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Immersive Technologies and GIS
                                        Integrating the Physical and Virtual


                  David Wortley FRSA
                 Senior Research Fellow
             Immersive Technology Strategies
               Leicester, United Kingdom
                david@davidwortley.com


Abstract—This paper describes the trends in GIS Innovation         activity, there has been a remarkable transformation in the level
driven by the immersive technologies of video games, virtual       of operator skill, intelligence and knowledge required to make
worlds and social networks and examines the potential impact of    effective use of machines and technology. These are just a few
these innovations on society                                       examples.
   Keywords-component; immersive technologies, serious games,      B. Transport Technologies
GIS , personalisation, knowledge

                      I.    INTRODUCTION
    Immersive Technologies such as serious games, virtual
worlds and social networks are a very influential driver for
innovation because of their success in engaging the
discretionary time, attention and income of their users. This
investment in time, attention and money translates itself into
the commercial value of research and development of devices
and applications which better engage technology users and/or
make products and services accessible to the widest possible
consumer market. These devices and applications are shaping
our use of technology in ways which are developing highly
personalised relationships between users and various digital
                                                                                  Dashboard of Fiat 500 with Sat Nav
devices such that the devices themselves provide a unique
interface experience to the user which increasingly requires           Transport technologies are one example of how humankind
lower levels of skill and knowledge to access because the          has sought to break down the barriers of time, space and state
domain knowledge is embedded in the device and/or                  to enable people to travel further and faster. Where once
application.                                                       humans harnessed the power of animals to achieve this goal,
                                                                   with the industrial revolution and steam power, mankind could
    These new types of relationships between humans and            operate a machine to transport people and goods to new places
computers are maturing rapidly and in the process, they are        at faster speeds. The early steam engines and motor cars
breaking down the barriers between the physical and virtual        required a whole spectrum of human senses, intelligence and
                                                                   experience to operate efficiently and the necessary skills and/or
world. This paper and presentation will illustrate by example
                                                                   knowledge could take years of training and practice to acquire.
some of the recent innovations in immersive technologies
                                                                   Without this skill, experience and knowledge the transport
which combine very natural, almost invisible interfaces with       systems of yesteryear would not function at all.
artificial intelligence, image processing, sensor devices and
user profiling / personalisation tools.                                Today, most of this skill and intelligence has been
                                                                   embedded in the vehicles themselves so that even budget cars
     II.   HUMAN INTELLIGENCE AND MACHINES                         such as the Fiat 500 have Satellite Navigation and a range of
                                                                   telemetry and sensor data which, coupled with the vastly
A. Historical Perspective
                                                                   improved reliability of modern cars means that drivers can just
    In the early days of any new machine or technology             get into a vehicle, start it up and easily navigate to their
designed and built by humans, the operation of that machine to     destination. These GIS related technologies in cars, lorries,
optimum performance required operator skill, experience,           ships and planes substantially reduces the need for human skill
understanding and intelligence. To a large extent, the skill and   and experience.
experience of the human operator compensated for deficiencies
in the man-machine interface. In almost every sphere of human
C. Computing Technologies




                   IBM 5120 Desktop Computer
     The early computers used in businesses and homes were
little more than sophisticated calculators and offered a “one
size fits all” solution with no sense or intelligence of their own
to be able to offer personalized services based on the location
of the computer and/or the needs/characteristics of the user.
    Today, tablet computers like the iPad with 64GB of solid
state memory and smart phones all have incorporated
technology that gives the devices the ability to recognize their
location and also respond to the users’ behaviour.
   These kinds of capabilities, when linked to cloud                                 The Apollo mission in Second Life
computing and sophisticated search and analysis functionality,           The increasing fidelity of 3D visualization used in video
mean that highly mobile devices have the ability to almost           games and virtual worlds means that we can replicate real-
become an extension of the user, reflecting their interests,         world physical spaces from the present, past and future in an
needs and desires to deliver a range of customized location          immersive virtual environment that our avatar representations
based services.                                                      can freely navigate under our control and, in the future, will be
  III THE ROLE OF VIDEO GAMES AND INTERFACE                          able to live and act autonomously through the use of artificial
TECHNOLOGIES                                                         intelligence.

    The global video games market size was estimated to be            IV IMMERSIVE TECHNOLOGIES, PERSONALISATION
$60.4 billion in 2009 and is forecast to rise to over $70 billion                       AND GIS
by 2015. Video games generate more revenue than either the               In parallel with the innovations in video games and virtual
movie industry or the music industry and because of their            worlds, social networking applications have also been driving
commercial value, the market for video games is highly               developments in GIS and location based services. The success
competitive and commands substantial investment in                   of the whole spectrum of immersive technologies evidenced
emerging technologies which provide competitive advantage            by the number subscribers to social media sites like Facebook,
to the developers.                                                   MySpace, Twitter and Youtube is in no small way attributable
    It is this investment in the Research and Development            to the ability of these applications to be personalised by the
necessary to find ever more engaging ways to immerse the             user. This personalisation gives the user control of how they
user sufficiently that has led to the development of                 are represented in these virtual spaces either through their
technologies and applications which address some of the most         personal profile or the design of the avatar alter ego.
basic human needs. Human beings, uniquely of all living                  Personal Relationships with computing technologies are a
creatures have the desire and the ability to break the natural       fast growing development area for location based applications.
barriers of time, space and state that our physical make up          Computing in the areas of video games, virtual worlds and
constrains us to. We are motivated constantly to be able to          social networking has a strong emphasis on technology
travel anywhere in time and space at will and instantly. Virtual     developments which recognise the user and dynamically shape
worlds like Second Life allow us to do this.                         the interface to the user according to the individual’s
                                                                     preferences, capabilities and interests. In this way, the
                                                                     technology is learning to mimic the nature of human to human
relationships in which our behaviour evolves and modifies
over time as we get to know people.
    Through devices like the Mirosoft Kinect with its voice
and facial recognition technologies, as well as other proactive
biometric security technologies, computing devices are getting
better at being able to identify an individual and therefore self-
configure according to the knowledge of that individual. In
addition, once a user is “recognised” and logged-on, other
background artificial intelligence technologies begin to
monitor the way the individual uses the technology in order to
shape the interface and content to the individual.
    This phenomenon of personalisation and virtual
representation of the user in a social networking application is
now being successfully used in internet dating web sites and
also many commercial internal knowledge networks that
companies use to leverage their human resources. As these
technologies continue to develop and mature, it is very
conceivable that our avatars will use artificial intelligence to
navigate these “mirror” worlds and autonomously build
relationships with other virtual citizens that could deliver real-
world benefits to their “owner”.
                      V.    CONCLUSION
   Breaking down the barriers of time, space and state has
been a constant ambition since the dawn of time. Generations
of citizens of this planet have used their senses, intelligence
and skills to overcome the physical limitations of our bodies,
aided by technology that can transport us to new places and
new experiences in ever shorter timescales.
    I believe that mankind has reached a “tipping point” at
which we have embedded human-like senses, intelligence and
judgement into the technologies that are becoming ubiquitous
and accessible to almost everyone. The next phase of
development, predicted in many ways by visionaries like Ray
Kurtzweil, would be for human beings and technologies to
increasingly merge in a combined physical/virtual
environment in which the borders between the real and virtual
ae almost invisible.

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Immersive Technologies and GIS -Integrating the physical and virtual

  • 1. Immersive Technologies and GIS Integrating the Physical and Virtual David Wortley FRSA Senior Research Fellow Immersive Technology Strategies Leicester, United Kingdom david@davidwortley.com Abstract—This paper describes the trends in GIS Innovation activity, there has been a remarkable transformation in the level driven by the immersive technologies of video games, virtual of operator skill, intelligence and knowledge required to make worlds and social networks and examines the potential impact of effective use of machines and technology. These are just a few these innovations on society examples. Keywords-component; immersive technologies, serious games, B. Transport Technologies GIS , personalisation, knowledge I. INTRODUCTION Immersive Technologies such as serious games, virtual worlds and social networks are a very influential driver for innovation because of their success in engaging the discretionary time, attention and income of their users. This investment in time, attention and money translates itself into the commercial value of research and development of devices and applications which better engage technology users and/or make products and services accessible to the widest possible consumer market. These devices and applications are shaping our use of technology in ways which are developing highly personalised relationships between users and various digital Dashboard of Fiat 500 with Sat Nav devices such that the devices themselves provide a unique interface experience to the user which increasingly requires Transport technologies are one example of how humankind lower levels of skill and knowledge to access because the has sought to break down the barriers of time, space and state domain knowledge is embedded in the device and/or to enable people to travel further and faster. Where once application. humans harnessed the power of animals to achieve this goal, with the industrial revolution and steam power, mankind could These new types of relationships between humans and operate a machine to transport people and goods to new places computers are maturing rapidly and in the process, they are at faster speeds. The early steam engines and motor cars breaking down the barriers between the physical and virtual required a whole spectrum of human senses, intelligence and experience to operate efficiently and the necessary skills and/or world. This paper and presentation will illustrate by example knowledge could take years of training and practice to acquire. some of the recent innovations in immersive technologies Without this skill, experience and knowledge the transport which combine very natural, almost invisible interfaces with systems of yesteryear would not function at all. artificial intelligence, image processing, sensor devices and user profiling / personalisation tools. Today, most of this skill and intelligence has been embedded in the vehicles themselves so that even budget cars II. HUMAN INTELLIGENCE AND MACHINES such as the Fiat 500 have Satellite Navigation and a range of telemetry and sensor data which, coupled with the vastly A. Historical Perspective improved reliability of modern cars means that drivers can just In the early days of any new machine or technology get into a vehicle, start it up and easily navigate to their designed and built by humans, the operation of that machine to destination. These GIS related technologies in cars, lorries, optimum performance required operator skill, experience, ships and planes substantially reduces the need for human skill understanding and intelligence. To a large extent, the skill and and experience. experience of the human operator compensated for deficiencies in the man-machine interface. In almost every sphere of human
  • 2. C. Computing Technologies IBM 5120 Desktop Computer The early computers used in businesses and homes were little more than sophisticated calculators and offered a “one size fits all” solution with no sense or intelligence of their own to be able to offer personalized services based on the location of the computer and/or the needs/characteristics of the user. Today, tablet computers like the iPad with 64GB of solid state memory and smart phones all have incorporated technology that gives the devices the ability to recognize their location and also respond to the users’ behaviour. These kinds of capabilities, when linked to cloud The Apollo mission in Second Life computing and sophisticated search and analysis functionality, The increasing fidelity of 3D visualization used in video mean that highly mobile devices have the ability to almost games and virtual worlds means that we can replicate real- become an extension of the user, reflecting their interests, world physical spaces from the present, past and future in an needs and desires to deliver a range of customized location immersive virtual environment that our avatar representations based services. can freely navigate under our control and, in the future, will be III THE ROLE OF VIDEO GAMES AND INTERFACE able to live and act autonomously through the use of artificial TECHNOLOGIES intelligence. The global video games market size was estimated to be IV IMMERSIVE TECHNOLOGIES, PERSONALISATION $60.4 billion in 2009 and is forecast to rise to over $70 billion AND GIS by 2015. Video games generate more revenue than either the In parallel with the innovations in video games and virtual movie industry or the music industry and because of their worlds, social networking applications have also been driving commercial value, the market for video games is highly developments in GIS and location based services. The success competitive and commands substantial investment in of the whole spectrum of immersive technologies evidenced emerging technologies which provide competitive advantage by the number subscribers to social media sites like Facebook, to the developers. MySpace, Twitter and Youtube is in no small way attributable It is this investment in the Research and Development to the ability of these applications to be personalised by the necessary to find ever more engaging ways to immerse the user. This personalisation gives the user control of how they user sufficiently that has led to the development of are represented in these virtual spaces either through their technologies and applications which address some of the most personal profile or the design of the avatar alter ego. basic human needs. Human beings, uniquely of all living Personal Relationships with computing technologies are a creatures have the desire and the ability to break the natural fast growing development area for location based applications. barriers of time, space and state that our physical make up Computing in the areas of video games, virtual worlds and constrains us to. We are motivated constantly to be able to social networking has a strong emphasis on technology travel anywhere in time and space at will and instantly. Virtual developments which recognise the user and dynamically shape worlds like Second Life allow us to do this. the interface to the user according to the individual’s preferences, capabilities and interests. In this way, the technology is learning to mimic the nature of human to human
  • 3. relationships in which our behaviour evolves and modifies over time as we get to know people. Through devices like the Mirosoft Kinect with its voice and facial recognition technologies, as well as other proactive biometric security technologies, computing devices are getting better at being able to identify an individual and therefore self- configure according to the knowledge of that individual. In addition, once a user is “recognised” and logged-on, other background artificial intelligence technologies begin to monitor the way the individual uses the technology in order to shape the interface and content to the individual. This phenomenon of personalisation and virtual representation of the user in a social networking application is now being successfully used in internet dating web sites and also many commercial internal knowledge networks that companies use to leverage their human resources. As these technologies continue to develop and mature, it is very conceivable that our avatars will use artificial intelligence to navigate these “mirror” worlds and autonomously build relationships with other virtual citizens that could deliver real- world benefits to their “owner”. V. CONCLUSION Breaking down the barriers of time, space and state has been a constant ambition since the dawn of time. Generations of citizens of this planet have used their senses, intelligence and skills to overcome the physical limitations of our bodies, aided by technology that can transport us to new places and new experiences in ever shorter timescales. I believe that mankind has reached a “tipping point” at which we have embedded human-like senses, intelligence and judgement into the technologies that are becoming ubiquitous and accessible to almost everyone. The next phase of development, predicted in many ways by visionaries like Ray Kurtzweil, would be for human beings and technologies to increasingly merge in a combined physical/virtual environment in which the borders between the real and virtual ae almost invisible.