Akira Concept Art

https://static.squarespace.com/static/524c2e14e4b05018590a21e1/5386efbce4b0bd6d1373003c/5387038ce4b0792be624b4a5/1401357197387/image002.jpg?format=1500wA few years ago, it was reported that director Ruairi Robinson was going to create a live-action American adaptation of the classic anime, Akira! The project has getting a lot of hype, despite what many hardcore fans have to say about an American version of the anime cult classic. And while the attempts to get the ball rolling have continually stalled, with actors and directors constantly dropping and out of the project, it does seem like this is one project that just wont’ die.

For instance, Ruairi Robinson ceased being attached to the project in 2010, but some interesting concept art from his slated involvement survives. Below, you can see pictures and mock-ups for what the live action of Akira, in his hands, would have looked like. For instance, in the first photo, the casting choices of Chris Evans as Shotaro Kaneda and Jason Gordon Levitt as Tetsuo Shima. In addition, countless pictures depicting Neo-Tokyo.

(left) Kaneda, (middle) Travis, (right) CyrusIn many of these, you can see Kaneda’s iconic red bike running through the streets. But the larger focus is on the colorful skylines, complete with skyscrapers, neon signs, multiple languages scripts, and a general gritty, cyberpunk feel. And at the bottom, there is a comparison shot showing a shooting location in New York City above a picture of what the proposed Neo-New York City would look like. That name sound at all believable to you?

Several scenes from the movie are also depicted, which include the battle with the Clowns biker gang, and the sudden appearance of one of Colonel Shikishima “patients”.

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It looks like a Neo-New York City

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https://static.squarespace.com/static/524c2e14e4b05018590a21e1/5386efbce4b0bd6d1373003c/5387038de4b058afe7f75492/1401357199565/streetconcept.jpg?format=500w

https://static.squarespace.com/static/524c2e14e4b05018590a21e1/5386efbce4b0bd6d1373003c/538a927ee4b0e9ab9157cd27/1401590403111/image003.jpg?format=500wBut what montage of Akira-related images would be complete without scenes depicting the unleashed psychic Tetsuo, demonstrated his newfound powers? Below are a couple that demonstrate the anime’s antagonist in action, in the first, deflecting a missile attack from an attack chopper, and in the second breaking into the Akira vault and discovering the namesake’s remains.

  Travis Clyne aka "Tetsuo" unleashing his power!

https://static.squarespace.com/static/524c2e14e4b05018590a21e1/5386efbce4b0bd6d1373003c/538773c1e4b0e13cfb6da384/1401385923649/crater_akira01_CC2.jpg?format=500wNot too bad to look at. But with the supposed director, producers, and actors changing every few years, many are wondering if this live-action remake will ever happen. And many fans can see nothing wrong with the idea, provided it is true to the source material. And dropping the whole Americanized angle and setting it back in Neo-Tokyo where it belongs wouldn’t hurt much either! But in the end, it really comes down to being true to the spirit of the Manga, if not the precise format.

Luckily, there is still the crowdfunded live-action Akira Project. This fan-based effort to make an adaptation that is both true to the spirit and setting of the original manga produced a full-length teaser trailer not that long ago that impressed fans quite a bit! So who knows? If Hollywood can’t get its act together and make a decent remake, there’s always the direction and the funding of dedicated fans to pick up the slack! Time will tell which of them will bear fruit…

In the meantime, here’s another look at the Akira Project trailer:


Sources:
moviepilot.com, ruairi-robinson.squarespace.com

The Future is Here: VR Body-Swapping

simstimOne of the most interesting and speculative things to come out of the William Gibson’s cyberpunk series The Sprawl Trilogy was the concept of Simstim. A term which referred to “simulated stimulation”, this technology  involved stimulating the nervous system of one person so that they could experience another’s consciousness. As is so often the case, science fiction proves to be the basis for science fact.

This latest case of science imitating sci-fi comes from Barcelona, where a group of interdisciplinary students have created a revolutionary VR technology that uses virtual reality and neuroscience to let people see, hear, and even feel what it’s like in another person’s body. The focus, though, is on letting men and women undergo a sort of high-tech “gender swapping”, letting people experience what it’s like to be in the others’ shoes.

VR_simstim2Be Another Lab is made up of Philippe Bertrand, Daniel Gonzalez Franco, Christian Cherene, and Arthur Pointea, a collection of interdisciplinary artists whose fields range from programming and electronic engineering to interactive system design and neuro-rehabilitation. Together, the goal of Be Another Lab is to explore the concepts of empathy through technology, science, and art.

In most neuroscience experiments that examine issues of empathy and bias, participants “trade places” with others using digital avatars. If a study wants to explore empathy for the handicapped, for example, scientists might sit subjects down in front of a computer and make them play a video game in which they are confined to a wheelchair, then ask them a series of questions about how the experience made them feel.

BeanotherlabHowever, Be Another Lab takes a different, more visceral approach to exploring empathy. Instead of using digital avatars, the group uses performers to copy the movements of a subject. For example, racial bias is studied by having a subject’s actions mirrored by a performer of color. And for something like gender bias, men and women would take a run at living inside the body of one another.

Bertrand and company have taken this approach to the next level by leveraging the tech of a paid Oculus Rift virtual reality headset, renaming it the Machine To Be Another. In the project, two participants stand in front of one another, put on their headsets, and effectively see out of one anothers’ eyes. When they look at each other, they see themselves. When they speak, they hear the other person’s voice in their ears.

VR_simstim1But things don’t end there! Working together, the two participants are encouraged to sync their movements, touching objects in the room, looking at things, and exploring their ‘own’ bodies simultaneously. Bertrand explains the experience as follows:

The brain integrates different senses to create your experience of the world. In turn, the information from each of these senses influences how the other senses are processed. We use these techniques from neuroscience to actually affect the psychophysical sensation of being in your body.

In other words, in combination with being fed video and sound from their partner’s headset, by moving and touching things at the same time, the Machine To Be Another can actually convince people that they are in someone else’s body as long as the two partners remain in sync.

VR_simstimIt’s a radical idea that Be Another Lab is only beginning to explore. Right now, their experiments have mostly focused on gender swapping, but the team hopes to expand on this and tackle issues such as transgender and homosexuality. The group is currently looking to partner with various organizations, experts and activists to help them further perfect their techniques.

It’s a unique idea, giving people the ability to not only walk a mile in another’s shoes, but to know what that actually feels like physically. I can foresee this sort of technology becoming a part of sensitivity training in the future, and even as education for sex offenders and hate criminals. Currently, such training focuses on getting offenders to empathize with their victims.

What better way to do that than making them see exactly what it’s like to be them? And in the meantime, enjoy this video of the Machine To Be Another in action:


Source:
fastcodesign.com

Digital Eyewear Through the Ages

google_glassesGiven the sensation created by the recent release of Google Glass – a timely invention that calls to mind everything from 80’s cyberpunk to speculations about our cybernetic, transhuman future – a lot of attention has been focused lately on personalities like Steve Mann, Mark Spritzer, and the history of wearable computers.

For decades now, visionaries and futurists have been working towards a day when all personal computers are portable and blend seamlessly into our daily lives. And with countless imitators coming forward to develop their own variants and hate crimes being committed against users, it seems like portable/integrated machinery is destined to become an issue no one will be able to ignore.

And so I thought it was high time for a little retrospective, a look back at the history of eyewear computers and digital devices and see how far it has come. From its humble beginnings with bulky backpacks and large, head-mounted displays, to the current age of small fixtures that can be worn as easily as glasses, things certainly have changed. And the future is likely to get even more fascinating, weird, and a little bit scary!

Sword of Damocles (1968):
swordofdamoclesDeveloped by Ivan Sutherland and his student Bob Sprouli at the University of Utah in 1968, the Sword of Damocles was the world’s first heads-up mounted display. It consisted of a headband with a pair of small cathode-ray tubes attached to the end of a large instrumented mechanical arm through which head position and orientation were determined.

Hand positions were sensed via a hand-held grip suspended at the end of three fishing lines whose lengths were determined by the number of rotations sensed on each of the reels. Though crude by modern standards, this breakthrough technology would become the basis for all future innovation in the field of mobile computing, virtual reality, and digital eyewear applications.

WearComp Models (1980-84):
WearComp_1_620x465Built by Steve Mann (inventor of the EyeTap and considered to be the father of wearable computers) in 1980, the WearComp1 cobbled together many devices to create visual experiences. It included an antenna to communicate wirelessly and share video. In 1981, he designed and built a backpack-mounted wearable multimedia computer with text, graphics, and multimedia capability, as well as video capability.

Wearcomp_4By 1984, the same year that Apple’s Macintosh was first shipped and the publication of William Gibson’s science fiction novel, “Neuromancer”, he released the WearComp4 model. This latest version employed clothing-based signal processing, a personal imaging system with left eye display, and separate antennas for simultaneous voice, video, and data communication.

Private Eye (1989):
Private_eye_HUDIn 1989 Reflection Technology marketed the Private Eye head-mounted display, which scanned a vertical array of LEDs across the visual field using a vibrating mirror. The monochrome screen was 1.25-inches on the diagonal, but images appear to be a 15-inch display at 18-inches distance.

EyeTap Digital Eye (1998):
EyeTap1
Steve Mann is considered the father of digital eyewear and what he calls “mediated” reality. He is a professor in the department of electrical and computer engineering at the University of Toronto and an IEEE senior member, and also serves as chief scientist for the augmented reality startup, Meta. The first version of the EyeTap was produced in the 1970’s and was incredibly bulky by modern standards.

By 1998, he developed the one that is commonly seen today, mounted over one ear and in front of one side of the face. This version is worn in front of the eye, recording what is immediately in front of the viewer and superimposing the view as digital imagery. It uses a beam splitter to send the same scene to both the eye and a camera, and is tethered to a computer worn to his body in a small pack.

MicroOptical TASK-9 (2000):
MicroOptical TASK-9Founded in 1995 by Mark Spitzer, who is now a director at the Google X lab. the company produced several patented designs which were bought up by Google after the company closed in 2010. One such design was the TASK-9, a wearable computer that is attachable to a set of glasses. Years later, MicroOptical’s line of viewers remain the lightest head-up displays available on the market.

Vuzix (1997-2013):
Vuzix_m100Founded in 1997, Vuzix created the first video eyewear to support stereoscopic 3D for the PlayStation 3 and Xbox 360. Since then, Vuzix went on to create the first commercially produced pass-through augmented reality headset, the Wrap 920AR (seen at bottom). The Wrap 920AR has two VGA video displays and two cameras that work together to provide the user a view of the world which blends real world inputs and computer generated data.

vuzix-wrapOther products of note include the Wrap 1200VR, a virtual reality headset that has numerous applications – everything from gaming and recreation to medical research – and the Smart Glasses M100, a hands free display for smartphones. And since the Consumer Electronics Show of 2011, they have announced and released several heads-up AR displays that are attachable to glasses.

vuzix_VR920

MyVu (2008-2012):
Founded in 1995, also by Mark Spitzer, MyVu developed several different types of wearable video display glasses before closing in 2012. The most famous was their Myvu Personal Media Viewer (pictured below), a set of display glasses that was released in 2008. These became instantly popular with the wearable computer community because they provided a cost effective and relatively easy path to a DIY, small, single eye, head-mounted display.myvu_leadIn 2010, the company followed up with the release of the Viscom digital eyewear (seen below), a device that was developed in collaboration with Spitzer’s other company, MicroOptical. This smaller, head mounted display device comes with earphones and is worn over one eye like a pair of glasses, similar to the EyeTap.

myvu_viscom

Meta Prototype (2013):
Developed by Meta, a Silicon Valley startup that is being funded with the help of a Kickstarter campaign and supported by Steve Mann, this wearable computing eyewear ultizes the latest in VR and projection technology. Unlike other display glasses, Meta’s eyewear enters 3D space and uses your hands to interact with the virtual world, combining the benefits of the Oculus Rift and those being offered by “Sixth Sense” technology.

meta_headset_front_on_610x404The Meta system includes stereoscopic 3D glasses and a 3D camera to track hand movements, similar to the portrayals of gestural control in movies like “Iron Man” and “Avatar.” In addition to display modules embedded in the lenses, the glasses include a portable projector mounted on top. This way, the user is able to both project and interact with computer simulations.

Google Glass (2013):
Google Glass_Cala
Developed by Google X as part of their Project Glass, the Google Glass device is a wearable computer with an optical head-mounted display (OHMD) that incorporates all the major advances made in the field of wearable computing for the past forty years. These include a smartphone-like hands-free format, wireless internet connection, voice commands and a full-color augmented-reality display.

Development began in 2011 and the first prototypes were previewed to the public at the Google I/O annual conference in San Francisco in June of 2012. Though they currently do not come with fixed lenses, Google has announced its intention to partner with sunglass retailers to equip them with regular and prescription lenses. There is also talk of developing contact lenses that come with embedded display devices.

Summary:
Well, that’s the history of digital eyewear in a nutshell. And as you can see, since the late 60’s, the field has progressed by leaps and bounds. What was once a speculative and visionary pursuit has now blossomed to become a fully-fledged commercial field, with many different devices being produced for public consumption.

At this rate, who knows what the future holds? In all likelihood, the quest to make computers more portable and ergonomic will keep pace with the development of more sophisticated electronics and computer chips, miniaturization, biotechnology, nanofabrication and brain-computer interfacing.

The result will no doubt be tiny CPUs that can be implanted in the human body and integrated into our brains via neural chips and tiny electrodes. In all likelihood, we won’t even need voice commands at that point, because neuroscience will have developed a means to communicate directly to our devices via brainwaves. The age of cybernetics will have officially dawned!

Like I said… fascinating, weird, and a little bit scary!

‘High Dynamic Range’

News From Space: Walk on Mars with VR

oculus-rift-omni-treadmill-mars-nasa-640x353Virtual Reality, which was once the stuff of a cyberpunk wet dream, has grown somewhat stagnant in recent years. Large, bulky headsets, heavy cables, and graphics which were low definition and two-dimensional just didn’t seem to capture the essence of the concept. However, thanks to the Oculus Rift, the technology known as Virtual Reality has been getting a new lease on life.

Though it is still in the development phase, the makers of the Oculus Rift has mounted some impressive demos. Though still somewhat limited – using it with a mouse is counter-intuitive, and using it with a keyboard prevents using your body to scan virtual environments –  the potential is certainly there and the only question at this point is how to expand on it and give users the ability to do more.

Oculus-RiftOne group that is determined to explore its uses is NASA, who used it in combination  with an Omni treadmill to simulate walking on Mars. Already, the combination of these two technologies has allowed gamers to do some pretty impressive things, like pretend they are in an immersive environment, move, and interact with it (mainly shooting and blowing things up), which is what VR is meant to allow.

NASA’s Jet Propulsion Laboratory, however, went a step beyond this by combining the Omni and a stereoscopic 360-degree panorama of Mars to create a walking-on-Mars simulator. The NASA JPL team was able to give depth to the image so users could walk around an image of the Martian landscape. This is perhaps the closest normal folks will ever get to walking around on a “real” alien planet.

omni_treadmillAlong with the Martian terrain, JPL created a demo wherein the user could wander around the International Space Station. The JPL team also found that for all the sophisticated imagery beamed back to Earth, it is no substitute for being immersed in an environment. Using a rig similar to the Rift and Omni could help researchers better orient themselves with alien terrain, thus being able to better plan missions and experiments.

Looking to the long run, this kind of technology could be a means for creating “telexploration” (or Immersive Space Exploration) – a process where astronauts would be able to explore alien environments by connecting to rover’s or satellites camera feed and controlling their movements. In a way that is similar to teleconferencing, people would be able to conduct true research on an alien environment while feeling like they were actually in there.

mars-180-degrees-panorama_croppedAlready, scientists at the Mars Science Laboratory have been doing just that with Curiosity and Opportunity, but the potential to bring this immersive experience to others is something many NASA and other space scientists want to see in the near future. What’s more, it is a cheap alternative to actually sending manned mission to other planets and star systems.

By simply beaming images back and allowing users to remotely control the robotic platform that is sending them, the best of both worlds can be had at a fraction of the cost. Whats more, it will allow people other than astronauts to witness and feel involved in the process of exploration, something that social media and live broadcasts from space is already allowing.

As usual, it seems that the age of open and democratic space travel is on its way, my friends. And as usual, there’s a video clip of the Oculus Rift and the Omni treadmill bringing a walk on Mars to life. Check it out:


Sources:
extremetech.com, engadget.com

Fundawear: A New Era of Cybersex!

long_distanceloverHave you ever experienced the frustrations and difficulty of a long-distance relationship? My wife and I did during the first few years of our courtship. And let me tell you, there’s few things worse than to be in love with someone and not be able to see them. And even in this age of high-tech communications, where we are able to talk, Skype, instant message, email and text, the physical barrier created by space can still be a killer. Luckily, the condom company Durex is working on a  solution…

It’s called Fundawear, a new type of undergarment that is outfitted with electronic pulses that lets couples – or willing cybersexers – send physical touches to each other via remote control. Using a smartphone or tablet, the sender initiates contact by simply stroking the touchscreen, and the recipient receives a mild shock on their sensitive spots.  To make things fun, the jolt can happen anywhere the underwear has contact with the skin.

fundawearThe key word here is mild, just in case anyone is thinking that the underwear is for those who have an extreme BDSM fetish! But then again, stranger things have happened haven’t they? Of course, it should be noted that the Fundawear is not yet a mass-market product, but the company is having a contest on its Australian Facebook page and hints that those who enter will be eligible to win a pair.

Created in conjunction with the advertising firm Havas Sydney, Fundawear is Durex’s first attempt at a connected product. It comes in both women’s and men’s designs, offering stimulation for men around the nether regions, and for women in both the chest and nether area. And who knows? Given time and added guarantees of safety, we could be looking at the future of cybersex. I guess guys like Gibson were wrong, cyber stuff really isn’t all dark!

cybersexTo check it the FB contest, click here, and be sure to watch the video of the Fundawear in action below:


Source:
fastcocreate.com

Relaunching an Idea: Apocrypha!

future-city-1Recently, I began to seriously contemplate revisiting an old idea. Not just any old idea, mind you. This was an idea that went back to 2008, to the point where I first decided I wanted to move away from far-reaching, distant future speculative writing. It was also my first real stab at social commentary, predating Data Miners by several months, and which called for a lot of research.

The name I had in mind for it was Apocrypha. Basically, the two threads that came together to form this idea for me were the ideas of Demarchy and Apocalypticism. At the time, the idea that digital technology and wireless communication might one day lead to direct democracy, while religious fervor might actually spike within the current century due to climate change and the social impacts thereof.

singularity.specrepHowever, after a lot of tinkering and writing the story halfway, I found I couldn’t really make the idea work. It was my first attempt to write something contemporary and it really didn’t go so well. I’ve since tried to reboot it at least once and found I could only get a few chapters out of myself. But I couldn’t dispose of it entirely, not after all the work I put into it and all the bits of wheat I felt were buried in the chaff. And so, its lingered in my files for years.

And now, years later and after all the tech research I’ve done, I find myself coming back to the idea. This is due in part to to trends which I’ve been researching in the last few months. The way I see it, by the middle of this century, two trends will be coming together, and its anybody’s guess which will come to determine our future. The one is technological growth and change – culminating in a future of post-scarcity – and the other is Climate Change, which will lead to a future of nothing but!

Megalopolis'And that’s where this story opens up. The year is 2030, and the world is a fast-changing place. On the one hand, mega-cities have taken root in several places, such as the Nanjing Peninsula, the Gangetic Plain, Cascadia, the Northeast Megalopolis, the “Blue Banana”, and the west coast of Japan. Life in these megalopolis’ is increasingly characterized by violence, poverty, unemployment, bigotry, and an ever increasing fast-pace of life due to increasingly advanced technologies trickling down to the street.

Meanwhile, the wealthy and privileged continue to buy up property and move to higher altitudes and latitudes in order to avoid the coming difficulties. It is widely accepted that within the next few decades, waves of immigration and refugees will pour into the coastal and border regions of the developed parts of the world (those that exist outside the equatorial regions that is) and life is likely to get more difficult.

In the midst of all this, a new group is taking to the streets, a group of quasi-apocalyptics who claim that the End of Days is coming. Their message is code-named Apocrypha, since it is really a cover for their more deeply laid plans to usher about something far more sinister. As they say, some spend their lives waiting for the apocalypse, while others are determined to make it happen in their lifetime.

Crashland.ebookThis story was actually the basis for my short Hunluan, which is part of the proposed Grim5Next anthology known as World’s Undone. It’s also the basis for the serial novel Crashland that I began posting over Story Time.me back when 2012 first started. Funny thing, the year 0f 2012 was marked by a lot of dystopian and apocalyptic lit. Maybe that’s why I want to revisit it now, seeing as how we’re in the clear for the time being!

In any case, as soon as Yuva is complete, Pappa Zulu is all wrapped up, and I’m done editing and releasing Data Miners (one of these days I’ll get that damn book finished!), I plan to return to this concept and give it my full attention. There’s plenty of potential to make some predictions about the future and that’s something I can’t pass up! In addition, it was my first attempt at something truly speculative and relevant and I definitely want to pursue that again.

It is my dream, after all, to produce something that capture the spirit of this age, and since Climate Change, break-neck progress, and fears for the future seem to be the dominant trends as I see them, this might just be the book to do it with! Look for it soon, I hope it will please the discerning reader!

climatewars

True Skin: A Cyborg Short

Hello again all. You know that feeling you get when you sense that you’re getting swept up in a trend? Well, it seems that the trend of making futuristic and predictive videos has captured me in its wake. The latest comes from Vimeo, courtesy of N1ON Productions, and is entitled True Skin. The concept is quite intriguing too: a near-future where cybernetic enhancements are all the rage, and people who are purely organic are discriminated against and looked down upon.

Filmed entirely in Bangkok, this video has a real nitty gritty feel to it, something that no cyberpunk tale would be complete without! And of course, there’s plenty of social commentary too, showing how cybernetic augmentation is tantamount to status and the poor are easily recognized by their lack of physical enhancements. And in the end, the story is told from the point of view of a man who knew he had to get upgraded if he was not going to slip through society’s cracks, even if that meant breaking the law.

No more spoilers, check out the video. And enjoy the scenery, courtesy of Bangkok’s Red Light District!