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Virtual Air

A novel way to consider & exploit location-based services with augmented reality.

 

March 03

 

Robin Mannings, Ian Pearson

 

Abstract

 

Virtual Air is an analogous way of understanding positioning systems and the information and communication services that they support. Achievement of optimal position knowledge, in particular when indoors, employs a heterogeneous set of technologies which will be discussed. Virtual Air (VA) however, is a useful way of conceptualising the benefits in a business context whilst avoiding the more academic descriptions involving positioning field theory. The paper starts by explaining the concepts and basics of positioning and then discusses how these support the development of mobile augmented reality applications and services.

Introduction

 

The idea of virtual and usually digital overlays on the real world has been around for well over a decade and is known as augmented reality (AR). Several companies have developed ranges of applications linking position to networked functionality, triggering appropriate functions when a certain person or object is at a particular place. Projects such as Hewlett Packard's Cooltown illustrate what can already be done with existing systems to digitally enrich our environment, given a little effort to put in information beacons, some use of positioning and pervasive computing, and a bit of imagination.

 

There is growing consumer and business use of the U.S. militarys Global Positioning System (GPS), which relies on transmissions from a number of satellites to allow a receiver to triangulate its position (using atomic standard time), relative to the surface of the earth. The recent decision by the EU Government (at the taxpayer's expense) to deploy Galileo, a non-military and improved satellite positioning system is further evidence of the relevance of positioning systems to business. Positioning has even been dubbed the fourth utility. Positioning knowledge leads to navigation and to a wide variety of location-based services, most of which use both fixed and mobile communications services. The main problem with all classic radio based positioning systems is accuracy and outage. The situation can, however, be greatly improved by the use of supplementary technologies such as map matching, inertial systems and local beacons. The resulting positional information is thus a probability distribution that varies in time and space overlaid on the real world and which thus affects the dependant data and information services. In other words we could visualise it as a cloud or Virtual Air (VA).

 

BTs own Brightstar venture, Rocking Frog makes good use of location to deliver position and context dependent services to customers using BT patented techniques based on intelligent agent software. Software systems and supporting platforms such as these will be needed to create VA whilst personal electronic equipment will interact with VA. We can stimulate creativity of many other services if we imagine that air or space itself is effectively being digitised, by bathing it in a positioning field. The air won't actually contain digital devices (at least not for a few years yet), but we can emulate the same effects via computers, smart databases and positioning systems. Computers can deal with moving points just as easily as they can static ones. Air can move around in space. So too can information!

 

Air is often still, and in this analog, virtual air maps simply onto the static digital environment that we inhabit today, with fixed positions and fixed information sources. But in the real world, we are also very familiar with wind, which is simply moving air. Take an analogy in the digital world and we have bit streams, data flows, broadcasts, and multicasts. These are all linear flows and we are very familiar with them. But not everything is linear. Air exhibits turbulence, pressure gradients, and many non-linear chaotic weather behaviours. It can be clean or contaminated, hot or cold, with different gaseous and particulate composition. We get rain, hail, snow and sleet occasionally. It carries many life forms such as bacteria and viruses, pollen, seeds, insects and birds. It is used as a signalling medium for many different species, simultaneously, and each is mostly unaware of the signals from other species (unless they use audio). The air may be clear or foggy, and we get condensation. We have clouds and jet streams. It forms layers as we move to different heights, some of which we can bounce signals off. Any, perhaps all, of these properties may be useful analogs to stimulate new service ideas. A molecule or pollen grain could be a piece of information, a message or an advert. Information chemistry can occur in analogy to pollution cycles in the air. We could have information entities that move around driven by VA currents. Now instead of a static information overlay, we have a thoroughly dynamic one, with information from different locations interacting continuously with other information in a multitude of different ways.

 

Technology to support the Virtual Air concept

 

Positioning systems

 

The essence of VA is that it utilises a combination of many simultaneous multidimensional positions in different frames. There is not just one positioning system, but many. Some of these move relative to others, so there can be much interaction between objects and the environment depending on the relative position in each of many systems at a given point in time. Some of the systems are highly localised to a building or an object (which may be mobile), or a person, while some are regional or global and static. Some may change with time. It is this wide range of flexibility that is the key advantage but which also makes analysis and integration difficult.

 

There are two classes of methods to determine spatial position. Firstly, using the temporal properties of propagating energy fields and secondly, using sensing combined with a static location data base. Examples of the first methodology include GPS, various terrestrial maritime radio systems such as Loran and Decca and short-range ultrasonic systems. The second method could be as simple as the map and compass, or at the other extreme the Tercom inertial navigation used by cruise missiles, or indeed the biological systems used by bats, homing pigeons and many other species which perform incredible feats of navigation. Yet with all this knowledge, there is no reliable, cost effective or standardised method available to businesses to be able to gain positional information concerning objects of value or people.

 

Positioning using radiating fields works best when there is an unobstructed path between the transmitter and receiver, which must not only be line of sight but must also take account of obstructions that could cause significant diffraction. Poor quality signals which are normally described as noisy lead to positioning errors since the erroneous energy fluctuations are translated into phase or time errors. Additional temporal errors arise from reflected waves or waves that are obstructed. Whilst digital wireless systems using channel equalisation can make good use of reflected (or multipath) signals, in positioning systems what is needed is an unambiguous arrival of the most direct signal. Clearly, the geometry of building interiors make this sort of positioning very difficult but it is still a very cost effective way to position due to the sparse distribution of the transmitters. A minimum of three stations is generally needed to provide a position (which is located at the intersection of the loci of either the hyperbolae associated with equal signal phase or the circles associated with equal signal time).

 

There is now much interest in the combined use or wireless communications systems that provide positioning as a by-product. This is the first concrete example of VA. Indeed, although it may be somewhat perverse, 3G revenue may come more from value added services based on VA than the traditional networking business!

 

Map and sensor systems are only as good as the quality of the maps or the accuracy of the sensors. Autonomous map matching is widely used for vehicular systems and works particularly well when direction changes frequently and the system self-corrects its accumulated errors. Driving along long straight roads is the worst case, particularly when there is a close parallel road which might then be confused with the correct one. To correct for these errors and to provide an occasional fixed reference a sensor readings are needed. In the limit, if no map is used then there must be a dense network of sensors with various strategies of inter-sensor interpolation.  Like the field based positioning systems, these fixed references may be communications hot spots such as wireless LAN access points. The most basic way to position is to detect the presence of absence of signal about a threshold. More advanced approaches could use radar techniques (sensing and processing signal direction, using timing and Kalman filtering techniques).  Other sensor systems include use of ultrasonic, infrared and magnetic or electrostatic fields.

 

The optimum approach to positioning would be to use a combination of the long range field systems and the short range sensor systems together with as much map matching as is possible (assuming the availability and quality of the maps).

 

To implement VA we thus have a heterogeneous set of technologies providing positional information to both nomadic and static objects and people. Behind the scenes are the computer platforms integrating the information. What is missing is the methodology to combine the positional and related information in a standardised way. Work in BTexact on location based mark up languages may be one technique to fill this gap.

 

There are essentially three information spaces which are involved. Firstly, the physical world of the real objects and people, supported by a second distributed pervasive computational world of software objects delivering information services in third space of the Virtual Air.

Computing, communications, sensor and storage platforms

 

VA will be supported on a variety of sensor, storage, communications and computing platforms, some of which fall in the field of pervasive computing. Many companies are working busily on pervasive computing including BTexact, and many of these activities will feed into or interact with VA. We, the authors, are working on a new project which considers novel pervasive computing platforms to support VA, looking at distributed sensor networks, novel computing and communications architectures and high precision positioning techniques, even the fringes of biotechnology and information technology integration. These go much further than the scope of this article, which can only outline a few of the basic VA concepts and some of the basic positioning systems that may be used. Many of the other platform technologies, including some novel positioning systems, will be discussed in future articles.

 

The Properties of Virtual Air

Trapped air

 

Air can get trapped in our clothing, and in much the same way, information in a location could cling to us as we walk around, gradually dispersing, interacting with information resources elsewhere as we move around. For example, a marketeer could upload tokens to us in one place that might link to particular discounts or marketing messages in another place. Or as it disperses, it conveys marketing information to detectors at locations we pass through. Or it could be used by clubs to alert people to others they pass in the street with similar interests

 

A token could be physically uploaded into a portable device that we are carrying, or it could simply be a conditional event logged in a database, triggered by detection of our presence. This duality is fundamental to location based services in general. The token that is physical and portable has a counterpart that is virtual and on a server. Synchronisation software updates the two data sets when appropriate. The physical token could be thought of as a sort of internet browser cookie which is trapped or cached information that enables the continuation of application sessions.

 

The most widespread implementation of the trapped air concept today is perhaps manifest in the storage facility of the latest RFID tags.

 

Bubbles

 

We can have a whole bubble of VA around us - a highly localised relative positioning field, independent of other global, urban or building systems. The bubble could have a sharp cut-off, so the positioning system would have very clear limits on its domain. A shared position may overlay this, which allows interaction with external devices. This could of course be implemented by using encryption technology to permit access to the position only to the person and devices within the bubble, even though radio signals cannot be so easily confined. Devices on our person may use this system to optimise communications amongst themselves and with devices on other people, when bubbles interact. Our personal positioning system could allow us to track the movement of our fingers or limbs so that we can push virtual buttons or operate virtual controls. We could implement air-mice and air-typing. Our digital bubble would make all of our data available to all of the devices on our person, and act as an interface to other bubbles and the outside world. It could have filters to protect us from electronic attack, and share information and capability with other people and machines according to our wishes. These systems are already emerging in virtual reality gaming applications.

 

Bubble interactions may facilitate interworking between groups of people, allowing route optimisation and helping delimit boundaries. The concept of personal space varies according to context and culture, but our bubbles might also interact in context-dependent ways. Social support services such as tribal communication may make extensive use of bubbles. Bubbles are a also productive model for thinking through digital filters, information exchange and information force fields.

 

Bubbles may also be used to allow complex interactions with software. An individual may be unable to access some functions that are reserved for groups, and very specific roles may exist. Only by having both bubbles present does the functionality become accessible. In much the same way as fantasy heroes might keep part of a key to unlock the treasure, a digital encryption key may be distributed amongst several digital bubbles. They may thus form a part of a security system such as those used to prevent the accidental use of atomic weapons, or access to wireless LANs.

 

Yet another bubble application is in symbiotic networking. Many of us will soon have a personal area network that extends just a short distance from our bodies, linking our wearable and portable devices. We may have other networks that extend tens or hundreds of metres away, accessing wireless LANs or other communication devices, and 'last resort' access to paid-for public networks such as GSM, 3G or commercial wireless LANs. These bubbles may be simply concentric, or they may be highly directional lobes that intersect at the person. As bubbles from different people meet, they may adjust their various electromagnetic activities to make mutually beneficial (symbiotic) networks. As many bubbles interact in the densely populated area of a town, we will see some bubbles co-operate and join to form long chains, chambers and tunnels that allow messages and information entities to travel right across town free of charge. These tunnels will then form part of the infrastructure that will support many other VA applications and entities.

 

Clouds

 

Clouds are a novel way of approaching mobile marketing. Natural clouds form over certain areas in certain conditions, and may blow around. Sometimes we get rain or other forms of precipitation. Digital clouds in VA may analogously form and drift over a target area as myriads of small marketing 'droplets' gather together, occasionally distributing marketing output to people underneath (unless they carry a digital umbrella!). This pseudo-naturally randomised distribution of marketing might be more acceptable than continuous broadcasts from thousands of marketing sources. Taking another approach, clouds are very visible, and in augmented reality, visible virtual clouds would be an ideal platform for adverts or other messages. In fact, the whole virtual sky would be such a platform. Clouds could be used as personal navigation tools, or for group maintenance, even used as emotion indicators (a dark cloud hovering over someone's head in augmented reality would be fairly self-explanatory). Each friend may have a digital cloud far above them so that a quick glance at the AR sky would reveal whether any of your friends are close enough to get together at a coffee shop.

 

Implementation of mobile augmented reality is still a few years away from commercial deployment, so this won't all happen just yet. Although niche applications in the military and in gaming exist, convenient, cheap and portable personal head-up displays supported by sufficient processing capability is not yet economic for everyday use. It is highly likely that this will only become feasible in the mid term future.

 

Pheromones

 

Digital pheromones may be given off by people as they walk around a town, advertising their presence, characteristics and availability to people (or machines) with appropriate receptor types. They would be concentrated near the person emitting them, but would also drift and linger for a while, allowing people to follow trails. Similarly, digital aromas may be give off alongside chemical ones by the local chip shop or the hot dog trolley, alerting people, who may be physically upwind, that a tasty snack is just around the corner. Gangs of youths may police mark their territories with digital pheromones, as well as digital booby-traps to ward off enemy gang members. Other town inhabitants may be totally unaware of their presence. Other groups may use this technique to lay treasure trails, to mark out special routes or leave reminders for future visits. Linking this idea to image generation, and particularly avatars, it would be possible to realise a ghost trail in a town, where ghosts would pop up from time to time with artificial intelligence based personalities and behaviours.

 

Digital fauna and flora

 

Although we have computer viruses already none yet appear to be location dependent, still less those that wander around the spatial environment until they find a suitable target. Today's viruses and worms inhabit a simple one dimensional world of fixed communication links and occasionally the 3 dimensional world of wireless LANs. They don't sit and wait in augmented reality ambushes. But they will soon! And they will begin to emulate behaviours from the organic world, such as working in teams, co-operating in sophisticated attacks, stalking stealthily, and timing their attacks to perfection. Location or path-specific viruses could add a deeper level of sophistication to an old problem.

 

We can also expect a digital food chain to arise naturally in a VA environment that would never develop properly in a conceptual mesh network, even though the basic physical architecture is the same. The mere creation of a shared conceptual space is enough (a few virtual zoos have been produced on limited spaces already), but overlaying this on real space will accelerate its development, because people can identify more easily and closely with it. A hierarchy of digital creatures with their own virtual life cycles could emerge, populating our augmented reality with virtual fauna and flora, digital gardens and jungles. A peer to peer computing infrastructure using evolution engines could keep it well populated and provide continuous interest.

 

Scenery

 

Scenery would be important to most users of an AR world, and since virtual physics is completely customisable, we could have some very elaborate architectures, some of which are static and stable, others which pop in and out of existence, move around, or change appearance continuously. This virtual space-time environment could attract the worst excesses of today's web sites, with pop-ups, flashing banners, and invade our portable devices with software. Offensive marketing creatures could follow us around town, annoying us all day once they have found us, trying to interact with everything that we do. It will be imperative to police the AR world to remove such annoyances, or it will destroy its value for legitimate and desirable activities. A walk around town could be like a bad trip on LSD! Smart filters will be very important components in our VA bubbles.

 

We may go even further with this process, linking real environments to digital photography. Since the camera will soon know where a picture was taken, the computer could overlay virtual objects on the photograph each time the use opens it. A building or person might have one appearance in real life, and a totally different appearance in the photo. Again, there are so many potential abuses of this capability that we would need to manage it carefully. On the good side, it would allow pictures to be taken virtually at any time period, and in any weather conditions, not just the time that the photographer happened to be there. Photographs could become very much more versatile.

 

This uncoupling of actual and virtual appearance could transform the physical appearance of our buildings too. If we don't have to have real life shop windows, shop signs, or much other street furniture, we may see very different architectures for these. The coolest shop in town might have a very plain front in real life, but appear wonderful in VA to its target clientele. Buildings that are only 'visible' to their users group could be expected to have an interesting effect on city culture. The information functionality can be provided in cyberspace, so the building itself can concentrate on physical form and function in the non-augmented world, independent of its purpose in the electronically enhanced world. Each passer-by might see a different faade, according to their own profiles and filters.

 

If we take this deeper, we might conclude that owners of buildings might actually have very little ultimate control over their appearance. Groups of people might customise the virtual appearance of buildings with or without the owner's permission of knowledge. Today, wireless LAN hunters make chalk marks to indicate the existence and properties of a nearby wireless LAN. The chalk marks could be replaced soon by VA indicators.

 

Visible information

 

For some purposes it might be useful to make information and information flows visible. If we could see which direction data is flowing, we might be able to see where an antenna is (most antennas are physically small, they aren't all cellphone masts), which may help us get better reception. Seeing who is communicating with whom, or what sorts of things they are doing electronically would be useful or interesting too sometimes, and privacy issues can easily be addressed. Many air analogies could be appropriate -plumes of smoke, clouds of coloured gases, flying virtual creatures, virtual leaves moving in a virtual breeze, even visual packets or characters floating or zooming around. Certainly, being able to see marketing information without having to read it would make it less invasive. A shop could leave aesthetically wrapped virtual brochures or vouchers in a virtual box, to be picked up only by those that want them. They might only be visible to the target group.

 

Beacons

 

Information and VA services may stream from various beacons placed around town by tourist authorities, business, groups and individuals. While many of these may be authorised by building owners or local authorities, many more may be informal and placed by people for a wide variety of purposes. They may have a short transmission lifetime, based on a simple low power transmitter and small battery. Such devices could be fabricated quite cheaply, so might appeal to many people who want to add colour or information to the VA landscape. Some might provide comments on the quality of service in a shop or restaurant - the transmitter might be stuck on a wall or hidden in a nearby hedge or plastic waste bin. Others could be culture specific or tribal. While some of the functionality might be implemented using conventional VA techniques, the use of actual radio devices would have some significant advantages. They might be much easier to deploy than arranging for entries in a town database, especially if such entries are censored. Such beacons could also be mobile, based on cars or in people's clothes.

 

Summary

 

This paper maps out a new paradigm for mobile services which are location dependant and focussed on the delivery of mobile augmented reality. It has covered a time line from the present when there is very limited potential to deliver the concept of virtual air, to a future where positioning systems are much more sophisticated and allow a virtual world to truly overlay the real world. By using the analogy of air, we can allow our imaginations to conceive novel mobile services which will be both useful and highly entertaining and which have enormous scope for network centric value added services. The principal of virtual air assumes a very rich environment of both fixed and ubiquitous mobile communications both with conventional architectures and a more ad hoc approach. It certainly highlights many ideas that aren't immediately obvious when thinking in conventional ways based on fixed positioning systems. By integrating the positional informational aspects of the heterogeneous communications and sensor networks it will then enable the ability to deliver a virtual reality experience on the move.

 

The main lesson to draw from this paper for today, is not to ignore the positioning and locational aspects of new networks. Instead we should seek methods to standardise and facilitate the integration of a generic approach to location definition, location information distribution and its use within augmented reality systems, software and services. Many potentially valuable services could result. It would be a shame to miss them.

 

Robin Mannings is BTs most experienced and well-known expert in the field of Mobility and Disruptive Technologies. He works extensively with academia, major corporate customers, manufacturers, and teams within BT on future mobile, wireless and disruptive technologies. Robin's career includes mobile radio system development (with Philips), university research into mobile radio data and signal processing  (at the University of Bath), and the application of new technology to business (with BT at Martlesham). His international reputation was principally established through his research into Mobile Telematics, Intelligent Transportation Systems (ITS), positioning and tracking technology.

Robin has written numerous technical papers and book chapters, has filed many patents concerning mobile inventions and he frequently appears at conferences, specialist gatherings and in the media.  He is a Chartered Engineer, a Member of the Institution of Electrical Engineers and is a Founder Member of the Association of Professional Futurists.

 

Ian Pearson graduated in Applied Maths and Theoretical Physics in 1981 from Queens University, Belfast. He worked for four years in missile design and then moved to BT Laboratories where he has worked ever since. He has been involved in most areas of information technology, from computer systems analysis to high speed telecomms. For the last twelve years he has been a futurologist, anticipating trends in technology and working out the likely consequences for business and society. He has written three books and many papers on the subject, several of which have received awards. He spends about half of his time thinking about the future and the other half explaining it to other people, both inside and outside of BT. He is a Fellow of the RSA and a Founder Member of the Association of Professional Futurists.