All Illustrations By Peter Bollinger
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About The Big
Picture, there isn't much doubt. Sensing,
monitoring, networking, and computing technologies of
incredible variety and profusion will converge over the
next 10 to 20 years to give us—and those who would keep
tabs on us—incredible powers of observation. But
exactly how it will change our lives, we can only imagine.
Some fear a simple eruption of technology-based
Orwellian repression. Others anticipate the emergence of
a hyperengaging form of existence based on really cool
toys that (caveat emptor) spy on us every now and then.
We'll drift casually in and out of augmented reality and
have dizzying access to an unceasing torrent of information.
In the cool toys category, some of the most compelling
and detailed scenarios have come from Vernor Vinge, a
science fiction author and former computer science
professor at San Diego State University. In the
preceding story, "Synthetic Serendipity," which Vinge
adapted for IEEE Spectrum from his upcoming novel,
Rainbows
End, he introduces us to Mike Villas and his
friends. Through their eyes, we see how we might
integrate the coming technologies into our lives.
Vinge's sensor planet of 2020 teems with billions of
wireless ultrawideband communications nodes connected to
countless pinhead-size cameras, microphones, motion
detectors, and biometric and other sensors to form a
fine-grained mesh of networks that cover every square
millimeter of the globe. Equipped with full-color,
see-through displays that cover each pupil like a
contact lens and clothing that senses muscle twitches,
people will exploit an immensely sophisticated successor
of today's Internet. They'll be able to immerse
themselves in gripping gaming environments, silently
communicate with friends just by tensing their muscles,
and hunt down information about other people.
In the next 30 years, Vinge believes, we will reach a
point where the combination of powerful processors,
limitless data-storage capacity, ubiquitous sensor
networks, and deeply embedded user interfaces will
create a bond between human and machine "so intimate
that users may reasonably be considered superhumanly
intelligent."
Vinge (pronounced VIN-jee) closely tracks emerging
technologies by staying in touch with such influential
computer scientists as Robert Fleming and Cherie Kushner
and with research engineers like Georgia Institute of
Technology's Thad Starner. Spectrum talked about Vinge's
story with his friends, as well as with such
techno-gurus as Jaron Lanier, a pioneer of virtual
reality, and Will Wright, creator of the hit computer
game The
Sims. Though they squabble about how the
technologies described in "Synthetic Serendipity" will
come together in the end, they all agree that the result
will make fact out of fiction.
Years Ago, Games And
Movies were for indoors....Now they were on
the outside. They were the world."
Vinge's brand of immersive reality in "Synthetic
Serendipity" can be thought of as an electronically
created, shared hallucination. It combines virtual
reality (where your ears, eyes, and skin are fed
computer-generated sounds, images, and sensations) and
augmented reality (where computer-generated images are
laid over your view of the physical terrain). In San
Diego, circa 2020, you can see what you choose to see:
suburban homes can become castles; your friends,
velociraptors. The key challenge to mapping the virtual
onto the real is access to streams of sufficiently
specific and precise location information. In Vinge's
conception, the task is performed by localizer nodes,
which are transceivers that determine their position in
the network by communicating with other nodes located in
a 10- to 20-meter radius in every direction.
In a network of thousands of nodes, each individual
node talks only to another dozen or so nodes in its
local cluster. To fix its position in space, an
individual node measures both the time it takes to
transmit a train of pulses to a neighboring node and how
long it takes to receive an answering pulse from that
node. Like old friends trading gossip, one node will
tell another node about other neighbors it has contact
with, so that every node in a cluster knows its position
relative to all the others.
Mated to the story's game server in Vinge's Pyramid
Hill Amusement Park, these localizers keep track of
players to within a fraction of a millimeter, to overlay
full-color graphics on top of players' real-world views.
But here at the turn of the century, we're still
fumbling with the Global Positioning System and location
accuracies measured in meters or, at best, centimeters.
Nevertheless, an early approximation of Pyramid Hill
exists on the campus of the University of South
Australia in Adelaide. Researchers lugging backpacks
stuffed with notebook computers, cables, batteries, and
GPS receivers sport bulky electronic halos—head-mounted
displays and head-tracking devices. As they stalk around
campus, they wield haptic guns that vibrate when fired
at monsters from a modified version of Quake, the popular
desktop shooting-gallery game. Bruce Thomas, Wayne
Piekarski, and their colleagues at the university's
Wearable Computer Laboratory took Quake's open source
code and adapted the game to the campus environment.
They kept the guns and monsters but removed the
texturing for the ground, structures, and sky so that
the real world shines through.
The game, which they call ARQuake, works pretty
well when a player is more than 10 meters away from,
say, an approaching monster, which appears to the gamers
amid real objects. A combination of magnetometers,
gyroscopes, accelerometers, and GPS readers track each
player and match the position of physical objects like
trees and buildings to the blank spaces in the computer
game where the graphical images of these objects have
been erased.
But the closer the virtual character is in relation to
the player, the more the GPS tracking error erodes the
gaming experience and the virtual monsters do things
they shouldn't, like pass through walls. When a player
is within a meter or two of a three-story building,
which blocks the GPS signal, the game can no longer
track the player at all, and the virtual world stops
moving with him or her.
"The trick is designing the games so they force the
user to stay within the desirable operating area," says
Piekarski. "So if the GPS doesn't work well next to the
walls, encourage the user to stay out in the open by
making all the interesting stuff happen there."
To get the kind of seamlessness that Vinge envisions
will require an area bristling with localizers. It's
also going to demand some cleverness in matching virtual
props and characters to real ones—for example, a
virtual dinosaur to the robotic mechanism built solely
to be the framework for the graphics-created beast.
"The robot's going to have to be pretty much the same
size and shape as the dinosaur—otherwise it's not going
to bite players at the right time," says Blair McIntyre,
an assistant professor at Georgia Tech's Augmented
Environments Lab in Atlanta. "When you hide the physical
world behind these virtual overlays but then expect
people to be able to touch things in the physical world,
that means that the virtual world must precisely
correspond to the physical."
The stumbling block for immersive games so far is a
vicious little problem called simulator sickness,
according to Wright, cofounder of the computer game
company Maxis Software Inc., in Walnut Creek, Calif.,
and creator of such blockbuster games as SimCity and The Sims. "It's
hard to get a really accurate read on which way you're
pointed and to have it update fast enough," says Wright.
"With today's systems, you turn your head, and all of a
sudden reality moves, but the virtual image lags
behind." For most people, nausea ensues.
Overcoming the problem comes down to minimizing
latency—the lag that occurs when radio signals travel
among players and the computers that compute the
frame-by-frame updates for each player. In "Synthetic
Serendipity," localizers spread all over Pyramid Hill
deliver this information at a rate fast enough to keep
the experience smooth and immersive. But what about
players who are not located on the Hill, such as the
mysterious stranger who projects Big Lizard onto that
robot? For players in remote locations to share a
virtual reality experience, the basic strategy is to
pick a prime location for the computers that run the
software that predicts, for each player, what frame
needs to appear next in his or her display.
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Jaron Lanier, the dreadlocked hipster credited with
coining the term virtual reality, wants to embed VR
displays into enclosed environments such as offices,
classrooms, and laboratories so that people across the
globe or across the street can share the same virtual
environment—a VR teleconference of sorts. For the
room-sized tele-immersive displays he and others have
been developing, real-world latencies are in the 40- or
50-millisecond range, more than enough to turn the
experience into a herky-jerky nightmare. To achieve the
bone-crunching realism Vinge describes, engineers will
have to get latencies down to 10 ms or less, says
Lanier, who is now a visiting scientist at Silicon
Graphics Inc., in Mountain View, Calif.
When it comes to chipping away at latencies, different
virtual interactions call for different strategies. For
the "haptic carnage" Vinge writes about, a local cache
of simulation data related to dinosaur teeth and jaws
stored on Fred's wearable could feed actuators in his
shirt to create the sensation of being munched. But for
real-time interactions between people on opposite sides
of a continent, where there is an unpredictable two-way
flow of data, engineers will have to put the computers
midway between them in what Lanier calls "virtual-world
prediction megacenters."
In 2000, as chief scientist of the National
Tele-immersion Initiative, a coalition of research
universities studying advanced applications for the next
generation of the Internet, Lanier helped demonstrate
that placing computation in the middle of a network
dramatically improved the quality of prototypical
immersive applications. His team used the Pittsburgh
Supercomputing Center to link researchers at the
University of North Carolina, Chapel Hill, with staff
from Advanced Network and Services in Armonk, N.Y. With
virtual laser pointers, the participants moved
computer-generated furniture around in a
three-dimensional space projected in real time onto
large screens at each venue. Though more like a low-fi
holodeck from Star
Trek than Pyramid Hill, the demo showed that
we're on our way to sharing virtual experiences in real spaces.
The Twins Looked At Each
Other. Mike could tell they were silent
messaging."
The idea of communicating without uttering a word or
typing on a keypad seems like so much parapsychological
mumbo jumbo. But there's solid technology behind it. In
Vinge's story, Mike and his friends, the Radner twins,
play games, surf the Web, and "silent message" each
other by shrugging and twitching to control the
electronics embedded in their clothing.
And such gesturing isn't the only alternative to
speaking or typing. Researchers today are already
investigating several alternatives, including eye blinks
and actions known as subvocal utterances.
Vinge's twitching communication scheme seems the most
fantastical, but it could capitalize on medical
technology that has been around for years. In a typical
setup for monitoring muscle activity,
surface-electromyography electrodes placed in contact
with the skin detect the minute electrical signals
associated with the contraction of a muscle. In the
wearable application Vinge imagines, analog signals
picked up by such electrodes would be amplified and then
sent along conductive threads to chips that would
digitize the signals and route them to a processor
running gesture-recognition software. The program would
first determine whether the series of muscle
contractions is intentional and, if so, match them to a
library of gesture cues and associated meanings.
Finally, the textualized message would be wirelessly
transmitted to the intended party.
"In theory, we could train ourselves to twitch
different muscles so we could effectively type," says
Georgia Tech's McIntyre. "All that you need to learn how
to control these muscles is feedback. And if the input
device reacted predictably and consistently, then we
could learn to control things that were peripheral to
our bodies just by having the computer monitor signals
to and from the brain."
For now, researchers are working on different silent
messaging techniques. Elsewhere at Georgia Tech, Thad
Starner's "blinkprint" technique measures eye blinks to
identify blinkers and allow them a measure of
rudimentary control.
But for many, using vocal cords is still the most
natural way of communicating—even if you don't make a
sound. Researchers at NASA's Ames Research Center, in
Moffett Field, Calif., led by Chuck Jorgensen, recently
proved that the tremors in nerves controlling the vocal
cords can be detected when someone is speaking very
quietly or even just reading silently. His team is
experimenting with button-size surface-contact
electrodes, placed beneath and on either side of the
larynx, which detect the nerve signals that would
otherwise become speech. The sensors relay those
subvocal nerve signals to a digital signal processor and
then to a software package trained to recognize certain
signals as simple words, such as "stop" and "go" and the
digits "0" through "9." Researchers used the system for
hands-free Web browsing.
"Mike Gave A
Shrug and a twitch just so. That was enough
cue for his Epiphany wearable."
In "Synthetic Serendipity," clothing is the interface
for everything from personal communications to gaming.
Today, the primitive forerunners of these garments are
being tested by e-textile pioneers like Sundaresan
Jayaraman [see "Ready to Ware," Spectrum, October 2003].
His prototype machine-washable SmartShirt contains
sensors, actuators, processors, and communications
circuitry all embedded directly in the fabric and
connected by a flexible data bus.
The SmartShirt controller, now the size of a pager and
running on a 3-volt battery, processes the signals from
sensors woven into the fabric to compute vital signs
like heart rate. It wirelessly transmits the data to a
display device, such as a wristwatch, a PDA, or a PC. By
2020 such a controller will be smaller than a dime and
powered by microfuel cells or solar cells woven into the
fabric, like those demonstrated recently by
photovoltaics maker Konarka Technologies Inc., in
Lowell, Mass.
The garments of Vinge's imagination, which can
faultlessly sense even subtle messages amid random
twitches and shrugs, are years away. Nevertheless, the
raw computational power and storage capacities in
today's experimental wearables are already impressive.
As he strolls the campus of the College of Computing at
Georgia Tech, where he is an assistant professor,
Starner views e-mail documents and surfs the Web by
peering through a head-up liquid-crystal display clipped
onto his eyeglasses. He's also "typing" single-handedly
on a palm-size keyboard-and-mouse combo called a
Twiddler2, from Handkey Corp. in Denver. Obviously, he's
never far from his computer, a shoulder-bag unit from
Charmed Technology in Los Angeles. It's based on a
low-power Transmeta Crusoe processor, 256 megabytes of
RAM, and an 80-gigabyte hard disk.
Starner predicts that within five years, the
shoulder-bag unit will shrink to fit in his pocket and
carry 1 terabyte of disk space. That's more than enough
to store a year's worth of your e-mail, music, video,
medical records, and every word you utter.
Tiny, light, and bright displays are clearly central
to Vinge's future world; few people would gladly wear
the geeky clip-ons that Starner habitually sports. In
Vinge's story, the display of choice is a
retinal-scanning system embedded in contact lenses. The
basic technology is already here, albeit in much bulkier
form, in displays from Microvision Inc., in Bothell,
Wash. The company's scanned-beam display uses extremely
small semiconductor lasers to scan images directly onto
the retina [see "In the Eye of the Beholder," Spectrum, May].
The display allows augmented-reality software to
superimpose graphs and text over your view of real
objects—schematics of the underground utility
infrastructure of Pyramid Hill, say, or navigation
arrows that guide you to the right classroom. When green
diode lasers become available to combine with the red
and blue ones already here, full-color, 3-D displays
will give gamers gut-wrenchingly vivid scenes that will
make the images Starner now sees on his display look
like grainy old snapshots.
The scanned-beam display, including the lasers and the
2.5-mm-diameter microelectromechanical scanner that
paints the light onto the retina, needs to shrink to fit
comfortably and unobtrusively on a contact lens. John R.
Lewis, a research fellow at Microvision, insists he
could build such a prototype today for US $5 million to
$10 million.
Of course, we might skip the contact lens altogether
and pump images directly into the brain's visual cortex.
Research scientist Lanier, who counts himself an expert
in user interfaces, among other things, believes that
prosthetic sensory implants are almost inevitable; it's
just a matter of how far into the nervous system the
embedding takes place.
"The machinery of the retina and its connectivity to
the visual cortex and the visual cortex's integration
with the brain are all so exquisitely good that probably
the best engineering decision will be to implant a
display inside the eye but on the outside of the
retina," Lanier says. "But engineering culture has to
articulate a more spiritual and more beautiful vision
for the future in order for any of these things to be accepted."
"Without A
Complete localizer mesh, nodes could not know
precisely where they and their neighbors were. High-rate
laser comm could not be established...."
In Mike Villas's world, every object is instrumented
and networked: its description, current states,
capabilities, and relationship to its context are known
to anyone who gains access to the network.
Vinge bases his fictional sensor networks on the
localizer nodes being developed by Robert Fleming and
Cherie Kushner, cofounders of Aether Wire and Location
Inc., in Nicasio, Calif. Over the last decade, under
contracts from the U.S. Defense Advanced Research
Projects Agency and other government sponsors, the
company has been making a device, currently the size of
a pager, capable of providing location information
accurate to within a centimeter.
As described earlier, localizer nodes are transceivers
that determine their position in the network by
communicating with other localizers placed in a 10- to
20-meter radius in every direction. By forming a mesh
network, the devices talk to each other instead of a
central base station, sending packets for one another
along routes that are recalculated every few
milliseconds to find the fastest path.
Unlike the sensor networks based on various flavors of
IEEE 802.11 (Wi-Fi) and IEEE 802.15.4 (ZigBee) that are
now becoming ubiquitous in developed countries, Aether
Wire's networks rely on low-frequency ultrawideband.
While traditional narrowband radio communications
transmit data by modulating sinusoidal waves and
emitting a great deal of power in a narrow band of
frequencies, ultrawideband transmitters blast low-power
streams of pulses at a rate of 40 million to a billion
times per second over a broad swath—at least 500
megahertz—of spectrum. Information is impressed onto
the pulse train by varying the amplitude, spacing,
polarity, or duration of the individual pulses in the train.
In Vinge's world, localizers serve a variety of
functions. They precisely steer lasers that send and
receive data to and from people and devices at
tremendously high rates over the Internet. Localizer
nodes can also be integrated with just about any kind of
sensor imaginable, including the hundreds of cameras
embedded at Fairmont High School, which Mike and his
friends tap into to peer over a classmate's shoulder or
to locate one another across campus.