manned space missions. Astronauts on a space mission have more detailed local knowledge of their surroundings while Mission Control has more access to vast Knowledge and Expert Systems to provide information the astronauts may need to complete a task. Apollo Beyond will pose problems to the users requiring that AR and TUI technologies be used together but in different ways. In this way, it is hoped that the stumbling blocks and benefits particular to each of Apollo Beyond‘s design paradigms will be discovered and used to improve future designs using these technologies. Applications of such an improved or altered system could benefit group design teams or workshops (Figure 2), advanced educational programs including surgical procedures (Billinghurst 2002), interactive group-oriented museum exhibit installations, or even situation analysis and mission simulations for teams like NASA, themselves. Over the past few years there has been more interest in the possibilities of AR Computer Aided Design (CAD) and Mixed Reality Collaborative Virtual Environments (MRCVE) (Dunston, P. et al. 2000; Dunston, P. et al. 2002; Shin 2002; and Wang 2002). These 9 fields could be waiting for improved interface and collaborative designs to expand their possibilities. Figure 2- A depiction of collaborative AR CAD (from Shin 2002). It is intended that Apollo Beyond will enchant anyone interested in humanity’s relationship with and understanding of the Cosmos. Every generation for thousands of years has led inquiries originating from theology, philosophy, or science to understand the make-up of the cosmos and our place in it. This curiosity which seems to forever bind us in a marriage with the heavens is therefore just as intriguing and relevant today as it was at the dawn of man’s consciousness. It is theorized that this kind of multimedia experience may increase public interest in space science and the scientific literacy of the general public. Space and space science stimulates imagination and interest in all types of science and exploration, which can ultimately lead to a more science and technology literate society (National Aeronautics and Space Science Administration)—an increasingly important factor in today’s society. 10 Project Description User Experience The concept for the user experience evolved as our research of the content inspired us in new directions and our awareness of the technologies involved grew. Following is the summary of our initial concepts which is then followed up with details on what participants experience in the final version of our project. Original Concept Initially, content surrounded the subject of space science and the U.S. space program with particular emphasis on the Apollo lunar missions. There were two ways in which the exploration of this subject were to be presented. The user(s) could study at a TUI worktable to get information, and/or view the augmented reality content through an AR viewer. The AR viewer would be a handheld computer display for viewing AR content. It would feature a video display showing the user whatever was directly in front of it, thereby creating the effect of looking through a window (Figure 3 and 4). The AR viewer display would also reveal whatever augmented content had been activated. Essentially, one user was allowed to freely roam the project arena (the room in which the table is located) with the AR viewer, and the other was to operate the table in the manner of a mission controller (Figure 5). In this way, participants would work together collaboratively through the content. 11 Figure 3- Depiction of how the “magic window” works (from Newman et al. 2001). Figure 4- “Magic window” views through the AR viewer. Collaborative paradigms for the original concept included: • Tools Used In Series (TUI, AR)-Two users would advance from collaboration at the table to collaboration with the AR viewer. 12 • Tools Used In Parallel (TUI Dominant)-One user would utilize the table while the other used the AR viewer simultaneously to solve a problem. • Content was also in development for Tools Used In Parallel (AR Dominant) and Tools Used In Series (AR, TUI). Figure 5- Conceptual drawing of AR-TUI collaborative environment. In exploring these options we concluded that we were perhaps trying to force these methods of collaboration in an unnatural or non-useful way. In addition, as our content evolved, the collaborative aspects of our investigation became more open. 13 Final Concept For the purpose of demonstrating collaborative techniques, a goal-oriented task was required. However, forcing a design task or other type of work upon a potential group of participants was not seen as the best way to motivate the group to use the tools. So another paradigm was selected which had a higher liklihood of motivating the users to pursue a goal and use the tools within a short time span. Goal-oriented tasks and motivating factors were hidden in the form of puzzles and clues. Thus in the final version, users work together to manipulate and interact with both physical and virtual objects within a fabricated environment to solve puzzles. The content in its final form revolves around man’s changing relationship with the heavens and the different stories and cosmologies that have emerged through time. The main interface elements remained relatively intact with only slight changes to their details and functions to better fit our new paradigm. The project still uses a TUI tabletop interface, called “The Omphalos”, and an AR viewer, called “The Oracle”. However, the new arrangement allows participants to share the experience by exploring and learning together more fluidly. The project's inclusive principles and open designs are hypothesized to aid in collaboration. For instance, the TUI and other tables used in the project allow multiple users to simultaneously share the space and walk freely around the table while continuing to face each other. This arrangement allows users to interact with both the table and each other from any side without disrupting the social aspect of collaboration in the process of interacting with the tool. 14 The users initially explore content at the Omphalos but are also able to leave the table to walk around and view the augmented reality content through the Oracle. This allows the users to share the visual experience, bring them closer together, and facilitate important face-to-face interpersonal communications that are so important to collaborative efforts, such as body language and eye contact. Apollo Beyond is intended to encourage multi-user exploration and collaboration by sharing the Oracle view and TUI controls. Each exhibit would feature both play and exploration components, so with any given selection the experience is still up to the users. General Installation Setup Figure 6- Environment concept sketches. 15 The concept for the installation space was inspired by The Temple of Apollo at Delphi. Multiple users enter a somewhat darkened, music filled room, called “The Temple” (Figure 6). The floor is covered with a design reminiscent of several symbols found among different cultures, including the Mayan Wakah Chan (Sacred World Tree), the mystical Ouroboros, the Buddhist svastika, and the ancient Solar Cross (Figure 7). The users are presented with five tables—four smaller tables surrounding a larger, octagonal table—the Omphalos (Figure 8). Each of the four tables is representative of an age/culture in human history and has a physical model or exhibit atop it. These are the “Altars of the Ages” and include a Greco-Roman Age Altar, a Classical Mayan Age Altar, a Renaissance Age Altar, and a Modern Age Altar. The octagonal table in the center (the Omphalos, meaning “umbilicus of the world”) is the main TUI interface for unlocking the content associated with each of the altars. At the end of the room opposite the entrance is a single stand holding the Oracle AR viewer. Figure 7- Floor symbol and layout for the Temple with Altars and their associated colors (Yellow=Greco-Roman, Red=Mayan, Green=Renaissance, and Blue=Modern). 16 Figure 8- The Omphalos surrounded by the Altars of the Ages where the Oracle views AR content. Figure 9- Earth Age phicons (left) and Elemental phicons (right). 17 A tray found on each side of the Omphalos holds a TUI interactive object, called a “phicon” (PHysical Icon). There are four color-coded, cube-shaped “Earth Age” phicons one for each of the altars, and four other smaller phicons with small platonic solids affixed on top of them representing the elements of air, fire, water, and aether (Figure 9). Each phicon is covered in glyphs/symbols associated with either its age or element, including symbols from astrology, alchemy, science, and Mayan stele. The symbols used in this project can be found in their entirety within Appendix I. On the Omphalos, a series of square patterns is shown. The squares are color-coded to match the Earth Age phicons. This display and the accompanying voice prompts the user to interact with the table using the phicons (Figure 10) while the Oracle displays a digital collage of imagery from each of the four ages. Figure 10- Introductory TUI prompt screen on Omphalos. When users place an Elemental phicon together with an Earth Age phicon, a window in the center of the table’s surface opens and reveals part of a story associated 18 with that particular age and element. The opened window is loosely “attached” to the phicon’s orientation so the user can rotate it to be viewed in the correct orientation anywhere around the table surface (Figure 11). Thereby, content can be manipulated and viewed from any direction, orientation, or side around the table according to the position and rotation of the phicon. Since there are four Elemental phicons, each age has four stories associated with it. Figure 11- Concept for Phicon activated tabletop. In addition to stories, phicons on the tabletop also reveal clues at the end of the stories for solving the puzzle of the selected Age, as well as providing shared visual and symbolic clues for solving puzzles in other ages (Figure 12). When users have heard all four stories for an age and received all four clues, they are prompted via graphic projections on the table and floor as well as 3D audio from behind the corresponding altar to take the AR viewer and look through it at the altar. There, a puzzle activity that unlocks an additional animated story is revealed in Augmented Reality. 19 Figure 12-The four altars and their corresponding content. A secret glyph is revealed at each altar once its AR puzzle has been solved. The glyph is used as part of a four-part key to unlock a final secret story. This key is entered by placing multiple Earth Age phicons on the Omphalos surface at the same time then “dialing” each to its corresponding secret glyph. While this is the ultimate goal with regard to the puzzles presented in the project, it is left up to the users to determine whether or not they wish to pursue this course of action; some groups may instead prefer 20 the goal of simply listening to all the stories from the various ages and be satisfied with that. Thus, the user experience is still left up to the user. Earth Ages Description Greco-Roman Age, “Age of Gods and Myths” If users place the Greco-Roman Age phicon on the Omphalos along with the elemental phicons they will hear stories surrounding the characters of Apollo, Prometheus, Zeus (Jupiter), Chronos (Saturn), and other gods of the time. The altar for this age is adorned with a constellation of symbols representing the god Zeus, the Olympic Spirit of Jupiter, and the astrological fire signs of the zodiac (Sagittarius, Leo, and Aries). Also placed on the altar is a physical reproduction of Apollo’s chariot with solar symbols and a real fennel stalk displaying the alchemical symbol for fire (Figure 22). In augmented reality, a fire envelops the model of Apollo’s chariot and a man stands next to a firepit some distance away on the tabletop. At this altar, users reenact the act of Prometheus giving fire to man by using the fennel stalk to carry the augmented reality fire from the chariot to the virtual man’s firepit (Figure 14). 21 Figure 13-Greek Age Altar. Figure 14- Stealing fire from Apollo’s chariot to give to man. 22 Mayan Age, “Age of Rituals and Astronomy” If users place the Mayan Age phicon on the Omphalos along with the elemental phicons they will hear stories about the Mayan observations of the night sky, their calendar system, and their gods. The altar for this age is a working Tzolkin calendar wheel using the Mayan symbols used by their calendar, as well as some modern equivalents for some of the numerical glyphs (Figure 15). The modern glyphs help users to identify the numerical pattern of the Mayan symbols in addition to being used along with outlined versus filled glyphs to establish a pattern encoding Fibonacci and prime number series (seen in other ages) within the available numbers of their calendar system. Also placed upon the calendar’s inner wheel is a miniature physical reproduction of the Palace of the Governor in Uxmal, Mexico, including the double-headed jaguar sculpture found in its courtyard (Figure 16). In augmented reality, an arrow sightline guide appears nearest the users while a virtual temple appears over an elevated symbol attached to the calendar’s outer wheel. At this altar, users find the correct number and named-day glyph combination denoting a date where the sightline comes into alignment with the date selection, the Palace, the double-headed jaguar sculpture, and the virtual temple (Figure 17). 23 Figure 15- Mayan Calendar Wheel Altar. Figure 16- Calendar Wheel simulation of Venus alignment. 24 Figure 17- Finding the date that aligns Uxmal’s Palace of the Governor with the pyramid at Cetzuc and the most southerly rise of Venus as the morning star. Renaissance Age, “Age of Recognition and Reason” If users place the Renaissance Age phicon on the Omphalos along with the elemental phicons they will hear stories about the search for wisdom through alchemy, empiricism, and the works of da Vinci, Kepler, Copernicus, and Galileo. The altar for this age features replica charts of the order of the planets and their orbital paths per Ptolemy and Copernicus as well as a large Seal of Solomon incorporating orbital paths (Figure 18). Six tiles with the ancient Greek and alchemical planetary symbols (Sol, Mercurii, Venera, Terra, Maarti, and Iovis) printed upon them lie in a dish on the table 25 while the symbol for Saturnus, the Prima Materia, is permanently placed upon the seal. In augmented reality, each planetary tile features its corresponding planet hovering a few inches above the tile (Figure 19). At this altar, users place the tiles upon the seal to complete the Copernican order of the planets. Figure 18- Rennaissance Age Altar. 26 Figure 19- Putting planets in their Copernican order upon the Seal of Solomon. Modern Age, “Age of Spiritual Machines and Ascension” If users place the Modern Age phicon on the Omphalos along with the elemental phicons they will hear stories about the U.S. space program, its roots in German World War II rocketry, and mysteries surrounding the Nazi party. The altar for this age is a map of the moon’s surface showing the landing sites for the Apollo lunar missions (Figure 20). The landing sites for Apollo 12 and Apollo 17 are designated by large Mayan numerical glyphs for the numbers twelve and seventeen. Also placed upon the altar is a modern wireless handheld game controller. In augmented reality, an Apollo style lunar lander appears and falls to the table surface, simulating moon gravity. At this altar, users 27 must determine which of the two landing sites designated by the Mayan glyphs is the correct site using the clues from the Omphalos then utilize the game controller on the altar to control the lunar lander’s descent and land the craft safely at the correct site (Figure 21). Figure 20- Modern Age Altar. 28 Figure 21- A safe landing at the Apollo 12 landing site and the secret glyph for the Modern Age is revealed. “The Final Age” In this mode, colored squares in specific, fixed positions are cues to “dial in” the secret glyphs received at the end of each of the AR puzzles using the four Earth Age phicons (Figure 22). When the correct glyphs are placed in the correct positions, a final story is started in four windows upon the table as well as on the Oracle viewer (Figure 23). 29 Figure 22- “Final Age” puzzle prompt design. 30 Figure 23- The Omphalos displays the story of the Final Age. Arrows are projected onto the floor to direct the user’s attention. Hitting upon subtle themes, symbols, and ideas laced throughout the other stories, this story is meant to fill the users with an eerie sense of both discovery and deja-vu broadening the users’ perceptions into the realm of Carl Jung’s idea of the collective unconscious (Jung 1964). Instead of bullying the users into a pre-packaged conclusion, the narrative, which touches on 2,000 years of human culture and history, is intended to leave many questions unanswered and many things up to the user to explore and discover for themselves, so each user will experience something relatively unique based on their thinking and perceptions. 31 The Content Description Background Apollo Beyond began with two research questions as the compass for the project. These questions primarily dealt with the technologies we were to use. Our content was meant to be an interesting informational support for exploring the use of these technologies. However, the process of the research led us to bring the content more to the forefront of the project, so that rather than just using the technology to communicate prepackaged information, the content itself encourages users to explore and discover individual meaning and connections. This was guided by our own discovery that man’s relationship to the universe is really much more similar than different across the ages. Rather than seeing the universe in totally different ways across the ages, man seems to perpetually create similar stories to explain his perceptions of the universe. Apollo Beyond hopes that the combination of Augmented Reality and Tangible User Interface technologies support users not only in collaboration but also in the exploration and further creation of these stories. Apollo, one of the most well known Greek Gods, represented music, poetry, medicine, civilized arts and learning. In later times he was also associated with the Sun God (Helios), who according to legend drove a fiery chariot (the sun) across the sky each day. His name was also given to the American space program that put the first man on the moon. The name Apollo has been a part of man’s connection to the universe for a long time. In the hopes that connecting the ancient and the modern will bring us beyond 32 our narrow perspective which is limited by space and time, the authors have chosen the name Apollo Beyond. Some astronomers have noted that contained in the folklore and mythologies of many cultures are the observations of ancient peoples who watched the sky. Many of these stories deal with times when death and mass destruction came from the cosmos. These events have been portrayed as celestial battles between the Gods (Figure 24). Figure 24- From “The Cosmic Serpent”-Dis (evil) Aster (star). The collection of ancient Chinese astronomical observations contained in the chronicle known as the "Bamboo Annals", are said to contain details of comets, fireballs, and planetary conjunctions. Some modern astronomers have been using this ancient archive to correlate the observations made by the skywatchers of various contemporary cultures in other parts of the world. Classical writings such as the Epic of Gilgamesh, and numerous passages from the Old Testament, continue to be deciphered in comparable astronomical fashion. The Book of Revelations mentions a star named Wormwood, which makes the waters bitter, creating a wasteland similar to the wastelands of Arthurian legend. Some believe that 33 this was a reference to a comet which had in the past caused similar destruction, and whose return may have been expected by the author of the Book of Revelations. The ancient Chinese depicted comets as dragons flying through the skies. Anthropologists, archeologists and astronomers speculate that the plumed serpent of the Aztecs and the Mayans, and tales of winged serpents in the traditions of other ancient peoples, refer to comets or large asteroids that had disintegrated in the upper atmosphere producing fireballs (Figure 25). The smoke trails left by these fireballs were distorted by air currents in the atmosphere and took on the eerie appearance of a serpent in the sky. Figure 25- Ancient portrayals of comets and asteroids. Legends, oral traditions, and written mythologies describing celestial events which were regarded as important enough to be recorded and passed on to future generations are now reinterpreted in our modern perspective. Ancient peoples worldwide were preoccupied with these events of the cosmos, and almost all the megalithic structures that have survived the past several millennia, on all continents, show that remarkable degrees of astronomical observation were considered in their construction. 34 In modern times the view of the earth from space both unifies (we all share this small planet), and belittles, (we are no longer bound to the small insignifigant planet). From astronaut Buzz Aldrin’s space-based perspective, “the earth was eventually so small I could blot it out of the universe simply by holding up my thumb.” Yet even as our knowledge of the universe increased, fantastic stories still persist about the nature of the universe and the life within it. Instead of deifying planets and comets, modern people tell stories of aliens, abductions, and Nazi UFOs. For thousands of years, people have looked into the sky and speculated about what is really out there. From the personification and reverence of celestial bodies to a modern scientific view of the universe, man’s relationship to the cosmos through the ages has been many faceted. Yet in each age, the constant appears to be a seemingly overwhelming compulsion, a need, to tell stories to explain the way the universe is perceived to be. Apollo Beyond endeavors to provide its users several of these perspectives including how ancient peoples related to the universe, and information on early and modern astronomers/scientists. Final Concept Apollo Beyond, as an art exploration puzzle, is played out in real physical space, examining man’s symbols, cosmologies, and collective unconscious through the ages. In the narratives relayed within each age, some common themes are repeatedly touched upon, such as opposing forces, cycles of existence, and the Ouroboros (Figure 26). The Ouroboros is a snake devouring its own tail. It represents the cyclical nature of the 35 world, the eternal return, and natural cycles that begin anew as soon as they end. As well as being an ancient Greek symbol it is also an important alchemical symbol and can be found in many other times and cultures throughout the world. In some representations the serpent is shown as half light and half dark, echoing symbols like the Yin Yang, which illustrates the dual nature of all things, but more importantly, a unity of opposites rather than a conflict. Figure 26- Ancient Egyptian depiction of the Ouroboros. In strategic places, relevant phrases and lines from culturally popular sources have been interspersed throughout the narrative to enhance feelings of deja-vu that might psychologically amplify Jung’s concepts. The final narrative, which touches on 2,000 years of human culture and history, is intentionally left open-ended. It purposefully 36 leaves many questions unanswered and many things up to the user to explore and discover for themselves through further investigation instead of bullying them into a prepackaged conclusion. In this way, it is hoped that the concepts covered in the content will be expanded upon, thus perpetuating the need to create stories about the universe. The scripts for the content can be found in their entirety within Appendix II. Of note is that the stories are simply voice-overs performed by Curtis Corlew of Los Medanos College with no synchronized musical accompaniment. Ambient background music is associated with the overall age, not the stories. Thus, when an age is selected, music matching the the age is played in the background. The interesting aspect of this is that it doesn’t follow the typical pattern of strictly matching moments in the music to particular events in the narrative to heighten mood or emotion. Each participant may play the stories in a different order at different times. Therefore, the installation has a certain amount of indeterminism designed into it and each experience is unique. Oddly, despite the indeterminate nature, thoughtful selection of the music’s mood and feel caused the music to still seem perfectly timed with the narrative even though it was a completely novel combination each time. The musical selections were based upon relevance, period authenticity, and general mood and feel. For the Greco-Roman age, the “Epitaph of Seikilos”, one of the oldest known pieces of written music, is played in the background. The recording was performed by the Stasimon chorus in 1995 on Disc 1 of set CD-129 of the Norton Recorded Anthology of Western Music, Vol. 1. For the Mayan age, “In temazcalli,” a 37 2002 mesoamerican piece of music by the artist Coyotzin utilizing traditional musical instruments, is played. For the Renaissance age, a period chamber music piece called “Sett a5 in A Minor” by William Lawes (1602-1645) is played from a contemporary (2003) recording by the Oberlin Consort of Viols from his “5 and 6 Part Fantasies.” For the Modern age, Gustav Holst’s “Neptune, The Mystic,” from the 2004 recording of Sir Charles Groves and the Royal Philharmonic Orchestra, is played. The music for the initial “Standby” mode is Vangelis Papathanassiou’s “Movement 3” from his 1975 release “Heaven and Hell.” This track is best known as the main theme used in the 1980 public television series “Cosmos” produced by astronomer Carl Sagan. Music for the “Final Age” movie are edited selections from the tracks “The Rose of Arimithea” and “L’esprit des Gabriel” from Hans Zimmer’s 2006 “The Da Vinci Code” Original Soundtrack recording. This was chosen due to the recency of the release of the film of the same title with the intended effect that some participants who may have seen the film may find something eerily familiar about the finale’s music. Since this installation is a student research project and not a commercial endeavor, these pieces of music are used here under the intention of “Fair Use” with regard to copyright law. The same holds true for many of the images that were used to help visually tell the stories told within the content of the installation. While many images are original productions, efforts were made to use known works, such as "Saturn Devouring One of His Children" by Francisco de Goya y Lucientes, where possible to show the pervasiveness of some of the stories and overlapping ideas throughout different ages even in the art world. Therefore, numerous historical pictures, images, and artworks 38 from the Google Image Archive (http://images.google.com) were included to produce the nearly 60 minutes of story content written for the different ages. In exploring the content for these ages, user’s that choose to follow the clues and try to solve the puzzles will end up having to navigate through Apollo Beyond’s content structure. This structure allows users to work along different, well-ordered paths of their own choosing to reach the conclusion which features imagery of various symbols and ideas throughout the ages, tied together and interspersed with the astronomy film “Flight to the Virgo Cluster” by the University of Hawai’i’s Institute for Astronomy. The flowchart expaining this flexible content structure can be found in Appendix III. 39 Project Explanation Integrated Development Environment Both the TUI device and the AR viewer utilize the Designer’s Augmented Reality Toolkit (DART) developed by the Augmented Environments Laboratory at the Georgia Institute of Technology. DART is used in the project for tracking objects and glyphs in 3D space as well as for content design and providing the conduit for content delivery. DART was chosen for its ease-of-use. While incorporating the AR Toolkit supplied by Mark Billinghurst and the Human Interface Technology Lab, this toolkit differs from AR Toolkit in that it uses Macromedia’s Director to control and implement the augmented content using standard multimedia design interfaces as opposed to the C programming language. This requires far less programming in the initial design phases, allowing more time for the development of meaningful and engaging content. Though Macromedia Director MX 2004 now allows programming in Javascript, which is a much farther-reaching, portable, and useful scripting language to learn than Director’s previous sole choice, LINGO, DART’s preprogrammed behavior structures are still coded in LINGO. Because of this, hacks, alterations, and custom programming of DART behaviors for Apollo Beyond were implemented using LINGO. Orientation & Tracking Technology There are a number of different orientation and tracking methods for AR that Apollo Beyond considered. Options included: magnetic trackers integrated into the AR 40 viewer, modified head trackers or “degrees of freedom” (dof) trackers, inclinometers and accelerometers, markerless tracking, and fiducial marker tracking using both visible and invisible markers (infrared retroreflective markers). After much research into suitable and affordable systems, Apollo Beyond has chosen to use custom-made AR Toolkit fiducial optical markers due to the cost-prohibitive expense associated with other tracking technologies. Because of the mobile nature of the window and the way it could be held at different heights to see content at different angles, a tracking technology would be required that was capable of a full six degrees of motion freedom. This kind of technology starts at around $450 for extremely limited performance models up to $20,000 or more for systems where tracking errors are virtually non-existent. Other considerations included latency issues, magnetic interference, size, weight, and whether or not the system is wired or tethered to some device prohibiting a truly mobile, unencumbered experience. While visual markers share some problems with technologies such as IR and ultrasonic systems, markers can be engineered to always be within sight by defining large sets of patterns or using techniques similar to museum herding methods to keep the user’s attention and gaze drawn to particular areas. Given the nature of the project’s content with its recurring symbols and our desire to use the inexpensive AR fiducial symbol marker system, it was not long before ideas began to grow on how to design simple iconic anchors for virtual objects in the real world that would be artistic and seemless parts of the content itself. Therefore, markers have been designed and illustrated to have color, form, design, and meanings all to themselves—such as astrological glyphs that 41 correspond to the symbols for the content being viewed in AR (Figure 27). The symbols used in this project can be found in their entirety within Appendix I. Figure 27- Symbols for Markers from the four Ages. 3D Objects and Animation California State University East Bay (CSUEB) owns many licences for the 3D modeling and animation software package SoftImage XSI. These copies were used for the development of 3D virtual objects and their animations used in the project’s content. A personal copy of Maxon’s Cinema 4D (v. 8.207) was also utilized heavily due to its easy-to-use Shockwave 3D format exporter. 42 The Oracle Construction considerations Originally, the project was conceived to utilize a handheld computer running Windows CE or a tablet-type computer as the basis for the AR viewer (Figure 28). However after much research, Apollo Beyond decided upon a custom-built componentbased system which seems to hold several advantages over such options. For one thing, a “thin client” design where the window does essentially no computation at all but merely relays wireless video and other signals to and from a more powerful desktop computer would provide peace of mind that it would not be as easily overwhelmed by AR 3D graphics demands and cripple the whole experience. In addition, it appears that such a system could be built for about half the cost of an integrated handheld or tablet PC. Figure 28- Example of a virtual train superimposed over a real world wooden track on a handheld PC display (from Wagner et al. 2005). 43 Form factor considerations Instead of using Head Mounted Displays (HMD), the Augmented Reality (AR) experience in Apollo Beyond will augment the user’s environment utilizing the “magic window” or “magic lens” metaphor. This approach will neccessitate that the display be handheld and portable (Figure 29). Figure 29- Original Concept drawing for the AR Viewer. With recent advances in electronics getting smaller, lighter, less bulky, and with smaller battery and lower power requirements, we engineered a solution that precludes the need for carrying cumbersome cases strapped over the shoulder or integrated into a heavy utility jacket (Error! Reference source not found.). With one of the project’s sub-goals being to further work in the field towards “AR for the masses”, portability is a great advantage. Apollo Beyond also wishes to avoid fashion and social issues, associated with HMD-type systems, which may be hold-overs from early experiements in Virtual and Augmented Reality systems that sometimes bring up personal feelings about cybernetic integration and might detract from the Apollo Beyond experience. 44 Figure 30- Head Mounted Display mobile Augmented Reality (AR) versus Handheld mobile AR (from Wagner et al. 2005). To enhance collaboration, it was important that the social aspects of facial expression and body language not be lost due to bulky, HMDs obscuring one of the most expressive parts of the human face—the eyes. Using a handheld window retains the visibility of the other user’s eyes and promotes greater interpersonal communication and interaction (Mogilev et al., 2002). In addition, a handheld window may be viewed by several people gathered around the display thus helping to promote an environment of collaboration as opposed to the isolated one-person experience of the HMD. Given some people’s reservations, about mobile video displays on small screens, a screen in the 5” – 10” range seemed like an ideal choice. Such a size would be quite visible but would still be small enough to not be too cumbersome to be handled for extended periods of time. A component-based system could be stripped down to 3-4 lbs in weight--not too bad but something to be considered when taking into account that users may be holding the viewer to investigate content lasting a few minutes or more. An example of a similar, though wired device, including a gamepad-like controller for AR content control, was discovered in the course of research called, the AR Pad (Figure 31). 45 Figure 31- The AR Pad (from Mogilev et al., 2002). Though an ergonomic wireless game controller as an integrated grip/handle and interface for the Oracle was a part of the original concept, this would have made it too easy for one person to complete puzzle tasks alone or make other participants feel “left out” by controlling views and interface functions. By having the game controller separate from the viewscreen, two or more participants are required to operate controls, manipulate physical objects, as well as hold and orient the viewscreen. This higher degree of required coordination and cooporation fit better with our goal to investigate aspects of collaboration in goal-oriented tasks, so this separate design scheme was adopted. Budgetary considerations Good, lightweight HMDs are currently selling for $300-$500 alone. The addition of camera, wireless data link, and computing platform could drive the overall price for a 46 AR content viewer to $700-$900 or more. For $100-$200 more, a low-end tablet PC with integrated Bluetooth, camera, display, computing platform running a version of Microsoft Windows, and standard peripheral expansion port would provide the same hardware solution without the hassle of having to fight with physical component outputs and inputs, cabling, compatibility, and encasement/housing issues while still providing a mobile large screen experience. Another recent development was investigated--hacking the newly introduced PlayStation Portable (PSP) with it’s integrated game controller, wireless connection, and bright display screen—but its firmware and software capabilities have not yet been developed to the point to allow it to play some of the more common forms of multimedia beyond mp3’s, mpegs, and jpegs, although this is rumored to be coming soon. However, an even faster, more adaptable, and fully functional “thin client” type component-based system was found to be realizable for just around $450. Final Configuration The Oracle AR viewer’s final configuration consists of: • A 12V, 8W mobile 8”-diagonal LCD TV • A 12V miniature wireless color video camera/transmitter • A 14.8V, 7200mAH battery pack 47 Figure 32- The Oracle AR viewer. The Oracle/AR viewer (Figure 32) uses a wireless camera to record video and transmit it to a receiver (Figure 33). The receiver relays the video signal via a “DV bridge” to a computer. The DV bridge in this case is a miniDV tape deck with analog video inputs and a FireWire passthrough capability though any real-time analog to FireWire video conversion solution (including a camcorder) would do. This computer then analyzes the stream and augments it with AR content as appropriate and transmits it back to the Oracle via a standard UHF frequency which is picked up by the TV’s tuner and then displayed. Occasional signals may be sent to the TUI table to synchronize content via VRPN (Virtual Reality Peripheral Networking). The portable unit weighs 4 lbs. (1,848g) including the battery, and the battery lifespan under this configuration with normal use is between five to six hours. Figure 33- Oracle components from left to right: UHF video transmitter, LCD TV, and wireless video camera. 48 The Omphalos Construction considerations Historically tables have played an important role as a focal point for group interaction, from King Arthur’s Round Table to Donald Trump’s board room table. Tables are intrinsically collaborative working spaces They generally function in four different ways including, storage, rest-and-gesture, social focus, and display (Gubman 2004). A table that is also a large computer screen is a functional solution for several reasons. People may directly manipulate data physically and digitally. Physical objects can be set out and moved on the screen’s surface; multiple users can simultaneously share the space, and people can walk freely around the table. Interaction with computers usually demands a disconnection between the person that uses the machine and the rest of the world. The attention of the user is usurped by the screen in front of him, so the social aspect is disrupted. A natural interface allows normal interaction between the people in contact with the system. As a collective workspace a table inspires its users to interact with each other and the table, instead of remaining isolated from each other. It can stimulate and facilitate conversations between users, and may potentially encourage exploration (Valli 2004). For these reasons, a tabletop approach was decided upon. Final Configuration The Omphalos/TUI interface final configuration consists of: 49 • An octagonal table • An 80W 15 foot rope light around the tabletop’s perimeter • A high-resolution B&W video camera • A 1024x768 LCD projector • A mirror • Acrylic phicon objects • Magnetic pads Figure 34- The Omphalos (TUI interface) during development. The Omphalos/TUI device is an octagonal poker table with a clear glass/acrylic top covered with frosted window film (Figure 34) and chip trays. The octagonal shape was chosen in lieu of a circular one for ease of possible construction later as well as its balance between the number of its sides and the number of phicons and the fact that the 50 sum of its interior angles (1,080, or the radius of the moon in miles) tied in with our content nicely. A camera under the table tracks the phicons on the clear acylic tabletop and sends the video signal via a DV bridge to a PC running a DART program (Figure 35). This program activates content according to which phicons are detected and their relative positions on the surface of the table. Phicons are analyzed and used to branch to different frames within the software content structure to display content for the different ages. Content is then projected from an overhead projector and then reflected off a mirror onto the table. Appropriate messages are sent to the other computer responsible for the AR viewer’s display via VRPN signals over standard ethernet so that it remains in synch with the TUI table content being displayed. The rope light was necessary to light up users’ arms and hands from below. This kept phicons from being lost in the users’ silhouettes seen from the camera’s perspective (Figure 36). In addition, the rope light tied nicely into content referring to the Ouroboros as the “serpent of light.” 51 Figure 35- A system diagram of the project showing all the integrated components. Figure 36- Example of tabletop silhouettes from camera’s perspective. 52 Figure 37- Internal phicon frame and electronics. The TUI objects/phicons are small acrylic boxes (made by BallCube™) between 2”-3” in size. Each has been modified to hold internal cardboard frames for attachment of markers printed on backlit paper (Figure 37). The frame also retains and anchors some simple electronics and a 3V, 1000mAH CR2477N battery supply. The phicons are lit by the electronics within and include wide angle, high-flux LEDs to illuminate the marker patterns on each face. The LEDs allow the camera under the table to see the markers on the surface instead of mere silhouettes because the surface is flooded with light from the overhead projection. This method allows the DART program to discriminate between different objects via different markers and also to quickly determine their positions and orientations. The Elemental phicons each have one LED and one normally-closed reed switch. The Earth Age phicons each have six LEDs, one for each face with a marker, and two normally-closed reed switches in opposite corners at the vertex of three faces (Figure 38). The Omphalos’ trays are equipped with magnetic pads, one for each phicon on each side. The phicons turn on and off through the operation of the reed switches via the magnetic 53 pads. If picked up off the resting pad by a user the phicon will light up and turn back off when replaced. Figure 38- Wiring diagram for phicons. 54 Current Work in the Field Augmented Reality (AR) and Tangible User Interface (TUI) technologies, once strictly the domain of PhD researchers in computer science, are now growing more accessible for multimedia projects. Resources and pertinent research projects in the field of AR and TUI include: MIT Media Lab “Installation” by Simon Greenwold http://acg.media.mit.edu/people/simong/installationNew/cover.html Figure 39- “Magic Window” hardware. 55 The Handheld Augmented Reality Project “Invisible Train” by Daniel Wagner, Thomas Pintaric and Dieter Schmalstieg http://studierstube.org/handheld_ar/applications.php Figure 40- AR on of- the-shelf handhelds. YDREAMS Education and Culture Tangitable http://www.ydreams.com/ydreams_2005/index.php?page=113 Figure 41- “Tangitable” technical scheme. 56 MIT Media Lab “Tangible Geospace” by Hiroshi Ishii and Brygg Ullmer http://sigchi.org/chi97/proceedings/paper/hi.htm Figure 42- Tangible Geospace. 57 Music Technology Group Reactable http://www.we-make-money-not-art.com/archives/005227.php Figure 43- Reactable. MICC tangiTable http://naturalinteraction.org/pastworks.html Figure 44- tangiTable. 58 Related CSU Multimedia Thesis Projects to Date Mobile Augmented Reality System (MARS) (1999) http://www.funhousefilms.com/MARS/ISWC99e.htm Luminance (2005) http://www.leemarrs.com/luminance/starthere.htm Figure 45- Luminance. 59 Project Realization Budget Plan Most of the software needed for the production of Apollo Beyond will be provided for by CSU East Bay’s Multimedia Department. The low-cost immersive environment, known as “The Temple”, was constructed for a cost of around $605, including physical props that will be used as augmented content foci. The Omphalos table which will serve as the main interactive interface will require about $736 of additional funds. Originally, the project conceived the utilization of a mobile computing platform to serve as the AR content viewer. However, research revealed that a more adaptable viewer could be constructed on a component-by-component “thin-client” basis, reducing its cost to about $618 (including development and construction). The table that follows outlines the detailed budgetary requirements to realize the Apollo Beyond project based on the specific brands and vendors used during the project’s development. 60 Apollo Beyond Project Budget Product Hardware Analog-to-FireWire DV Converter/Passthrough “Bridge” Price (ea.) Quantity Ext. Cost * 2 Software Macromedia Director MX 2004 Softimage/Cinema4D 3D Modeling Software Designer's Augmented Reality Toolkit (DART) Augmented Reality Toolkit (ARToolkit) Adobe Photoshop Adobe Illustrator Merlin Project Management Software Basic Audio Recording/Editing Package Basic Video Capture/Editing Package * * ** ** * * $ 144.52 * * 2 2 2 2 2 2 1 1 1 $ $ $ $ $ $ $ 144.52 $ $ - The Temple (Environment) Fabric, Floor, Lighting, & Fasteners Projection System Props & Associated Construction Supplies Sound Amplifier & Speaker System $ 172.84 $ 72.75 $ 355.97 * 1 1 1 1 $ 172.84 $ 72.75 $ 355.97 $ - The Omphalos (Interface Table) Desktop Computing Platform(s) Assorted Cables Camera LCD Projector(s) Tangible User Interface Objects & Associated Construction Supplies Plexiglass & Construction Supplies * * $ 91.20 * $ 223.44 $ 322.67 2 1 1 2 1 1 $ $ $ 91.20 * $ 223.44 $ 322.67 The Oracle (AR Content Viewer) 8" LCD Display (Portable TV) UHF Wireless Video Sender (RCA Composite Video Input/Output) Wireless Camera & Receiver AR Viewer Battery Packs, Charger, and Connectors Additional Electronics, Housing, & Construction Supplies $ 133.00 $ 32.00 $ 74.00 $ 313.74 $ 32.86 1 1 1 1 1 $ 133.00 $ 32.00 $ 74.00 $ 313.74 $ 32.86 TOTAL * CSU East Bay Multimedia Department In-Kind Contribution. ** Acquired under free public license. Figure 46- Project Budget. $ - $ 1,968.99 61 Production Plan With a team of only two designers, Apollo Beyond’s communications and decision-making model is greatly simplified. However, to optimize the efficiency of the development process, Apollo Beyond is utilizing a website to log all work and research. This kind of Knowledge Management (KM) prevents confusion, repeated work, and delays attributable to unguided re-orientation following an interruption to a particular work cycle. Progress can be tracked by accessing the Apollo Beyond blog or project website. http://apollobeyond1.blogspot.com/ http://mmgrad.csuhayward.edu/apollobeyond/ Production Goals/Milestones The following goals have been identified as being crucial to meeting the required production timeline: Fall Qtr. September AR Marker Customization Pipeline Established Content Areas Finalized 62 October Software, Equipment Purchased Interface Designed DART Networked Cues Established TUI Technology Chosen November DART Joystick Controlled Animation Established Content Research Completed Positionally Cued Animation Established TUI Technology Prototyped December The Omphalos Prototyped The Omphalos Specifications Finalized 63 Specifications for “The Temple” Finalized Winter Qtr. January The Omphalos Table Completed to Specifications Spring Qtr. March The Oracle Completed to Specifications The Oracle Completes Working Test of Sample Content April Controlled Lighting System Set Up “The Temple” Interactive Environment Completed to Specifications The Omphalos Completes Working Test of Interface and Projection System in Environment 64 Sound System Arranged All Audio Recorded and Edited All Markers (TUI & AR) Re-calibrated for Utilization within the Interactive Environment May All Content Work Finished and Fully Incorporated All Interactive Functionality Finished and Fully Incorporated June Project Presented/Defended Thesis Paper Finalized 65 Conclusions Qualitatitive results were obtained through the observation and questioning of nearly 70 participants through the course of both the project’s development and its final public showing. Though initially conceived to be intuitive by nature, the interfaces for Apollo Beyond required extensive instruction and orientation for most users. This is hypothesized to be mostly due to the fact that the TUI and AR interfaces in general are so different from those that most people are encountering regularly in their lives. Essentially, the simplicity of the interface’s operation was obscured by the lack of a common frame of reference for most users to start from. However, after only a single demonstration, most participants immediately picked up on the concept and were able to operate the interface on their own. This seemed to validate that the methods chosen for interfacing with the project were easy for the user and were natural to perform but that its novelty created an initial hurdle to its use without instruction. Many issues related to the design of collaborative environments with untrained participants were uncovered. The issue that resulted in the highest impact to the user experience had to do with functions assigned to TUI-active objects. In Apollo Beyond, certain functions could be implemented immediately by a single user with a single phicon. For example, selecting an age to be investigated is as simple as placing the appropriate on the table. Taking it off, ends all content for that age and returns the installation to its “standby” mode. Placing a second age phicon on the tabletop 66 immediately takes the user to the “Final Age” secret glyph entry mode. If all users are in agreement as to which age to investigate and what content to view, then the installation works in a very organized and orderly manner. However, the actions of a single user pursuing his or her own interest by placing a second age phicon on the tabletop or removing one to replace it with another can interrupt the content experience for all the other users. One user may be investigating the AR content for the Greco-Roman age when someone simply walks up and switches the experience to the Mayan age without warning. This activity can quickly degenerate the project into a very frustrating and chaotic experience for the users. While some of this activity could be linked to simple orientation, investigation, and experimentation, this activity still continued in some cases even after participants learned how the interface operated. Interestingly, this is the challenge—getting people to work together collaboratively to achieve goals. Thus, roguish behavior could have been abated somewhat by designing phicons and objects that would only function when worked together in tandem. However, this would then significantly increase the amount of time that it would take for users to discover functions if left to discover them for themselves without training, instruction, or demonstration. This is a design dilemna that should probably be considered with any project utilizing novel interfaces and may be a question best answered by considering the audience and whether or not they will have prior knowledge on the interface’s operation before utilization. 67 The use of the handheld AR viewer appeared to achieve the goals originally envisioned for its use. Even non-aquainted participants were observed to work closely together side-by-side, look to each other, and share tips and instructions with each other to successfully complete tasks. In retrospect, the authors feel that it can be said with high confidence that the right choice on the form factor of this technology had been made. 68 References Billinghurst, Mark. 2002. Augmented Reality in Education. New Horizons for Learning. http://www.newhorizons.org/strategies/technology/billinghurst.htm (19 June 2006). Bonsor, Kevin. 2005. 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Wang, X. 2002. “Cognition Cost of Viewer Assistant Augmented Reality for Computer Aided Drawing.” Master’s thesis, Civil and Environmental Engineering, University of Washington. 71 Appendix I: Index of Symbols used in Apollo Beyond # Symbol Name/Meaning Location Symbol Appears 1 ancient Sun symbol, also represented the Greek god Apollo/Helios (also see 14) Earth Age Phicon(GrecoRoman), Elemental Phicon(fire), Renaissance Age Altar 2 symbol for planet Earth, also represented the Greek god Gaia (also see 8, 19) Earth Age Phicon(GrecoRoman), Renaissance Age Altar 3 symbol for the planet Saturn, Earth Age Phicon(Grecoalso represented the Greek god Roman), Renaissance Age Cronus/Kronos Altar 4 symbol for the planet Mercury, also represented the Greek god Hermes/Mercury (also see 25) 5 symbol for the planet Mars, Earth Age Phicon(Grecomale, also represented the Roman), Renaissance Age Greek god Ares/Mars (also see Altar 16, 43) Earth Age Phicon(GrecoRoman), Renaissance Age Altar 72 6 symbol for the planet Venus, female, also represented the Greek god Aphrodite/Venus (also see 17) Earth Age Phicon(GrecoRoman), Renaissance Age Altar 7 symbol for the planet Jupiter, Renaissance Age Altar also represented the Greek god Zeus/Jove (also see variants 45-48) 8 Kabal: Earth, 17th named day of tzolkin (also see 2, 19) Mayan Age Phicon(GrecoRoman), Mayan Age Altar 9 Chaac: Rain God,Water Earth Age Phicon(Mayan), Mayan Age Altar 10 K’an: Maize, 4th named day of tzolkin Earth Age Phicon(Mayan), Mayan Age Altar 11 Lamat: Star/Venus, 8th named day of tzolkin (also see 84) Earth Age Phicon(Mayan), Mayan Age Altar(variant) 73 12 Ahau: Lord, Ruler, 20th named day of tzolkin Earth Age Phicon(Mayan), Mayan Age Altar 13 K’al: Moon, cardinal number, “twenty” Earth Age Phicon(Mayan), Mayan Age Altar 14 alchemical Gold symbol (also see 1) Earth Age Phicon(Renaissance) 15 alchemical Silver symbol Earth Age Phicon(Renaissance) 16 alchemical Iron symbol, also associated with Mars/similar to Sagittarius (also see 5, 43) Earth Age Phicon(Renaissance) 17 alchemical Copper symbol (also see 6) Earth Age Phicon(Renaissance) 74 18 alchemical Bismuth symbol, similar to symbol for Taurus/Congelation Earth Age Phicon(Renaissance) 19 alchemical Earth symbol (also see 2, 8, 28) Earth Age Phicon(Renaissance) 20 representative of Electronics Earth Age Phicon(Modern) 21 Radiological symbol Earth Age Phicon(Modern) 22 representative of modern rocketry/space science Earth Age Phicon(Modern) 23 Infinity symbol/ also a sign associated with the Oroborus (27) Earth Age Phicon(Modern) 75 24 binary @ symbol, represents the computer age Earth Age Phicon(Modern) 25 Caduceus/DNA, the caduceus is also associated with Mercury (also see 4) Earth Age Phicon(Modern) 26 Wak Ka’an "Six Sky Lord", "lifted/ /erected/stood-up lord"; elite title Elemental Phicon(Aether) 27 Oroborus, the tail devourer (also see 23) Elemental Phicon(Aether) 28 seal of Solomon, hexagram, combination of symbols for earth, sky, fire and water (also see 19, 32, 35, 38) Elemental Phicon(Aether) 76 29 symbol for aether, similar to the symbol for the holy trinity Elemental Phicon(Aether) 30 Ik’: wind, breath, the wind God, 2nd named day of tzolkin Elemental Phicon(Air) 31 Uranus symbol, God/Father of the sky Elemental Phicon(Air) 32 alchemical air symbol (also see 28) Elemental Phicon(Air) 33 modern representation of wind and clouds Elemental Phicon(Air) 34 K’ ak: fire, represents smoke or tongues of flame Elemental Phicon(Fire) 77 35 alchemical fire symbol (also see 28) Elemental Phicon(Fire), Greco-Roman Age Altar(variant) 36 modern representation of fire Elemental Phicon(Fire) 37 Neptune symbol, God of Sea Elemental Phicon(Water) 38 alchemical water symbol (also see 28) Elemental Phicon(Water) 39 modern representation of water molecule Elemental Phicon(Water) 40 Imix: first day sign of tzolkin, represents water/water lilly Elemental Phicon(Water) 78 41 Olympic spirit of Jupiter combined with a representation of the planet (also see 7, 45-48) Greco-Roman Age Altar 42 Astrological symbol for Leo, a fire sign Greco-Roman Age Altar 43 Astrological symbol for Sagittarius, a fire sign (also see 5, 16) Greco-Roman Age Altar 44 Astrological symbol for Aries, a fire sign Greco-Roman Age Altar 45 Symbolic representations of Zeus (also see 7, 46-48) Greco-Roman Age Altar 46 Symbolic representations of Zeus (also see 7, 45, 47, 48) Greco-Roman Age Altar 79 47 Symbolic representations of Zeus (also see 7, 45, 46, 48) Greco-Roman Age Altar 48 Symbolic representations of Zeus (also see 7, 45-47) Greco-Roman Age Altar 49 Modern diagram of how to achieve Earth orbit and Lunar orbit Modern Age Altar 50 Modern diagram relating to space travel Modern Age Altar 51 Kin: Mayan day symbol Within Mayan movie content 52 Akbal: darkness, night, 3rd named day of tzolkin Mayan Age Altar 80 53 Ben: green/young maize, 13th named day of tzolkin 54 Chikchan: celestial snake, 5th named day of tzolkin Mayan Age Altar 55 Chuwen: monkey, 11th named day of tzolkin Mayan Age Altar 56 Cib/Kib: wax, 16th named day of tzolkin Mayan Age Altar 57 Eb: rain, 12th named day of tzolkin Mayan Age Altar 58 Etznab: flint, 18th named day of tzolkin Mayan Age Altar 81 59 Imix: waterlilly, 1st named day of tzolkin Mayan Age Altar 60 Ix: jaguar, 14th named day of tzolkin Mayan Age Altar 61 Kawak: storm, 19th named day of tzolkin Mayan Age Altar 62 Kimi: death, 6th named day of tzolkin Mayan Age Altar 63 Manik: deer, 7th named day of Mayan Age Altar tzolkin 64 Men: eagle, 15th named day of tzolkin Mayan Age Altar 82 65 Muluc: jade, water, 9th named day of tzolkin Mayan Age Altar 66 Ok: dog, 10th named day of tzolkin Mayan Age Altar 67 Binary representation of Mayan temple Mayan Age Altar 68 Mayan number one Mayan Age Altar 69 Mayan number two Mayan Age Altar 70 Mayan number three Mayan Age Altar 71 Four Mayan Age Altar 83 72 Mayan number five Mayan Age Altar 73 Six Mayan Age Altar 74 Mayan number seven Mayan Age Altar 75 Mayan number eight Mayan Age Altar 76 Nine Mayan Age Altar 77 Ten Mayan Age Altar 78 Mayan number eleven Mayan Age Altar 84 79 Mayan number twelve Modern Age Altar 80 Twelve Mayan Age Altar 81 Mayan number thirteen Mayan Age Altar 82 Mayan number seventeen Modern Age Altar 83 Hunab Ku Within Mayan movie content 84 Mayan representation of Venus (also see 11) Within Mayan movie content, on the Mayan age Altar 85 Phi, the Golden Proportion, the Divine Ratio, 1.618 Within Renaissance movie content 85 86 Power on/off indicator for tangible objects On the Omphalos (TUI table) 87 The question mark At the Renaissance Age Altar 86 Appendix II: Story Scripts “AGE OF GODS AND MYTHS” Written by Stephen Barker 87 "AGE OF GODS AND MYTHS" FADE IN SUPERTITLE “AGE OF GODS AND MYTHS” CROSSFADE TO SC. 1: INTRO We see either a short collage of simple images or just a select simple image representitive of the age. VOICE OVER In the earliest of recorded times, man lived side by side with the gods, and interaction with them was as common and inescapable as the rising of the sun and the elements that surround you. FADE IN SC. 2: FIRE We see the story of Prometheus stealing fire and giving it to man through a series of images/video. VOICE OVER Fire. For as long as anyone could remember it had been the sole possession of the Gods—a symbol of their divinity. Secure within the halls of Mt. Olympus, in the misty 88 aether, Jupiter kept it always out of man’s reach. A shrewd god, he would only allow it to light man’s life briefly each day when the god Apollo would ride it across the sky in his flaming chariot. But the Titan Prometheus wanted more for his creation—something that would raise him above all other earthly creatures. And so he went about the task of sneaking into the chamber one night where Apollo’s chariot was housed and stealing the fire to give to man. He went up to the chariot and lit the stalk of a fennel bush he had brought with him. During the long trip back to Earth from the aether, the smouldering fire was kept hidden from the eyes of Jupiter and remained alive and safe within the hollow of the stalk. When Prometheus gave the fire to man, man praised Prometheus above all other gods as his friend, ally, and patron. With fire, man drew warmth, created light, cooked food, made 89 weapons, and forged great works of art. But this couldn’t escape Jupiter’s attention for long. FADE OUT FADE IN SC. 3: WATER We see the story of the destruction of man by Jupiter through a series of images/video (ie, human/god interactions, an angered JUPITER, Mt. Olmpus, a council meeting of gods, POSEIDON, flooding, etc.). VOICE OVER Man’s fate seemed to always be determined by the courses, choices, and, sometimes, whims, of the gods. The Olympian Jupiter followed what man was doing with his gifts and was not pleased. Man spent much of his time making weapons and war and paying homage to Jupiter less and less. Jupiter called for a council of the gods. Taking the long road to the palace of heaven, the other gods converged on Mt Olympus. Jupiter set forth the case against man and announced his intention 90 to destroy the world and start again with a new race who would be more worthy and pious. After discussing various plans, the council resolved to drown the Earth and its inhabitants. Jupiter’s brother Neptune then loosed the waters of the heavens and rose the rivers over the lands and the oceans over their shores. A spare few beings were able to survive in boats, but most of those whom the waters spared only later fell prey to hunger and fatigue. This age of man was finished. A new age would begin. FADE OUT FADE IN SC. 4: SKY We see the story of the creation of the gods, the Earth, and man through a series of images/video. VOICE OVER In the beginning was the void, whose name was Chaos. And out of Chaos sprang forth Gaia, the Earth mother, and Uranus, the sky father. 91 Uranus could not help but love the beautiful Gaia, and for aeons they had the whole of creation to themselves. But Uranus eventually took Gaia to sire the first Titan gods, including Kronos (also known as Saturn), and thus became the father of all that was in the world. The Titans multiplied over time, producing the very clever Prometheus and the exceptionally strong Atlas. The Titans took more and more control over the aspects of creation. And Uranus began to grow wary of his power-hungry son Saturn. He decided to imprison Saturn, but Saturn escaped and took revenge upon Uranus, wresting control from him to become king of the gods. Afraid that his own progeny would turn on him, Saturn devoured all his children except one— Zeus, or Jove or Jupiter as he was also known. Jupiter was saved by his mother and later grew to subdue Saturn and save his devoured siblings by using a potion given to him by Gaia to make 92 Saturn vomit them back up. Jupiter and his siblings then waged and won an all out war against the Titans to seize control from them, and some of the Titans, including Prometheus, foreseeing Jupiter’s victory, forsaked their own generation to fight alongside Jupiter. Thus as the new ruler, Jupiter, set up his council upon the peak of Mt. Olympus and set himself to recreating the world to his liking. Prometheus and his brother, Epimetheus, were tasked with creating the world’s mortal creatures. And the proud Prometheus was determined to create something very special… FADE OUT FADE IN SC. 5: AETHER/UNIVERSE We see the story of how constellations came to be through a series of images/video about Prometheus and his rescue by Chiron and Herakles. VOICE OVER It was the way of things that favored creatures 93 were immortalized by Jupiter by being placed in the heavens as constellations. The stars acted as nightly reminders of their heroic deeds. Jupiter was surveying the stars one night when he noticed a strange light emanating from the Earth. He quickly surmised that Prometheus had stolen the fire from Mt. Olympus and given it to the humans. Jupiter was instantly consumed with rage over this transgression and had Prometheus chained to a rock where each day his liver would be eaten out by Aquila, Jupiter’s eagle. Each night Prometheus’ liver would then grow back, thus ensuring long suffering. Some time into Prometheus’ suffering, Jupiter’s son, Herekles, along with Saturn’s son, Chiron the Centaur, came upon him. Taking pity upon Prometheus and feeling that he had suffered enough, Herakles killed Aquila. However, Chiron also suffered; he had accidentally been wounded previously by one of Herakles’ 94 poisoned arrows. Being immortal, Chiron couldn’t die from the wound, but the poison from the blood of the Hydra was incurable and so painful that he wished he could. So feeling both guilty and sorry for his friend, Herakles brokered a deal with Jupiter to exchange Chiron’s immortality for Prometheus’ freedom. Favoring his son, Jupiter agreed to this, and was so moved by Chiron’s tragic sacrifice that he fixed Chiron’s image amongst the stars as the constellation Sagittarius after relief came to his long ailing wound. FADE OUT FADE IN SC. 6: PROMPT/HINT Here a hint or prompt is given to complete the puzzle and move on to the AR experience. VOICE OVER Now take the Oracle into your hands and gaze through it onto the Altar of Gods and Myths. What do you see? If you 95 are clever like Prometheus and follow clues to the letter, then a vision will be granted to you to help you unlock the mystery of the Ages… FADE OUT FADE IN SC. 7: CONCLUSION We see the story Atlantis and the Ages of Man through a series of images/video. VOICE OVER Many have counted the blessings and benefits that have come from the gift of fire, but who could ever truly count the costs to both gods and man? What could hope to balance the long suffering associated with this event? Far off the coasts of the known world, past the Pillars of Herakles and a six-day sail from the British Isles, the mythical island some called Ultima Thule was overcome by Jupiter’s wrath over the consequences of fire. Plato wrote of the island that “…there occurred violent earthquakes and floods; 96 and in a single day and night of misfortune all your warlike men in a body sank into the earth, and the island of Atlantis in like manner disappeared in the depths of the sea.” This period was called the “Suntelia Aion”—the “End of the Age”—a cycle of existence marked at its end by catastrophe. The flood of Plato’s Atlantis some 9,000 years prior to his writings could have been the end of the second Age of Man listed in the Boeotian poet Hesiod’s “Works and Days”. In the poem, Hesiod listed five Ages of Man: the Golden Age, the Silver Age (which was destroyed by Jupiter with a flood), the Bronze Age, the Heroic Age, and the current Iron Age. The cycle seen in each Age of life, death, and rebirth was represented by the image of a serpent swallowing its own tail, which the Greek philosophers called the Ouroboros, “the tail-devourer”. It is believed that the cycle will turn yet again someday when Jupiter finally destroys 97 the current Iron Age of Man in lieu of a new Age and what lies beyond… FADE OUT The last thing we see is the Glyph Key for the Age hovering and spinning over the altar. 98 “AGE OF RITUALS AND ASTRONOMY” Written by Stephen Barker 99 "AGE OF RITUALS AND ASTRONOMY" FADE IN SC. 1: INTRO SUPERTITLE “AGE OF RITUALS AND ASTRONOMY” VOICE OVER In the second half of the first millennium, Mesoamerican cultures found harmony with both nature and the gods. Through painstakingly detailed observations, they unraveled secrets to the cycles of their universe. FADE OUT FADE IN SC. 2: FIRE We see the story of the sun god, his brother, and the moon goddess through a series of images/video. VOICE OVER The Mayan god Kinich Ahau ruled the sun in the sky and wore the Kin, or “day” symbol, around his neck. He would visit the temples built to him each day at noon and could only be distracted from his 100 schedule by the presence of his lover, Ix Chel, the moon goddess who would follow Kinich Ahau to his palace, where they would spend time together. But Kinich Ahau was insanely jealous and would become suspicious of Ix Chel when she would be late in coming to meet him at his palace, and he began to suspect she was having an affair with the morning star, his brother, Hun Ahau, also associated with the name Hunaphu or Kukulkan. Kinich Ahau kicked Ix Chel out of heaven for her suspected transgression, but the monotony of his daily routine gave him much time to think about her and miss her. He missed her so dearly that he could not stand her absence and thus eventually coaxed her back to be with him. Kinich Ahau’s predisposition towards suspicion, though, would not allow this state to last and he would yet again send her away only to repeat this cycle 101 with time. But the strong Ix Chel tired of this, and so went off into the night to be away from Kinich Ahau. In this way, she always avoided him and came out only after being told by the evening star of Kinich Ahau’s departure to the west. FADE OUT FADE IN SC. 3: WATER We see the story of the destruction of man by Chaac as well as specifics about Mayan cosmology, the Palace of the Governor, the Mayan number system, and Venus’ Grand Cycle through a series of images/video. VOICE OVER Mayans believed that the Sacred World Tree rose through the center of the Earth-Sky, thus dividing people and their world into a center point and four quarters—each associated with its own cardinal direction and color. Events in the universe, they said, were cyclical, and the current race of man was attributable to Kukulkan 102 giving life to the bones of previous ages of man-each destroyed by gods such as Chaac, god of rain and thunder. In the sequence below, outlines are superimposed over photos to aid in discerning the masks. VOICE OVER (CONT.) Capable of dispensing both life and death, Chaac provided the means to grow life-sustaining maize and also the power to create great floods until none survived. In Uxmal, the Mayans carved 103 hook-nosed representations of Chaac undulating like a serpent across the face of the Palace of the Governor to honor his greatness. But Chaac was also associated with the even greater heavenly resident, Venus. In the sequence below, outlines are superimposed over photos to aid in discerning the Venus symbols and numbers. VOICE OVER (CONT.) Every 1.6 years the planet Venus follows a cycle where it appears as both morning star and evening star--each cycle carrying with it different omens to the 103 Mayans. But once every eight years, Venus rises as the morning star on the exact same day of the year after repeating its cycle five times and tracing a five-pointed star in the heavens during this period. And so the Mayans incorporated both the symbol for Venus as well as the number eight (a bar representing the number five along with three dots or ones) into Chaac’s sculptures--thus demonstrating and memorializing their knowledge of the 8:5 ratio of Venus’ cycles. FADE OUT FADE IN SC. 4: SKY We see the story of astronomical observations and religious rituals as well as demonstrations of the Tzolkin calendar system through a series of images/video. VOICE OVER The Mayan creation story begins in the sky with Kukulkan, the Heart-ofSky. And so from the beginning, the Mayan people have looked to the sky in fascination. 104 Through close observation, they noted the cyclical nature of events in the sky and developed sophisticated calendars, such as the Haab and Long Count calendars, to track the passage of time and predict the appearance of objects in the sky. Religious rituals were strictly linked to particular events, but not all events followed the 365 day calendar. The Tzolkin calendar was a separate 260 day sacred calendar. The Tzolkin represented dates with the combination of a number and a name. These consisted of 13 numbered days and 20 named days. The named days were represented by unique glyphs and had linguistic, astronomical, and mythical references and meanings on many different levels. Both the named and numbered components were advanced each day but cycled independently of each other due to the difference in the number of each’s elements. 105 The 260 day period closely coincided with the interval between Venus emerging as the evening star and its emergence as the morning star, the 9-month human gestation period, and the common ratio seen between many planetary cycles. FADE OUT FADE IN SC. 5: AETHER/UNIVERSE We see the story of itz and the Wakah Chan through a series of images/video. VOICE OVER Often when Mayan lords or shaman performed rituals, they would engaged in the practice of bloodletting. Within the life blood, they believed, was an abundance of “itz”—“a cosmic ooze” or “the magical stuff of the universe” that permeated all things. The bird god, Itzam-Ye engraved atop the Sacred World Tree (also known as the Wakah Chan or Palenque Cross) upon Lord Pacal’s sarcophagus lid was believed to have controlled this 106 mysterious power to prepare the cosmos for its birth and the rising of the Wakah Chan. Translated, Wakah Chan means “raised up sky”, and it symbolizes many things to the Mayans including the Milky Way, also called the Sak be, or “white road”. It’s roots start in the underworld while its top extends into the heavens. The Tree’s “branches” cross its trunk often in the form of a double-headed monster or serpent since the Mayan word Kan, or “serpent”, is a homonym to Chan, “sky”. The double-headed monster’s association with the sky led to its use as a sky-band symbol representing the solar ecliptic plane along which the sun, planets, and astrological constellations course. The double-headed monster was often depicted with the glyph for the planet Venus leading one head while the Kin, “sun” or “day”, glyph led the other. 107 FADE OUT FADE IN SC. 6: PROMPT/HINT Here a hint or prompt is given to complete the puzzle and move on to the AR experience. VOICE OVER Now take the Oracle into your hands and gaze through it upon the Altar of Rituals and Astronomy. If you are observant like the Mayans and find the date, then a vision will be granted to you to help you unlock the mystery of the Ages… FADE OUT FADE IN SC. 7: CONCLUSION We see the story of the Venus alignment at Uxmal through AR content. VOICE OVER On 11 Ahau of the Tzolkin calendar, January 10, 2013, Venus will rise at its most southerly location as morning star in direct line with the Palace of the Governor in Uxmal, the double-headed jaguar in its courtyard, and a 108 pyramid at the location of Cehtzuc some 3 miles away. But 20 days before that, on 4 Ahau, an even more prominent occurrence will take place. Next we see the story of the Wakah Chan on Lord Pacal’s sarcophagus lid, the Mayan Long Count, and the coming End Date through a series of images/video placed in AR over the calendar and framed with the Quetzlcoatl Ouroboros. VOICE OVER (CONT.) According to writings of the time, the dead Mayan Lord Pacal had “taken the road” to the gods and would return someday. The trunk of the “raised up sky” engraved on his tomb represented the Milky Way and was Pacal’s road to heaven. The Cosmic Tree’s branches crossing its trunk represented the sun aligning with and passing directly through the center of the Milky Way--an event occurring only once every 26,000 years, or five Long Count calendar cycles. This event will occur on the winter solstice, December 21, 2012, at 11:11AM, when the Milky Way will be “raised up” 109 to stretch from the South horizon straight overhead to the North like a road into heaven, and the sun will be aligned in the center of the Milky Way in the constellation Sagittarius. A symbol of the rebirth of the First Father and the birth of the current Age in the Mayan creation story, this particular winter solstice will have the added significance of also being the last day of the Mayan’s current 5,128-year Long Count calendar, thus truly starting a new cycle and heralding a new age. FADE OUT The last thing we see is the Glyph Key for the Age hovering and spinning over the altar. 110 “AGE OF RECOGNITION AND REASON” Written by Stephen Barker Song Speckels 111 "AGE OF RECOGNITION AND REASON" FADE IN SUPERTITLE “AGE OF RECOGNITION AND REASON” CROSSFADE TO SC. 1: INTRO VOICE OVER In the age of rebirth, mankind looked to both the past and the future for wisdom. A new consciousness was awoken, and those observant enough saw it. FADE IN SC. 2: FIRE We see the story of the alchemists and their quest to turn lead into gold through a series of images/video. VOICE OVER Fire is the essence of change and purification. By the element of fire, all imperfections are destroyed. Associated with both the sun and the metal gold, fire was used in the alchemists’ quest to purify and transmute common metals into gold. Since all metals were combinations of elements and elemental qualities, one element could be changed into another like mixing a solution. 112 Lead, identified with Saturn, was the prima materia, or primal matter, and represented putrification and decay. The transformation of lead into gold was seen as analogous to spiritual progress, or the transformation of that which is base, or common, into that which is perfect, spiritual, pure, refined, and incorruptible. More than just a chemical process, this Great Work or quest was the alchemists’ search for spiritual gold, rebirth through spiritual cleansing, and immortality. Transmutation of one metal into another could be affected by the rearrangement of its basic qualities. This change could be achieved with a substance, an elixir, made from a mythical stone, the philosopher's stone. Never found, the search for the elusive philosopher’s stone yet continues, and it is written that it will persist in darkness until perfection is someday achieved. 113 FADE OUT FADE IN SC. 3: WATER We see the story of da Vinci’s work as both artist and scientist touching on ideas of phi and previous ages and floods through a series of images/video. VOICE OVER What lies beneath the water’s surface? Alchemists would have said the unconscious forces of the spirit, impermanence, change, flux, and instability. It flows, surges, merges, and dissolves. Water is the stuff of life and sometimes death. Leonardo da Vinci, famous for the golden proportions found in his works such as Vitruvian Man, was as much a scientist as he was an artist. As a supervisor for the digging of large canals for hydraulic engineering works, he made many observations of fossils in North Italy. In a triumph for direct observation and empiricism, he deduced that the fossils indicated a history of 114 the earth on an immense time scale extending beyond man’s records. Most conjecturists of the time believed the fossils to be remnants of a great flood. Da Vinci reasoned however that such deposits would have been all mixed up within the mud from the turbulent waters of a single flood instead of being found in discrete strata as they were. This suggested deposits over multiple eras. To explain the presence of sea creature fossils hundreds of kilometers from shore, Da Vinci reasoned that fish once swam where birds now fly and that land levels were much different in the past. Not knowing about the role of polar ice caps, he did not believe in a worldwide deluge scenario because he couldn’t imagine the water would have any place to go once it receded. FADE OUT FADE IN SC. 4: SKY 115 We see the story of phi, the platonic solids, Kepler, Copernicus, and Galileo along with their discoveries through a series of images/video. VOICE OVER Beginning in the latter half of the 15th century classical scholarship was revived. This led to the search for ancient texts and alchemical processes that would increase the knowledge of the time. This rebirth set the stage for observations of the sky that would permanently change the way the heavens were perceived. Johannes Kepler, who discovered the ratio of consecutive Fibonacci numbers converged to the golden proportion phi, also was the first astronomer to suggest that planetary orbits were elliptical. In studying these orbits and the math behind them, he recognized the mathematical proportions of the solar system’s planetary cycles and proposed that the distance relationships between the six known planets of the time be described in terms of the five Platonic solids. In his scheme 116 one Platonic solid would fit between each pair of planetary spheres. The most critical work of the period though came in 1543 when Nicolaus Copernicus wrote De Revolutionibus. It was a work that placed the sun at the center of the solar system and the planets in a semi-correct orbital order around it. His work was an attempt to revise the earlier writings of Ptolemy, who placed the Earth in the center of the universe with all other bodies circling around it. However, it was the observations of Galileo Galilei that actually proved Copernicus’ heliocentric model of the Solar System. Observing the heavens through a small telescope, Galileo saw that Venus could only exhibit phases if it orbited the Sun and not the Earth. He also proved with observations of Jupiter’s moons that bodies did, in fact, orbit things other than the Earth—something that was completely in opposition to popular thought at the time and 117 that got him placed under permanent house arrest by the Church for heresy. FADE OUT FADE IN SC. 5: AETHER/UNIVERSE We see the four elements travel diagonally from the edge of the screen to the center until they overlap forming the quintessence along with other visuals relating to the idea of the quintessence, ouroboros, and philosopher’s stone through a series of images/video. VOICE OVER There are five elements, four of matter (earth, air, fire and water) and one of spirit--the quintessence, or aether as it was conceived of by the greeks. It is that which unites the other elements through the Seal of Solomon and is also represented by the cyclical nature of the Ouroboros serpent or dragon. The tail devourer constantly re-creates itself through its endless spiral rotation and the eternal return. It is watery, airy, fiery and earthy. The rotation of these 118 elements is a key alchemical procedure, the principal means by which the purified essence of a substance is extracted and raised to its most sublime state. Indeed, the rotation symbolizes an important transformative process, which manifests throughout the spiritual and material worlds. The Ouroboros’ tail is phallic and its head is vaginal. It is both male and female—the marriage of opposites, the Rebis, the Hermaphrodite. It is at this boundary that the grand cycle starts and begins again and again. This is the point of rebirth, the Great Work. FADE OUT FADE IN SC. 6: PROMPT/HINT Here a hint or prompt is given to complete the puzzle and move on to the AR experience. VOICE OVER Now take the Oracle into your hands and gaze through it upon the Altar of Recognition and Reason. Through reason, you will discover the true order of things, 119 and a vision will be granted to you to help you unlock the mystery of the Ages… FADE OUT FADE IN SC. 7: CONCLUSION We see the planets move in AR to align themselves from Saturn to Sun and pulse a few times in order, representing the path from lead to gold. VOICE OVER Lead to gold was the order of the planets and the order of spiritual progression for the alchemists. Thus they saw their philosophy not just in their books but also when they looked into the heavens. We see the story of the Milky Way as Ouroboros through a series of images/video masked to fit within the center of the Solomon’s Seal in AR. Every so often, the Milky Way moves relative to the Earth in such a way that it can be seen in the sky as one long continuous band stretching all the way around the horizon as if “laid down” flat upon the Earth like a giant, encircling hoop. 120 It was this image that inspired the idea of the Ouroboros. Also referred to as the “Serpent of Light”, the Milky Way has a dark rift in its center near the constellation Sagittarius which is generally seen to be the mouth of the serpent where the head and tail ends of the celestial path of white light meet. The Milky Way is the physical manifestation of the Ouroboros. It is written that the fifth element will be found in the mouth of the Oruboros, in the unity of opposites, where life and death meet. The Great Work, the discovery of the Philosopher's Stone, was never really about turning lead into gold; it was about a prophecy-spiritual gold arising out of the mouth of the Ouroboros. FADE OUT The last thing we see is the Glyph Key for the Age hovering and spinning over the altar. 121 “AGE OF SPIRITUAL MACHINES AND ASCENCION” Written by Stephen Barker 122 "AGE OF SPIRITUAL MACHINES AND ASCENCION" FADE IN SC. 1: INTRO SUPERTITLE “AGE OF SPIRITUAL MACHINES AND ASCENCION” VOICE OVER In the years that followed the coming of the twentieth century, man left behind the mysticism that clouded his earlier endeavors and built machines to carry his body and his spirit to the heavens themselves. FADE OUT FADE IN SC. 2: FIRE We see the story of the Nazi V-2 rocket, Wernher von Braun, and the early U.S. space program through a series of images/video. VOICE OVER In the quest for Aryan purification during World War II, the Nazi war machine sought to unleash fire upon its enemies from above. A young scientist obsessed with rocketry by the name of Wernher von Braun labored long 123 to develop the V-2 rocket that rained explosives over London. However, in 1944 seeing things were going badly, von Braun fled Germany, was captured, and was brought to the United States through a secret program called Operation Paperclip where he was quickly assimilated into the U.S. space program. In 1972, von Braun helped NASA to launch Pioneer 10, which after doing a fly-by of Jupiter would sail on past the edges of our solar system into deep space toward Aldebaran, a star 68 lightyears away in the “Bull’s Eye” of the constellation Taurus. Attached to this spacecraft was an anodized gold plaque designed by scientist Carl Sagan featuring male and female figures standing next to the spacecraft along with a map of our solar system verifying the location of Earth. Despite his Nazi background, von Braun’s development of the Saturn V rockets which fired the Apollo missions to the moon 124 secured his legacy as the “Father of the U.S. Space Program”. FADE OUT FADE IN SC. 3: WATER We see the story of the importance of water to extended space exploration and the existence of life through a series of images/video. VOICE OVER One of the most telling moments about the U.S. space program was when the first images of the earth were taken from space. In leaving home to explore space, one could not guess that the most fascinating activity would be looking back at home and noting how small it looked and how blue it looked--almost completely covered with the life-sustaining waters of its oceans. As it would turn out, water would also be the lifeblood of space exploration. Early astronomers saw interconnected lines on Mars through inadequate telescopes and envisioned vast networks of sophisticated canals and aqueducts supporting 125 thriving colonies of alien life. These were merely the mirages seen by hopeful imaginations. As man heads out deeper into space, the search for water becomes all important to establishing longer-term bases and exploring farther and farther into the reaches of the solar system and beyond. In addition to human consumption, water can provide energy and breathable air through electrolysis, and in general, the possibility of life wherever it may exist. Water ice found on the moon and Mars in 1998 and 2002 will thus fuel the next giant leap. In 2010, when the space shuttle is retired from service, new designs and technologies will fulfill the Apollo era vision of human space travel. The Crew Exploration Vehicle then, riding upon the celestial fires of the Prometheus Project, will become our chariot to new worlds as we chase water across the heavens. 126 FADE OUT FADE IN SC. 4: SKY We see the story of UFO sightings and rumors regarding secret Nazi flying disks and weapons through a series of images/video. VOICE OVER In the twentieth century, mankind became obsessed with watching the skies and became convinced that he was being observed by beings not from the Earth. Reports of UFO sightings, crashes, crop circles, and even abductions were common and continue to this day. In the 1970s the U.S. Air Force conducted Project Bluebook to openly investigate the phenomena. Some could not agree with its findings that most of the sightings were merely mistaken atmospheric anomalies or off-course weather balloons and felt that the true nature of the investigation was to purposefully debunk and cover up a growing suspicion of alien activity that started as early as the 1940s. 127 British Air Force pilots in World War II often reported seeing glowing disks in the sky they thought to be secret Nazi flying machines being tested. They called them “Foo Fighters”. And from this, rumors spread that the Nazis were deriving designs from unknown advanced sources. Some said that the information for the flying disks came largely from two secret society groups--the Thule Society and the Vril Luminous Lodge-both closely tied to the establishment, support, and continued control of the Nazi party. FADE OUT FADE IN SC. 5: AETHER/UNIVERSE We see the story of the possibility of life on other planets through a series of images/video. VOICE OVER In his book “Cosmos”, Carl Sagan laid out and explained a formula that estimated the number of alien life forms that might be possible in our 128 universe. Essentially, it boiled down to this: even if only an infinitesimal fraction of all possible inhabitable planets in an infinitesimal fraction of possible solar systems in an infinitesimal fraction of galaxies were looked at, there would still be millions of possible sentient life forms out there due to the inconceivable vastness of the universe. Mankind’s fascination with this subject has led to the establishment of many serious scientific programs, such as SETI (the Search for Extra-Terrestrial Intelligence), the addition of microbe sensing equipment on planetary probes, and even messages sent into space both physically and over radio waves. Since it takes a year for radio waves to travel the distance known as a “lightyear”, it’s not unusual to figure that it could take even as long as several decades just to get a reply from a planet located several tens of lightyears away, 129 if anyone was even there to reply in the first place. Thus, due to the long distances between star systems, this is a very patient endeavor, and many put this quest in the heart and hands of the computer to be their ever wakeful lookout and diplomat. FADE OUT FADE IN SC. 6: PROMPT/HINT Here a hint or prompt is given to complete the puzzle and move on to the AR experience. VOICE OVER Now take the Oracle into your hands and gaze through it upon the Altar of Spiritual Machines and Ascencion. If you have the courage to set down upon another world, then a vision will be granted to you to help you unlock the mystery of the Ages… FADE OUT FADE IN SC. 7: CONCLUSION We see an AR Earth Hemisphere appear over the moon map and a movie screen appearing over it with the story of the bizarre and mysterious links between the 130 beliefs of the secret Thule Society, its roots in the Theosophical Society, and the activities of the Nazi party through a series of images/video. VOICE OVER At the turn of the century and in the early 1900’s several secret societies came into being. One such society, the Thule Society, founded in 1918, was greatly influenced by Far Eastern philosophies and symbols, as well as mysticism and the writings of Theosophical Society founder Madame Helena Blavatsky. Among other things, Blavatsky and the Thulists believed that humanity descended from a series of “Root Races”, including the fifth, or “Aryan”, race which came from the Lost Continent of Atlantis. Founders of the Thule Society believed that the Aryan race would be brought to greatness one day by the appearance of a luminous race of supermen. In 1919, the Thule Society formed the German Worker’s Party, and a year after that, this party became what 131 was known as the Nazi party. Although Hitler himself was not a member of the Thule Society, many of his inner circle who influenced the policies of the Nazi party were, including Rudolph Hess and Dietrich Eckart. Once the Nazi party had gained enough money and power, Thule Society teams were sent all over the world in search of information on the luminous race and the origins of the Aryan people as well as other occult items and information. The conclusions of their expedition teams and counsel were that the Aryan race had indeed spread from Atlantis but had ultimately not originated upon Earth but from the star system of Aldebaran in the constellation Taurus—the very star former Nazi Wernher von Braun eventually sent Pioneer 10 towards with a message. However, even a message sent via radio in 1944 to Aldebaran 68 lightyears away would still be waiting for a response. If frightened 132 members of the Thule Society had attempted to contact life forms in the Aldebaran star system near the end of World War II when things were going poorly for the Nazis, they could not possibly have hoped for a response any earlier than the still distant year of 2012. FADE OUT The last thing we see is the Glyph Key for the Age hovering and spinning over the altar. 133 “THE FINAL AGE” Written by Stephen Barker 134 "THE FINAL AGE" FADE IN SC. 1 We see the final tie together of the concepts exposed through the ages through a series of images/video and AR. Four video windows are projected onto the Omphalos nearest each altar as well as there being a marker for AR content projected in the center of the table. VOICE OVER There are those who believe that life here began out there, far across the heavens, that gods that once walked with man first walked on other worlds. These beings may have mixed with or given rise to the mystic Atlanteans, or the Mayans. The famed Emerald Tablets of Thoth that hold the keys to the knowledge of life and death tell the tale of the spread of the Atlantean people following the destruction of their island. Some spread to the lands of the Maya where they retained the ancient ways long after any memory of their origin had left them. But the wave of armies and inescapable war from the east scattered those 135 remaining memories over the fields and liberated them from their mortal bonds. There, bathed in the daylight battles, the ancient ways drifted into darkness… However, interest in the ancient ways was always smoldering and was eventually rekindled. Freeing their minds of prejudice, men were open to the mysteries and secrets in nature around them. Lauding empiricism and shunning the non-confirmable, they refined spiritual perfection and knew more about self individuation than the ages that followed. They hid the paradox in the symbology of alchemy, the rotation of the elements, and the self-sustainment of the Ouroboros. The alchemists and others of the age rediscovered the ancient understanding of the duality in a singularity, the unity in opposing forces, and the balance of the universe. Yin-Yang. Male-Female. “As above, so below”. Ancient wisdom, ancient understanding beyond this world’s 136 consciousness. So some believe that there may yet be brothers of man who even now watch this world keenly and closely, drawing plans. Such ideas pass from Age to Age but they bore particular significance in the age when man himself discovered that the sky was not the sole territory of the gods. The mystery of faith was reworked: “As man is, God once was. As God is, man may be.” And some were eager to pounce upon this open invitation. Secret societies were formed, plans were made, minds were washed. And although the men who would be gods were vanquished before their plans could be fulfilled, none can be certain that messages weren’t sent or that chariots weren’t completed…though many speculate. Some call these ideas fiction and fancy, finding it easier to believe instead the scientific observations that our universe 137 exhibits the characteristics and appearances of a mere hologram at the subatomic scale. Real or imaginary, it makes no difference so long as there is a deadly serious belief to its defense. And all beliefs will be put to the test on December 21, 2012. Just before sunrise, as the warm light of the sun just starts to threaten the sky, the Milky Way will lie flat along the horizon in the form of the Ouroboros. The light of Venus as the Morning Star will fade and the Sun will lift itself up and rise out of the serpent’s mouth, bearing death to night. An age will come to an end. Another will begin, and a countdown to a chain of events that exists only in the wildest of imaginations will start ticking. In the 7th hour of the Great Work, in golden relation to the first, the white road will rise, and a portal will open in the skies. The prophecy will be 138 fulfilled. But what will we find? Illumination? Destruction? Or Duality? FADE OUT 139 “ADDITIONAL DIALOGUE FOR APOLLO BEYOND” Written by Stephen Barker 140 "ADDITIONAL DIALOGUE FOR APOLLO BEYOND" FADE IN SC. 1: THE ORACLE This is just a soundbite that will play whenever the Oracle becomes active. VOICE OVER I am the Oracle. Through me all things hidden are made known and the unseen made visible. View now the world through my allseeing eye. FADE OUT 141 Appendix III: Content Flowchart 142