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Transcript of Google Glass: The role of augmented reality technology as a gatekeeper
Thesis version 27.06.2014
Annika Kuyper | 6034063
Google Glass: The role of augmented reality technology as a gatekeeper
Google GlassThe role of augmented reality technology as a gatekeeper
Master thesis
o Annika Kuyper | student number 6034063 | [email protected]
o Thesis supervisor | Dhr. dr. B.G.M. (Martijn) de Waal, Faculty of
Humanities at the University of Amsterdam (UvA)
o Second reader | Dhr. dr. J.A.A. (Jan) Simons, Faculty of
Humanities at University of Amsterdam
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Thesis version 27.06.2014
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Google Glass: The role of augmented reality technology as a gatekeeper
June 27, 2014
New Media & Digital Cultures
University of Amsterdam
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ForewordUntil the “Mens voor de Lens” event1 February 20, 2014, organized by
the Hogeschool van Amsterdam, I never had any experience with Google
Glass. At this event I had the opportunity to try a Google Glass device
and was surprised to discover how many articles, parodies and other
media are already out there, particularly given the fact that, not many
people have yet been in touch with this product.
I tried Google Glass about 15-20 minutes; I walked at the venue place
‘Pakhuis the Zwijger’ and tried some features such as forecast
information, route planning programs and Google search functions.
During my attempts I made some photos in two different ways; using a
voice command by saying “take photo” and winking with my right eye. It
triggered my interest. Despite the Google Glass applications actually
doesn’t provide anything new (at the moment I tried), as there are
applications for smartphones and tablets that can do the same as
current Google Glass applications. However, it was still an amazing
experience to wear the device and talk, walk and do other daily things
while controlling Google Glass. If I have to believe the media, Google
Glass already seems a success.
An interesting fact is the complex way of ownership of Google
Glass and its applications, as the hardware platform and the concept of
Google Glass are created by one of world’s biggest companies, yet
developers (amateur as well as professional) are invited to develop
1 More information about the event can be found at: http://www.hva.nl/?post_type=agenda&p=32716
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their own software applications and use API’s and open source to
explore new possibilities with the device.
Furthermore, also particularly interesting is the role this new
technology may fulfill in today’s already highly mediatized society.
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Abstract
Nowadays, it is hard to imagine our life without new media
technologies. This mediatized life has impact on our interaction with
the physical environment around us. To investigate the role of those
technologies, as something that filters and controls the aforementioned
environment, a specific term “gatekeeper” has been used. The aim of
this thesis was to explore gatekeeper characteristics of Google Glass,
being augmented reality technology, in our interactions with the
physical (real) environment around us. With augmented reality the
spatial environment around humans become a sort of three-dimensional
touchscreen placed in front of the real world. With Google Glass, the
user becomes a computer input device, a first person point of view,
deciding what information they like to add to the physical environment
and importantly manipulating what they see and what they want to show
on the real layer. What it ultimately comes down to is that abstract
data suddenly is able to be shown in a more natural and realistic way,
making people better understand what the data means and how they fit
together. It shifts human surveillance into data surveillance.
Augmented reality software on Google Glass also has influence on human
agency.
Keywords
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Human agency, Gatekeeper, Software-sorting, Code, Space, Augmented
reality, Google Glass, Code/space, transduction, Human-computer
interaction, Software, The internet of things.
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Table of Content
Foreword..............................................................2
Abstract..............................................................3
Keywords..............................................................3
1. Introduction.......................................................8
1.1 Background......................................................8
1.2 Case study.....................................................13
1.3 Research questions.............................................14
1.4 thesis outline.................................................15
1.5 Chapter summary................................................16
2. Theoretical framework..................................172.1 What is Code...................................................17
2.2 Software.......................................................18
2.2.1 Free, Open, closed and commercial software............21
2.2.2 Application Programming Interface.....................22
2.2.3 The cultural role of software.........................23
2.3 Defining human agency..........................................25
2.3.1 Secondary agency......................................25
2.3.2 Power is everywhere...................................26
2.3.3 Illusion of agency....................................27
2.4 Software-sorting...............................................28
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2.4.1 Automated management..................................30
2.5 Code/space.....................................................31
2.5.1 Physical- and augmented space.........................31
2.5.3 Code/space and Coded spaces...........................32
2.5.2 Transduction of space.................................33
2.5.4 The Internet of Things................................35
2.6 Chapter conclusion.............................................36
3. Case study: Google Glass................................393.1 Augmented reality..............................................39
3.2 Google Glass...................................................41
3.2.1 Google Glass as hardware..............................41
3.2.2 Google Glass software.................................44
3.3 Computer input device..........................................47
3.4 Intelligent augmented reality..................................48
3.5 Chapter conclusion.............................................49
4.Analysis: Five applications for Google Glass.................504.1 Word Lens......................................................50
4.1.1 Augmented reality Software............................52
4.1.2 Agency................................................52
4.1.3 Software-sorting......................................53
4.1.4 Code/space............................................53
4.2 Application ‘Watch your privacy’...............................53
4.2.1 Augmented reality Software............................55
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4.2.2 Human Agency..........................................55
4.2.3 Software-sorting......................................56
4.2.4 Code/space............................................56
4.3 Face recognition technology....................................57
4.3.1 Augmented reality software............................58
4.3.2 Human Agency..........................................59
4.3.3 Software-sorting......................................59
4.3.4 Code/space............................................60
4.4 Interactive augmented reality..................................61
4.4.1 Augmented reality software............................62
4.4.2 Human Agency..........................................62
4.4.3 Software-sorting......................................63
4.4.4 Code/space............................................63
4.5 Google Project Glass augmented reality glasses.................63
4.5.1 Augmented reality software............................65
4.5.2 Human Agency..........................................65
4.5.3 Software-sorting......................................65
4.5.4 Code/space............................................66
4.6 Chapter Conclusion.............................................66
4.6.1 Human Agency..........................................66
4.6.2 Software-sorting......................................67
4.6.3 Code/space............................................68
5. Conclusion...........................................695.1 Discussion.....................................................72
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Acknowledgement..........................................73
Bibliography............................................74
Media list.............................................77
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1. IntroductionIn this chapter I explain in more depth the general concept used
throughout this thesis. Also I explain the use of particular terms such
as ‘gatekeeper’, ‘human agency’, ‘augmented reality’ and ‘software-
sorting”.
1.1 Background
Our life is lived through, rather than with media, which is to say that
we are living a media life (Deuze 242). Smartphones and tablets have
become a mainstream phenomenon (Gartner, 2014), Google Glass and smart
watches have been introduced (Google, 2013), bodies are being scanned,
media technologies are integrated into daily life and society has
become an object for visible and invisible surveillance, tracking, and
sorting technologies (Graham, Welcome to 6). Ubiquitous surveillance and
control, to guide the population through the world of sophisticated
software that integrates our virtual and non-virtual lives, have become
an everyday practice. The fact that humans as consumers are being
monitored; for example by commercial and financial institutions to gain
knowledge regarding consumers’ shopping and other transfer patterns
which those institutions can use for future marketing campaigns.
Another example is, mobile phone providers tracking our movements,
locations and communications using GPS2 technology, to analyze habits
and patterns. Surveillance has its benefits, but when it falls in the
2 The term GPS is a shortcut for Global Positioning System (GPS) . It is a system thatprovides location and time information in all weather conditions.
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wrong hands it can be dangerous, oppressive and discriminatory.
Wherever there is surveillance, it tends to sort, manage and/or control
the population; it is integrated into our daily lives often without us
being aware of it. Nowadays, it is hard to imagine modern cities and
our mediatized life without new media systems and omnipresent
ubiquitous surveillance technologies. An mediatized life refers to the
definition of mediatization provided by Friedrich Krotz (2009):
“historical, ongoing, long-term process in which more and moremedia emerge and are institutionalized", [and mediatizationdescribes the] “process whereby communication refers to mediaand uses media so that media in the long run increasinglybecome relevant for the social construction of everyday life,society, and culture as a whole” (Krotz 24).
These mediatized virtual and non-virtual lives are all connected
through humans, technological devices and things (data, humans, objects
and processes). This concept is also called “The Internet of things”
(Ashton, 1999). It refers to our everyday mediatized life and our
ability to identify objects and to communicate with them and also the
ability of objects to communicate with each other. To let humans and
objects communicate with each other, software can be seen as the
‘fabric’ to connect; this fabric connects and allows the data processes
to work. As Manovich puts it: “Software has become our interface to the
world” (Software Takes 2).
In their influential work "code/space", Dodge and Kitchin (2011)
describe that software makes a difference in how social and economic
life is organized (3) and that the way we nowadays experience spaces is
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determined by software. Importantly, individuals are not the only
players in social and economic developments, but also businesses and
institutions. The latter has become interesting as research subject in
order to understand the freedom of human agency, which will be further
explained in the theoretical framework. A good example is the OV-
Chipkaart3 (translated: Public transport card) for the Dutch public
transport system. On an individual level, people might be complaining
or welcoming the new proceedings of travelling. On a broader level,
life becomes more organized. Another example is cafes in cities
transformed into workspaces with electronic devices such as laptops and
wireless access. Therefore, the production of space, Dodge and Kitchin
argue, is “increasingly dependent on code, and code is written to
produce space”. The writers have conducted a new term to describe this
condition code/space. According to Dodge and Kitchin, code/space are
“physical spaces which are penetrated by information technologies and
the use of the space is contingent upon software”. In this sense, the
change and diffusion of information technologies into environments
around us have emerged as a new challenging area for reflection and
discussion. Environments around us, such as urban public spaces,
private and social spaces are changing because of the use of this
software.
This development may have consequences for human agency in this
environment. Who or what filters our environment for us? Do we have our
own control, or does agency become an illusion of freedom of choice; do3 The OV-chipkaart is the payment method for public transport in the Netherlands (OV-chipkaart). More information can be found at: https://www.ov-chipkaart.nl/
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we lose our agency to software? To what extent does human agency have
control when it comes to software and new technologies such as Google
Glass? The debate about the relation between human agency and
technology is very interesting, but not new. Not only in the mediatized
digital age we currently live in, but also in the early days have human
agency and technology been integrated in daily life. Ideas of rights,
power and human agency have existed in some form for much of human
history. Every period has its own characteristics of power and control.
In the nowadays digital- and information age, the question is who or
what has power and control; the creator of technology, the user or the
technology itself?
There should be something that filters and controls the physical
environment. Some views assume that technology is not neutral because
those views assume that technology tends to control. A significant part
of technology is the software it runs on. It is feasible to assume that
software might have a major role in the technological progress4 of new
media technologies. Therefore, I find it interesting to investigate the
role of software as the part that filters and controls the
aforementioned environment. I will introduce a specific term
“gatekeeper”, because in essential the academic definition of this term
encompasses a filtering and control function. Below, I will explain the
concept gatekeeper in further detail, in order to fully understand the
usage of this term in my thesis.
4 With technical progress is meant the improvement of new technologies and thetechnological changes embodied in the machines, equipment, devices, processes etc.
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A gatekeeper is traditionally a person who controls a port, somebody
who decides who shall pass through a gate section and who assesses
possible dangers to a city. The gatekeeper, here operates within a
system of admission and exclusion. Since the beginning of the fifties
the term gatekeeper has been used in new ways. Kurt Lewin was the first
to use the term gatekeeping in literature, he argued that women were
‘gatekeepers’ in their role in the family, as they decided what food
was served on the family's dinner table (Lewin, 1947). It was David
Manning White who turned Lewin’s words into a journalism idea in the
beginning of the fifties. A gatekeeper can also be interpreted as “a
person that facilitates information transfer by informal communication”
(Allen 13). This definition is particularly relevant to journalism and
communication studies, which use the concept of the gatekeeper theory
as surveillance function to filter information for distribution,
publication (off- en online, broadcasting etc. Gatekeeping is hence
used to manage social control and as a tool to set an agenda. According
to the Online Oxford Dictionary a gatekeeper is formulated as “a person
or thing that controls access to something”. Recently gatekeeping
theories are being used in the debate on media and Internet
technologies and their influence on daily life. For example Livingston
and Bennett (2003) used the gatekeeping theory to argue that
information and communication technologies are defining the limits of
time and space in, for example, news gathering (367-371).
I will combine the classical definition of “a thing that controls
access to something” with the modern approximation of Livingstone &
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Bennett which includes information and communication technologies. In
this thesis the term ‘gatekeeper’ will be used in relation to a
technical device that controls access to something - a new media
technology running on software which controls and gives access to two
different layers which are interlaced in contemporary societies.
Firstly, a space layer (environment) and secondly a social layer. Those
two layers determine the level of human agency. Nowadays technologies
are the key gatekeepers in our daily life. With the immense
possibilities that technology provides, the gatekeeper’s role of
software seems to become more important than ever. The aim of this
thesis is to identify in nowadays technologies specific gatekeeper
characteristics in relation to our interaction with the mediatized
world in an augmented world. More specifically, I am aiming to
investigate in which way software is performing as a gatekeeper and
what or who is keeping or controlling the gate to our physical surroundings
using new media technologies.
In order to academically analyze the term ‘gatekeeper’, according
to my adaptation of the term, there are some aspects that need to be
taken into account. Firstly, the selection of a new media technology, in
this case I choose “augmented reality” technology – a choice which will
be further explained in the next paragraph. Secondly, one has to
consider the regional aspects; software may play a very different role
in different societies. Thirdly, the level of user activity and the
availability of technology. In some geographical places and spaced or
situations there will be more access to technology than in others. In a
mediatized life, technologies are providing these spaces through
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material devices and other tools, such as machines, keyboards and mobile
phones. It would be interesting to find out where we can find the “gate”
in augmented technologies. Technology, which consists of hardware and
software, can influence our social and physical daily lives in many
different ways and on different levels. It can create opportunities in
schooling, the way we manage our households, the advancements around us
in medical care, the options offered in public spaces, the way we
understand and receive information from the world around us, including
the media and much more. The influence of software in on our lives
brings both opportunities and consequences. One of these consequences is
the possible demise of human agency and increase of software sorting.
According to Stephen Graham5, software sorting takes place in a critical
landscape of power in which individual and collective life’s chances are
shaped increasingly by their treatment within computer controlled and
customized service domains (Graham 2). I will elaborate more on software
sorting in chapter 2 of this thesis. The crucial question here is to
whom, where and how technology as gatekeeper is giving its power? How
does software try to influence the thoughts and actions of the user? Do
humans or software control access to information? This issue is
important because, as I stated earlier, according to certain views
software is not just a neutral tool, but mediates and changes our world;
thus software seems to function as a gatekeeper and also performs
sorting. To fully understand the modern gatekeeper, I investigate the
effect of a new media technology “augmented reality”, which became the
5 Stephen Graham is a academically author researches cities and urban life. Moreinformation about Graham can be find at the New Castel University:www.ncl.ac.uk/apl/staff/profile/steve.graham
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inspiration to the case study “Google glass”.
1.2 Case study
In this thesis I will explore the (new) technology called augmented
reality (AR). With this I mean immersive technology and it refers to software
that blurs the barrier between the physical and digital world, thereby
creating an “immersive” experience. While immersed, the user of AR
experiences both worlds at the same time, the physical and digital, and
cannot switch between these two worlds. Typical characteristics of
augmented systems are images added to the existing environment to
enhance the real world. Augmented reality takes real-world, real-time
environments and adds digital enhancements to enable interaction and
convey extra information. AR produces a new kind of “blended reality”.
It allows the user to see the real world, with virtual objects
composited within that real world.
A new media object based on immersive technology is Google Glass.
Google Glass is a wearable mini-computer built into spectacle frames
which has a constant display in the user’s field of vision with which
the user can view film, take pictures, search and translate on the go
as well as run specially-designed software and apps. Google Glass can
easily be personalized with additional software. I will study this
device as a system, because it is one of the latest new technologies
providing augmented reality options. Through a case study, I will apply
the theories, as described in chapter 2, on Google Glass. Besides
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Google Glass as hardware, I will describe five Google Glass software
applications.
I will focus my research on a possible gatekeeper’s role of
Google Glass as being augmented reality technology and what impact has
Google Glass as a gatekeeper on human agency.
Because I don't have a Google Glass (yet), I can't experiment on myself
and thus have to make use of existing case studies.
1.3 Research questions
This thesis will look at the issues surrounding the role of software
and specifically, the influence that Google Glass, as being an
augmented reality device, may have in terms of gatekeeping. The above
leads to the following research questions:
How might augmented reality technology, such as Google Glass, perform as a gatekeeper in our
interaction with physical surroundings and what does it mean for human agency?
In order to be able to answer this research question, I will discuss a
theoretical framework and perform a case study. Following I will set
the theory in two analyses: firstly I will apply theory on the case
study, and secondly I will look at five augmented reality software
application. Finally I present the conclusions and discussion.
1.4 thesis outline and methods
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The theoretical framework will foremost reflect on the issues mentioned
above by looking at the theory of code/space and the history of
software as a broad theory. This will be presented in the second
chapter. After the theoretical framework I will describe in the third
chapter a case study on augmented reality and I will also describe
Google Glass, being an augmented reality device, from a technical point
of view. I will consider the relationship between the gatekeeper
(augmented reality devices, such as Google Glass) and the role of human
agency (power and control) as interaction situated within a broader
environment in the urban public sphere through the theory of software-
sorting (Graham and Wood, 2003). I will take Foucault’s theory into
account to compare human agency and social structure in different
layers, such as the physical surroundings and the augmented virtual
surroundings.
To research the relationship between software and humans, I will
use Manovich’s theory about software culture and how it relates to
Dodge and Kitchin’s theory of code/space as an introduction to the way
human agency and technology interrelate. This will be completed by
theory about technological or media determinism and the
relationship/exchange between human agency and technology. Manovich
says “Software is the glue that ties it all together” (Manovich 1). To
research the interaction between users and technological devices, I
will also look how software is operating, and learning, as a social
system itself, called by Dodge and Kitchin “relational producer”.
Since Google Glass is part of a larger development of augmented
reality and ubiquitous computing, the theoretical framework, mainly
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stemming from software studies and ubiquitous computing, is
appropriate. Therefore, A case study approach has been chosen as it
focuses on a specific case (Google Glass) which is bounded by Google’s
boundaries. The methodology is based on sources related to the research
question and included five applications for Google Glass and the
theoretical framework from chapter two is applied on the case studies.
Finally, the conclusion and discussion is given in the final
fifth chapter.
1.5 Chapter summary
This chapter introduced the background and aim of this thesis. The
substantive main theme of this thesis is the role of augmented reality
technology as gatekeeper in our interaction with physical surroundings
and also the impact of augmented reality on human agency. It outlines
the research methods as well as the research question, aim of this
study and the use of several case studies.
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2. Theoretical frameworkIn this chapter, my aim is to outline literature and media theories
relevant to the research question. However, before I start exploring
these theories, it is important to understand the way modern software
operates. I will introduce the individual concepts of code, space, software
and human agency separately. After this I will merge the concepts of
code and space together in order to identify characteristics of a
gatekeeper in software in relation to our interaction with the physical
world and what it means for human agency.
2.1 What is Code
We live in an era of increased software presence. Software consists of
code. Code is a broad term. Often the word is used to get somewhere
that is locked, for example a password or opening a lock with a serial
number. Secret messages or alarm signs such as the Morse code6 are also
defined as code. In this thesis I will use another definition of code
which is the code of computer language. The origin of a computer
language is a ‘binary’, which basically consists of a combination of
zeroes and ones (machine code). Same as Morse code is a form of binary
code; all computers are based on a binary system. Today’s computers,
smartphones and technologies contain millions or even billions of
combinations, which means an unimaginably large number of binaries.
6 Morse code is a method of transmitting text information as a series of on-off tones, lights, or clicks that can be directly understood by a skilled listener or observer without special equipment. More information see Wikipedia: http://en.wikipedia.org/wiki/Morse_code
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These combinations are translated and represented into more readable
code for humans called ASCII numbers and letters. To make a computer do
what we want, we need software programs based on code created by a
programmer. This code is also referred to as source code. Computer
programs are programmed using certain programming languages, and
interpreted by a computer in machine code. Every software program
consists of source code with instructions. According to Kevlin Henney
(2004) “code is the definition of software”, but he also recognizes a
subtle distinction between code and software. The difference being that
programmers are writing the code and software is the final product.
Just as there is a difference between code and software, there is a
distinct difference between computer languages such as Java, C+++ and
Python.
Code is generally hidden; invisible inside the machine (Dodge &
Kitchin 4). Exceptions sometimes occur when code become more visible,
for instance in case of system failure. For example, web pages generate
script errors in the browser, or assertion messages and stack traces
that appear in message boxes or on the console as a program aborts
(Henney, 2004). Code performing as software has a powerful effect on
our lives. Dodge and Kitchin (2011) dedicate a chapter to “the power of
code” (9) in their book “Code/Space: Software and Everyday Life”, where
they explain how code and software actively have the power to shape
people’s daily life (10). Dodge and Kitchin are not the only ones
writing about the power of code and software. Software studies describe
theories about society and power relations. Tools, such as Microsoft
Word (Fuller), or the Perl computer language (Mackenzie), a virus
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(Parikka) or an interface (Galloway) are analyzed in software studies,
which make it possible to unravel the power of code. In the next
paragraph, I describe how software shapes our life and which different
software can be categorized.
2.2 Software
Shaping life with new ICT (Information and Communication Technology)
and new products and services have become part of our life. Software is
the core of this ICT revolution. It is software that provides
intelligence and features to any “hard” device such as mobile phones,
music players, transportation vehicles, home appliances (Fugetta,
2008). When using Facebook on your phone, you are using software. When
you write in a Word document, you are using software. When you search
on Google, you are using software. While playing games you engage with
the software, but also using public transport, withdraw money at an ATM
machine or checking in at an airport is all based on software. Software
structures our modern world. It is not only interactions in our daily
life with software on computer based seeable products and devices, but
also invisible software; for example the technological processes behind
the ATM machine, the software that makes doors automatically open, the
automatically light time switch, the MRI scan in hospitals etc. This
hidden and unhidden software is precisely the powerful level at which
code infiltrate our lives. It is therefore essential to understand the
characteristics of software and its gatekeeper role for the
interactions with the physical space. I will come back to this in next
paragraphs about code/space, a concept of Dodge and Kitchin.
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Nowadays software is defining our lives and shaping our world (Dodge
and Kitchin (10). We are living in a “software culture” (Manovich,
Software Takes 13). Also according to Dodge and Kitchin (2011) software
makes a difference in how social and economic life is organized (3). It
is important to understand what software is and what kind of different
software there is. What exactly is software? Software is a program or a
set of programs, running on hardware7 and is defined by the Oxford
Dictionary as “programs and other operating information used by a
computer”. The basis of these programs consists of an accumulation of
instructions. According to Dodge & Kitchin software is defined as code
which consists of algorithms and instructions which generate complex
routines and programs that produce visible effects in the environment
or spatial space around us (3). For example when writing a text in a
word document, the data is constructed by software in real time.
Software needs hardware to have his function, which is to say that
hardware and software require each other. Software also needs human;
software is a product existing out of code and is written by human.
Software alone also became an object of study. According to
Matthew Fuller “all intellectual work now is software study” (qtd. in
Manovich, Software Takes 11). By highlighting this fact, Manovich wants to
demonstrate that although often overlooked in the theorization of
digital media and other computer based studies, software provides the
base on which everything else is built. So far, the main focus of
7 Hardware is defined by Dodge and Kitchin as “the physical components of a computer including digital circuitry within and across which software is executed” (262).
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computational and media studies have focused on the technical matters
of engineering. But software should be integrated in many disciplines
such as cultural analysis, sociological, and psychological fields.
Software studies as a research field do not belong to computer
science or software engineering, which deal with information theory and
the practical approach towards software. Software studies deal with the
importance of software “as a layer that is interlaced in contemporary
societies” (Kerssens & Kuyper, 2013). Software should be investigated
as a layer to understand interactions, communications, structures and
contemporary techniques of control. This layer is variable and
changeable. According to Manovich the focus of software studies is to
“[investigate] the role of software in contemporary culture, and the
cultural and social forces that are shaping the development of software
itself” (Software Takes 10). It is the influence of the individual to the
collective use of software. “it is directly used by hundreds of
millions of people and that it carries “atoms” of culture”, also called
“software culture” by Manovich, where “media and information, as well
as human interactions around these media and information, is only the
visible part of a much larger software universe” (Cultural Software 3).
It is good to take into account that there are different kinds of
developed software. There is commercial software which is closed and
there is open software which can be free to use but can also be paid
for (Kerssens & Kuyper, 2013). It is however also possible to combine
the use of commercial and open or free software. It is important to see
the difference, because it also changes the debate about the relation
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between human agency and technology. Commercial software precludes the
participation of ordinary citizens in the process of defining rules and
instructions. Open source is computer software that gives free access
to the source code (the source). Linux is one of the most well-known
open source-software programs. Most code or software is closed-source
and is commercial software though, and it is produced for sale or the
software serves commercial purposes. Human agency for the user to
develop is excluded. It is the programmer working at the commercial
company who ultimately determines what the software does and how it
does it.
2.2.1 Free, Open, closed and commercial software
As above described there are different types of software. Commercial
software excludes ordinary citizens to participate in the process of
defining rules and instructions. But the most code or software is
closed-source and commercial software. This is produced for sale or for
software serves commercial purposes. The commercial software has their
own ‘recipe’ of a combination of source code. The users can use this
secret recipe, but have to buy or rent the program (Kerssens and
Kuyper, 2012).
Most of the leading commercial companies, such as Apple Inc.,
Google, Facebook, Cisco Systems are based in Silicon Valley8, which is
known for its tech savvy work force and its innovative character when8 Silicon Valley is at the west coast of the USA in the southern region in California. It is home to many of the world's largest technology corporations,software companies, and thousands of small startups. See for more information at www.digitalmethods.net/MoM/SoftwareAnalysis
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it comes to software and Internet services. Those commercial companies
have significant influence on technological systems, software decisions
and user interfaces. By using commercial software human agency is
partly excluded. On the one hand it is the programmer working at the
commercial company which ultimately determines what the software does
and how it does its job. On the other hand the user still has the
agency to choose what to buy and how to use the software. The in- and
exclusion of human agency will be further explained in next paragraphs.
The main characteristic of free software is freedom to share the source
code with others after paying for it. In the 1980s the term free
software was introduced by the movement we now know as the Free
Software Foundation (Kerssens and Kuyper, 2012).
Characteristics of open source software (OSS) or Free/Libre/Open
Source Software (FLOSS) is software that gives free access to the
source code (the source) and is mostly developed in a public and
collaborative manner (Kerssens and Kuyper, 2012). FLOSS programs can be
used for free, for any purpose and without paying a fee to previous
programmers. Examples are modifying and redistributing copies or
original programs, which equates to gaining information for free
(Wheeler 514). The name “open source” was adopted in 1998 by the same
people from the free software movement as mentioned above.
Sometimes, free and open software are confusing concepts. They
have overlapping characteristics, such as certain freedom with respect
to the code. But there is an ideological difference between "Free
Software" and “Open Source” (Kerssens and Kuyper, 2012). The main
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difference that I wish to highlight is that “the open source tends to
focus on providing an (economic) business for free software” (Kerssens
and Kuyper, 2012).
2.2.2 Application Programming Interface
Another open form of software is: application programming interface
(Called: API), which is free to share and can interact with data and
other software. The API is important for free and open communication
between software. It is made out of code created by programmers for
their software and applications, and is generally invisible for the
user. An API is a software application which can interact and share
data with other software. It is not a user interface; it contains just
code which can communicate with other code. Software creators
(companies and developers) are building good API’s in their software
because the more applications that interact with software the better.
The API fulfills a gatekeeper function; what to share and what to hold
close to other companies and software. The difference with open, free
or commercial software is that API’s have a consuming function; all
rights are still with the creator of the software itself.
An example is the copy-past function. When the user copies text
from Microsoft Word, he or she has to be able to paste this exact same
text in Google Search as well. These two applications communicate
through API. Also, databases work with API’s. If the database of a
museum for example, can be shared with an open API, other applications,
such as a mobile phone application can use this data. The owner of the
data is still the museum, but others can communicate through the API to
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use or show the data for free. Look at Google Maps; they provide a wide
range of API’s to embed a Google Map image or Street View panorama in
an application or just at your personal website. However, Google stays
the owner of all the data. In short, API matters because there is a
need for communication between different software.
2.2.3 The cultural role of software
The introduction above has set the context of software and explained
how code is built and written by programmers. For the purpose of this
thesis I will not go into further detail on the technical aspects. I
will instead, concentrate on the cultural discourse behind the written
software. As we have seen in the paragraph before, software is divided
into platform specific roles such as different languages or API’s,
open- and closed software and disciplines. In this respect I see
software as the gatekeeper with the specific role to explore this
cultural performative side behind the code. To explore this role I will
explain the discourse of cultural software.
In his essay “The Performativity of Code: Software and Cultures
of “Circulation' Mackenzie started out from the question of how
computer code could be a cultural object. “Any sense of agency assigned
to code relies on the relation of 'code's existence as both expression
and process” (Mackenzie, Cutting Code 141):
“Making code and coding into a prototype for software production seems veryrecursive, but in terms of the contestations of agency associated with software, theprimacy of coding can be seen as asserting the identity of programmers as theoriginators of software.” (Mackenzie, Cutting Code 141)
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According to Mackenzie it depends on the cultural discourse of how
programmers (working and instructing by a software company) create and
program the product. Instead Manovich explains “Cultural Software” as
cultural evolution of software what is shaped by many users,
developers, movements, groups etc. He doesn’t mention just the
developers, also the creators and users are having a role to make
software culturally. Think about API, open and free software, also
amateurs can use and create software. Similar to the paradigm shift
(Ritzer 381) of professional journalism from offline to online. Before,
journalism could only be done by a professional journalist. When
Internet started to become booming, regular consumers also started to
write journalistic articles, such as blog posts. They became prosumers9,
which means consumers who produce journalism. It has become easier for
software users to produce software, such as API or open source.
According to Manovich (2011) it is “now the time to start thinking
theoretically about how software is shaping our culture and how it in
return is shaped by culture. More people are studying in the field of
IT and the software development is “getting more democratised”
(Manovich, Cultural software 2011).
2.3 Defining human agency
Agency is a term used in many variated ways. It is addressed in many
studyfields and researches, with each of them using a different9 More background information and academic articles about the paradigm shift betweenproducers and consumers of professional journalism can be find in articles such as:Ritzer George, Paul Dean, and Nathan Jurgenson. "The coming of age of theprosumer." American Behavioral Scientist 56.4 (2012): 379-398 or Bruns, Axel. "From prosumerto produser: Understanding user-led content creation." (2009).
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particular definition. The concept of human agency has already had a
central position in the history of political and social thoughts
(Foucault, 1991). Agency is the possibility of individuals to act
independently and make their own free choices. Human agency is about
controlling conscious own choices and suggests physical actions (such
as interactions with technologies). Technology and thus software can
include and exclude human agency easier, but can also make human agency
more complex and complicated. We live in an increasingly mediatized
world, and technology is always raising the question: “who [or what] is
in control now?” (Baron 347).
2.3.1 Secondary agency
Not only humans have human agency. Humans are also using software to
express their agency or humans even might provide empowerment to
technology. Sometimes software is having its own kind of agency; a
system working autonomously. Mackenzie calls this “secondary agency”.
Technology here has the power to interact without human activity. The
user isn’t aware of this whole process, as this process is not visible
to the user.
Also Dodge and Kitchin mention that “objects are remade and
recast through interconnecting circuits of software” (47) and the
software is operating, and learning, as a social system itself:
“relational producer” (43). The relational producer (codes, hardware and
infrastructures) operate and communicate across. Take for example, a
heater system. It can be programmed, so that the heater system will
detect when the temperature of the physical environment is below a
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certain value, set by a user. The heater system will then start
increasing the temperature of this physical environment according to
another value set by this same user. Hence, we can see that code
enables technology to make something work; “it can process data,
evaluate situations, and make decisions without human [or institutions
and companies] oversight or authorization” (Mackenzie 8).
2.3.2 Power is everywhere
As already mentioned in the introduction, the debate about the relation
between human agency and technology is not new. Also in early days,
discussions about power and control are at stake. For example, Michel
Foucault’s idea about power: “Power is everywhere” and “comes from everywhere”
(1977). A very strong statement, where the French historian and social
theorist states that power is always present; between humans, things
and knowledge. Foucault sees it as something natural and as something
positive. According to him, knowledge is power.
Knowledge, once used to regulate the conduct of others, entails constraint,regulation and the disciplining of practice. Thus, 'there is no power relation withoutthe correlative constitution of a field of knowledge, nor any knowledge that does notpresuppose and constitute at the same time, power relations (Foucault 27).
It is a power regulated by the system itself. In his example of the
metaphor of Bentham's prison “the Panopticon”, he describes that power
is regulating itself naturally by a system. The Panopticon as Foucault
describes, is the concept of a circular building containing prison
cells. In the center of this circle is a tower in which the security
guards reside. From this tower, the guards keep an eye on all
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prisoners. The prisoners cannot see the guards, because there is a
bright light coming from the tower which blinds the prisoners’ view
when they try to look at the tower. The purpose of this system is to
make them not able to know when they are being watched and when not,
resulting in constant good behavior. The prisoners here don’t have
knowledge, thus no power. In conclusion, in this system power and
control functions automatically.
I compare the above to software; a system of codes made by a
company’s discourse and which regulates power itself. In both the
concept of the Panopticon as well as in the concept of software as a
system, there is agency. When a system is running, the agency is not
noticeable anymore; it is already weaved into the whole system. It is
important to take into account Foucault’s view on agency in systems,
because it changes the way we see the gatekeeper’s role of software. It
strengthens the view that software is not neutral.
2.3.3 Illusion of agency
In above paragraphs human agency is explained, as well as secondary
agency and how software can communicate. Agency is about controlling or
being controlled; do we have our own control, do we have freedom of
choice?
Different types of software applications have different types of
agency. In games, human agency is imbedded in the game- and player
control. A game is free to use within the software boundaries it is
developed. For example, FIFA 2014 by Electronic Arts, it is not
possible to step into a car with a player. Microsoft Word, is also
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software with usage boundaries, but the user can’t have more options
than the Microsoft is providing in the software package. However we
still can take human agency to write about everything we like. When the
user writes information about porn in MS Word, nobody will ever check
and stop the user to write about sex. When a person writes a message
with sexual content on specific social media platforms, such as
Facebook, the software company will delete it as soon as they notice
the sexual message or when somebody else reports it. This lack of
freedom of publicity is a limitation of human agency.
Taking the above into consideration, one can say that the gatekeeper’s
role of software is different and variable in every software product,
application or even setting and surrounding. All of these examples are
therefore to some extent 'enabling' and 'constraining' in different
gradations the human agency. In this sense, software creates an
illusion or manipulation of human agency. The limits of choices are
given by the software company. On the one hand the user feels that
everything is under his or her control, but on the other hand, the user
can only do what is within the script of the software. Norman Klein is
calling this “illusion of agency”. Software creates the illusion that
the user is an inside player: “It gives the impression that humans are
the central character in the process” (Klein, 2011).
2.4 Software-sorting
Software is not just a neutral tool, but mediates the world: software
functions as a gatekeeper in the sense of empowering humans and objects
to shape and understand the world. Software is not neutral because
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there are always underlying scripts or intentions. Most software look
out for commercial purposes. Their closed hard- and software systems
exclude users to have own agency to (co-)develop or program the
product. In nearly every software product there is a take- and give
function. For example, Facebook is built on software that enables
people through their profiles and so called walls to tell about
themselves, to have an online gathering space for friends,
acquaintances, family and colleagues, to meet new people, to share
about future and past events. In turn, Facebook acquires important data
from those people. Google Search gives the user partly freedom to
search, share and add online content. It is a free service to search
within the Google database. Google collects information and data from
the user to sell or re-use again. They use the huge amount of data for
digital advertisement purposes.
The power of code is not just in its technical instructions but also in
the “collective discourse, thought, action and identity formation” that
it can provide (Mackenzie 2006). The power to shape people's daily life
is relational and rises out of consensus and interactions between code
and the world (Dodge and Kitchin 40).
Thus, on the one hand software increases agency and makes life
easier. On the other hand software forces humans to make certain
choices. Dodge and Kitchin argue that even though software explicitly
shapes how people live their lives to varying degrees, it is still not
a deterministic relationship (Dodge & Kitchin 44). Ascribing power to
software is not necessarily a deterministic view, but a way to sort
daily lives in software, a filtering process which Graham and
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Wood(2003) refer to as software-sorting: “the means through which such
selective access is organized” (Graham and Wood 562). Software-sorting
is more a technique or concept to categorize and control humans through
software.
Dodge & Kitchin argue that software does generate and provide
agency, but opens up domains to new possibilities and determinations
(39). However, coded domains such as technologized environments
continuously and invisibly classify and standardize (Graham and Wood
228-233). For example the construction of environments and
infrastructures of cities are being produced and managed “through
millions of electronic tags, cards, transponders, mobile phones,
computers and cameras” (Graham, Welcome to 6). This software in the
environment around us needs an inputting code, for example scanning of
a public transport card, a tag or password. After the input, the
software sorts, analyses and separates people based on pre-programmed
instructions. For example, if you don't have access to a building by
scanning a card, the door will stay closed. The system will open the
door when you scan your card with access to the building. Jeremy Rifkin
calls this the “age of access”, where systems automatically mediate
access to spaces through surveillance technology. Rifkin uses the term
age of access to describe “the way in which individual and collective life
chances are shaped increasingly by their treatment within computer
controlled, customized, service domains” (qtd. in Graham, geographies
564). Based on the age of access, Graham and Wood introduced the term
software-sorting, by which they mean the organization such software and
the selective access it provides (Graham and Wood 227-229).
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2.4.1 Automated management
Dodge and Kitchin also describe organization through software, which
they call “automated management”.
“The regulation of people and objects through processes that are automated
(technologically enacted), automatic (the technology performs the regulation
without prompting or direction), and autonomous (regulation, discipline, and
outcomes are enacted without human oversight) in nature” (Dodge & Kitchin 85).
Automated management is the primary effect of software-sorting. The
code automatically manages data (collection, calculations, processes,
interactions) without the intervention of government, corporations,
global marketplace, or schools (Chun 7). The software operates, and
learns, as a social system itself, called by Dodge and Kitchin
“relational producer”. The relational producer (codes, hardware and
infrastructures) operate and communicate across. The automated
management is a primary key to manage and control a society; it works
to “actively discipline citizens” (Dodge and Kitchin 86). Also Galloway
agrees here that software lead to a control society where protocols
govern the set of behavior, within a contingent system (87). They give
an example of retail shops; the products are with barcode, the sellers
having employers ID’s and the worked hours are paid by a preset of
honor and time for particular employer ID’s. The automated management
is a system with disciplinary benefits for capitalism and the
govermentality; it will regulate people for safety; it will make
society and travel more secure; it will make business more efficient
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and crime will be effectively decreasing through surveillance
technologies. These examples explain how software is reshaping and
reorder the technologies, ideologies, systems and govermentality in
daily life (109).
2.5 Code/space
Since I already introduced software in paragraph 2.2, I will now
introduce space as a concept. Followed by the concept of code/space and
coded spaces of Dodge and Kitchin.
2.5.1 Physical- and augmented space
What is the definition of space in the context of this thesis? Much
like the term code, space is a broad and complex term. The complexity
of space lies in our knowledge that we can never know space as it
really is; we can only perceive it as our interpretation. Space is
described as logical and abstract, as well as representatives of
sensorial inputs. “It is quite possible that this decade of the 2000s
will turn out to be about the physical– that is, physical space filled
with electronic and visual information” (Manovich, 2006).
I choose to use both conceptual and geographical understandings
of space to explain the relevance of space in a discussion of the
gatekeeping role played by software. My aim is to explore how human
beings perceive both spaces. The geographical concept of space is the
most tangible; it is the physical space that surrounds us. It can be
represented by geographical maps, such as roadmaps, Google Earth, GPS
functions in devices and web 2.0 architecture mapping. Digital maps of
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networks and architecture are related. The conceptual definition of
space is less tangible. It is a metaphor for an empty or available area
somewhere or in something. Even in the Macmillan dictionary there are
many definitions, such as “the area that is available on a computer for
storing information”, “an area used for a particular purpose”, “an
empty area between things”, “the area in which everything exists”
(Macmillan Publishers Limited 2009–2014). All of the definitions are
related to the environment around us or in technology.
To define the concept of space related to the gatekeeper’s role
of software and our interactions with physical environment, Dodge and
Kitchin’s concept of code/space is the most useful. According to Dodge
and Kitchin code/spaces are “physical spaces which are penetrated by
information technologies and the use of the space is contingent upon
software”. Space and code [read: software] are depend and influence
each other.
2.5.3 Code/space and Coded spaces
Within the first concept “Code/space”, the code and the space are
mutually dependent on one another. They can't exist without each other.
In this thesis I assume that code allows certain forms of power through
structures, network and societies, but such power and human agency
always “distributes itself” (Mackenzie 10), which is to say that it is
always based on the relational structure. To further explain this I
will give an example. I will use the example from Dodge and Kitchin
themselves. They mention a check-in area at airports as the perfect
situation to explain how codes are depending on space and the other way
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around. At a check-in area is no other way to check people in, analogue
check-ins will not be accepted (anymore) because of security reasons
(17). If the code embedded in the software or systems fails, people are
stuck at the airport and have to wait till programmers fix the problem.
The effect of the digital system failure is then visible in the
physical space around. People are waiting, informing, directing and
searching for a solution. Thus, the check-in area basically is nothing
more than just a waiting room at this point. Furthermore, the physical
area is a check-in area because of the software. Thus, the code depends
on space but also the other way around.
The second concept, which is slightly different from code/space
are “coded spaces”. These are not entirely dependent on code to
function. For example, a presentation to a group of people may use
PowerPoint slides. When the digital system fails and the PowerPoint
cannot be presented, it will have an impact on the presentation. The
consequences are that the public may not understand the speaker as
clearly, but the speaker can still speak and explain his presentation,
perhaps less efficiently and effectively as the contribution of the
PowerPoint slides” (Dodge and Kitchin 17). “Here, the role of code is
often of augmentation, facilitation, monitoring, and so on rather
control and regulation” (Dodge and Kitchin 17).
The concepts “code/space” and “coded spaces” of Dodge and Kitchin
are interesting because they will say something about the gatekeepers
role of software and the fact how humans become familiar and changing
behavior and thoughts. To analyze this gatekeeper’s role and process of
the change of perception of code/space, I go through some other
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theoretical concepts, such as Transduction of Space and the
Internet of Things (IoT).
2.5.2 Transduction of space
The process of transduction is explained by Dodge and Kitchin as
continually making a new domain in transformative practices, “as an
incomplete solution to a relational problem” (1). The term transduction
was first used by the philosophy of Gilbert Simondon (1964) to name a
process where any stability appears. Inspired by Simondon it is
Mackenzie (2003) who introduced the concept of “transduction” to
explain the connection between technologies and humans. According to
Mackenzie, technology is not the same to everyone; it is depending on a
series of variables, such as personal histories, intentions, desires,
competencies and transduction. The transduction processes are popping
up, according to Mackenzie, “at the interface between technical and
non-technical, human and non-human, living and non-living” (Mackenzie,
Transductions 52). It is a process by which things transfer from one state
to another (Dodge and Kitchin 72). Transduction of space is the process
in which space develops from one state into another state.
Dodge and Kitchin explain transduction through several examples.
Firstly, in life we deal with never ending relational problems. Life is
a loop of problems, with different problems always arising. They give
another example to describe it more at a micro level. Take for
instance, the writing of this thesis. The process of writing it,
consists of relation problems; thoughts about what to write, how to
spell the next word, how to finish the sentence, how to structure the
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paragraph and how to make a convincing argument (72). Looking up words
on the Internet, typing, copy and pasting, discussions with my thesis
coordinator, reading literature, etcetera, transformed my thesis from
one state to the next, with each state having its own problems. All
those previously mentioned actions constitute a transduction (72).
Dodge and Kitchin are explaining the transduction process in a
broader sense: transduction of space. Code is part of a solution- same
as the human action of the problems of writings- to a running set of
relational problems. Dodge and Kitchin illustrate this with an example
of the checking in for a flight and the relation between space and
code. The human in the process of transduction is in the middle of the
moment of space, coded objects (for example detecting technology or
bank cards), infrastructures (for example cell phone networks),
processes (for example ATM machines to pay) and assemblages (for
example, the airport) (73). Software is making the space transduced
automatically; space is transduced and always reacts continually. For
example, traffic lights in the public space. The situation will always
change, such as the amount of cars and bikes, the weather etc. But the
software automatically keeps going on.
Also code/space is transduced, according Dodge and Kitchin “when
software [read: code] and the spatiality of everyday life become
mutually constituted, that is, produced through one another” (73).
“Through transduction a domain structures itself as a partial, always
incomplete solution to a relational problem” (Mackenzie 10).
Summarized are Dodge and Kitchin arguing that “coded space and
code/space occurs where the transduction of space mediated by or is
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dependent on software” (73). The concept of software as space-producing
is also not deterministic but is instead fluid and changeable. It’s a
continuously process of interactions between human, objects, code and
processes.
2.5.4 The Internet of Things
To explain interconnection between code and space more I look into the
interaction of code and the concept of the Internet of Things (Ashton, 1999)
where devices and things (data, people, objects and process) are
connected through internet technology:
“A universal indexing mechanism for anything that matters and mechanism bywhich objects can connect to, transfer, and process information with each other andwith people” (Dodge and Kitchin 47)
The concept “Internet of Things” was first mentioned by Kevin Ashton in
1999. The Oxford Online Dictionary defines it as “a proposed
development of the Internet, in which everyday objects have network
connectivity, allowing them to send and receive data.” According to
Ashton and many others the Internet of Things has the potential to
change the world. The Internet of Things is changing daily life.
Objects that depend upon their coded constitutions are called by Dodge
and Kitchin “Codejects” (54). Dodge and Kitchin mention three sort of
Codejects. Firstly “hard codejects”; the software is embedded in the
object and is essential for their function (56). “Unitary Codejects”
are objects which are programmable and changeable. “Users are able to
control some aspects of the object’s functionality” (56). The third
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kind of Codeject is “Logjects”, as the name already suggests they
retain logs. The material object “has a useful degree of awareness of
itself and its relations with the world” (262). The data about the
relations can be collected and stored and used again in the future
(56). Codejects are important because they facilitate humans with their
function in daily life (61).
Cisco is going a step further and describes the “Internet of
Everything”. Cisco defines Internet of Everything as “bringing together
people, process, data, and things to make networked connections more
relevant and valuable than ever, before turning information into
actions that create new capabilities, richer experiences, and
unprecedented economic opportunity for businesses, individuals, and
countries” (Cisco, 2013). Bleecker asked the question “When it is not
only "us" but also our “things” that can interpret and interact, how
does the way in which we occupy the physical world become
different?”(Bleecker, 2006).
With the Internet of Things and the Internet of Everything
software is increasingly embedded in objects and in the transduced
space around us. Code is continuously used to take actions, solve
problems and go along in everyday life (Dodge and Kitchin 215).
2.6 Chapter conclusion
In this chapter I summarized theories related to the research question.
Code and different kinds of software are explained. Software doesn’t
only have a technical role but also a cultural role. These roles are
changing with the Internet of Things where producers and consumers
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become prosumers. The cultural and technical role of software has
influence on the gatekeeper’ s role of software and also on the degree
of agency. Human agency is explained in different gradations; the
classical definition of human agency, as well as the agency which is
regulating itself naturally by a system (Foucault), agency in software
as secondary agency and agency as an illusion for freedom of choices.
Humans are on the one hand an inside player, but on the other hand
controlled by software creators, such as its programmers and commercial
companies. Therefore software is not a neutral tool, but mediates the
world. The process where software categorizes people is called
software-sorting. Automated management is the main effect of software-
sorting.
Code is increasingly embedded in objects and space. Code is
driven by the idea that computation should be available wherever and
whenever needed; “computation should be organized around people and
their everyday lives, and not human lives around computation” (Dodge
and Kitchin 215). Code is shaping space (environment around us) and the
space is shaping code culturally and technically. The process that
transforms space from one state to another is called transduction of
space.
With above theories we saw how code, space, code/space and human agency
are applied in daily life. Now, I will apply those theories on a new
technology; augmented reality. I will use two approaches to apply the
theory.
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In the first analysis I will use a technological approach on the
new augmented reality device Google Glass. In the theoretic framework I
started with the basics of code and software and showing how the
environment around us, is nowadays increasingly dependent on code, and
code is written to produce space. I will apply the theory of code/space
on Google Glass and its augmented reality technology. The gatekeeper’s
role of augmented reality software will be analyzed in terms of how
much control the user and the creator of software have.
The second analysis discusses five Google Glass applications. It
illustrates the augmented reality function applied to real life
situations.
Both analyses will demonstrate how augmented reality technology, such
as Google Glass and its applications, perform as gatekeeper in our
interaction with physical surroundings.
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3. Case study: Google GlassIn this chapter I focus primarily on the wearable ubiquitous computer
Google Glass, which is a technological device designed and developed by
Google in 2012. Here Google Glass is analyzed from a technical point of
view, using a case study related to technical and technological terms,
including terms derived from the theoretical framework such as code,
software, development, open source and devices. Before introducing
Google Glass, the augmented reality technology will be discussed using
new theory.
The next chapter describes an analysis on five applications using
augmented reality technology through Google Glass.
3.1 Augmented reality
The technology “augmented reality” is providing a simulation of the
physical and real-world environment; a view of reality is modified.
Those two layers are augmented by computer-generated sensory input.
Before, the digital layer remained separate from the real. Also Lev
Manovich already defined augmented reality in his article The Poetics of
Augmented Space (2006) that “augmented space is the physical space
overlaid with dynamically changing information” (219). Augmented
reality (AR) is defined by the online Cambridge dictionary as: “images
produced by a computer and used together with a view of the real
world”. For the remainder of this thesis, the above understanding of AR
will be used.
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To provide a more in depth understanding of the concept of the two
layers of AR and to make the concept AR less abstract, a historical
metaphor will be discussed next. Plato’s metaphor “Allegory of the
Cave” (written around 380 BC), where reality of the real world is mixed
with shadow realities inside the cave, in short is as follows:
A group of prisoners are locked in a cave and never saw daylight. They always lookat a wall of the cave, seeing nothing but shadows. The prisoners didn’t know aboutthe existence of color as they had never seen anything like that. They were tricked tobelieve that there were no other existence then shadows. At one point one of theprisoner was released from the cave and saw daylight for the very first time in hislife. When this prisoner went back into the cave and told the others about thebeautiful world outside of the cave, they thought he was becoming crazy.
The theory from this metaphor is on another different epistemological
level, but it can be framed in the technology of augmented reality.
This metaphor describes two layers, just as in the concept of AR, which
is a real world and a virtual layer (in AR: digital layer). It shows
how a view of reality is modified.
More touchable augmented reality examples are noticeable from the
1960s. In 1968 Ivan Sutherland invents the “head-mounted display10”.
Through this display the user could see computer-generated information
mixed with physical objects, such as signs on a laboratory wall
(Höllerer and Feiner 2). In the 1980s several movies were presented,
which contained a layer of augmentation (sort of animations). Wearable10 Head mounted display is a helmet or device to wear on your head as part of a helmet,which contains a display in front of one (monocular HMD) or each eye (binocular HMD). More Information can be read at Wikipedia: http://en.wikipedia.org/wiki/Head-mounted_display
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computing became more popular when Mann created the first wearable
computer, with two layers of text and graphics on a photographically
mediated reality, or called by Mann “Augmediated Reality” (Mann 10-14).
Also games, such as ARQuake (2000) have been developed. ARQuake is the
first outdoor mobile AR game, which allows gamers to experience digital
game in a real world environment. In 2013 Google announced a new
augmented Reality technology, Google Glass (Miller, 2013). The Glass
itself is just a hardware device, but the wearable computer can be used
to have augmented reality experiences. I will introduce Google Glass
and explain the augmented reality function in the next paragraphs.
3.2 Google Glass
My aim is to introduce Google Glass and present how human beings
interact with it as a computer-generated sensory input device. It is
important to understand how Google Glass is technically working because
it determines how much human agency proceedings are available for
Google Glass users.
3.2.1 Google Glass as hardware
Google Glass operates on an android operating system. The core feature
of Google Glass is a digital layer that is placed on top of the layer
that contains an image of the real world. Google Glass is using a sort
of mini-projector, which projects a layer via a clever, semi-
transparent prism directly on the middle of the eye. The focus can be
changed using the front part of the device. In the device are several
sensory outputs, such as a proximity sensor, a light sensor and a
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microphone for voice commands. The device weighs 45 grams and is using
technology from early 2011, such as a dual-core OMAP4430 processor, a
camera with five-megapixel resolution (2528x1856) and high-definition
video (720p).
A Google Glass device looks like normal glasses but displays
information similar to the way Facebook displays information through
its timeline interface. A Google Glass device can be controlled by
voice or touch. The only touch pad is on the side frame of the device,
where it is possible to scroll forward and backward using finger. It
allows users to control the device by swiping through a timeline-like
interface displayed on the screen. Sliding backward shows11 current
events, such as weather, and sliding forward shows past events, such as
phone calls, photos, circle updates, etc.
11These are my own experiences with a Google Glass device. All technical specs aboutGoogle Glass can be found at: <https://support.google.com/glass/answer/3064128?hl=en>
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Figure 1: How Google Glass works12
The Google Glass has four main categories to control input/output
human-computer interaction (Also called: HCI):
1. Visual- based: The interaction based on visuals are probably the
most known in HCI studies. Examples are recognition of the
environment, face expression analysis, body movement tracking
such as game computer Kinect, gesture recognition, eyes movement
tracking, such as an iris-scan. With virtual based augmented
reality software Google Glass can use these to, for example,
recognize a building, and tell real time information about this
building.
2. Audio-Based: Interactions based on audio is dealing with
information by different audio signals. Examples of sound based
HCI are (Natural Languages Processes (NLP)to teach computerized
12Source: www.glassappsource.com/google-glass-features/google-glasses-work.html.
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systems to understand natural human languages such as English
(Kuyper, 2014) Recognition of NLP is also called speech- or
speaker recognition, auditory emotion analysis and human made
noise or signs detections, such as Gasp, Sigh, Laugh, Cry, etc.
3. Sensor-Based: The most characteristics for sensor based
interactions are physical sensors used between users and machines
to provide the interaction, such as basic Mouse & Keyboard,
Joystick, pressure Sensors but also the earlier called haptic
Sensors. Less known are taste or smell sensors.
4. Touch-based: Most devices have displays to touch, such as
smartphones. But also all kind of push buttons or fingerprints
are touch based input. Google Glass is only using a touch pad on
the side frame of the Glass. It is possible to scroll and swiping
forward and backward. The touch is controlling the virtual layer
of Google Glass.
The overlaid information that can be seen on a Google Glass device are
for example: the weather, the time, an appointment, text messages,
directions, interior directions, a location check on a friend. To start
any interaction with this wearable ubiquitous computer, the user should
say “Ok Glass”.
Only a small group of companies and universities with related
projects can obtain a Google Glass until today. The device has been
defined as “a wearable computer” (Wikipedia). The product is designed
to augment reality with a mission of producing a mass-market ubiquitous
computer - “the idea that computers will no longer be devices we turn
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on, but will be so integrated into our everyday environment that we can
ask them to do things without even lifting a finger” (Miller, 2013).
I was going to write about Google Glass and augmented reality
technology in this thesis, but one of the specifications that Google
recently (2013) released states that Google Glass does not currently
contain augmented reality technology. It is important to notice that
Google Glass itself never uses the term augmented reality; it is the
media who does this. However, I use the term “augmented reality” in
this thesis when speaking about Google Glass. My reason for this is:
When considering the definition of augmented reality as is described in
paragraph 3.1, Google Glass does provide technology with similar
characteristics. “The hype buzzing around the internet and tech worlds
describes the device as the next step in the fusion between the “real”
world and the digital world, ultimately what many media reports are
deeming a “true form” of augmented reality.” (Clark 5). Realities and
augmented reality are mixed experiences at exactly the same moment, in
the same place.
3.2.2 Google Glass software
Google Glass is marketed and presented to users as a hardware device.
However, it’s trivial that hardware doesn’t operate without software on
it. Google isn't yet providing a lot of software on the Google Glass
software market. Most Google Glass applications are made by
independent developers.
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In the theoretical framework I gave a broad introduction on code and
software to understand how the “software culture” (Manovich, Software
Takes 13) “actively have [has] the power to shape people’s daily life”
(Dodge and Kitchin 10). As mentioned, there are different kinds of
software. Google Glass is a commercial device with commercial purposes.
However, unlike other commercial technology, Google Glass does not
exclude users from participating in the process of making software
applications. Google opts for a mixed openness, independent programmers
are free to develop applications and use API’s. They do need approval
to publish their applications. Porn apps, for example, are forbidden.
They are on one hand defining rules and instructions users cannot
change, such as the hardware, the way the system works and Google
Glass’ main features. On the other hand some code is freely accessible
and can be developed in a public and collaborative manner. Google Glass
has two open API’s that can be used separately or together (Google
Glass, 2013). Also Stephen Lau, a Google engineer explained:
“Not to bring anybody down… but seriously… we intentionally left the deviceunlocked so you guys could hack it and do crazy fun [stuff] with it. I mean, you paid$1500 for it… go to town on it. Show me something cool.” (Lau, 2013)
Google Glass in-house developers released the Linux-specific source
code which is compatible with augmented reality devices based on
android. The source is shared at code.google.com and at a popular open
source website/ project, started by Linux creator Linus Torvalds, named
GitHub. Programmers and developers can manage, publish, and share code
with each other. Google lets people explore how this emerging
technology can be tailored to the commercial business industry.
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According to Terra Nova, the idea of having people explore commercial
products with open source is based on ‘free labor’ (Terranova 91).
The ‘society–factory’ describes a process whereby ‘work processes have shifted fromthe factory to society, thereby setting in motion a truly complex machine’ (Terranova74)
In case of Google Glass free labor is applicable, because independent
developers are producing and exploring new applications on Google
Glass. If Google likes it enough, they will buy the application and add
this software to their own license. Van Dijck is calling those
independent developers and programmers “unknown soldier[s]” (54), which
Terranova compares to Fordism during the industrial revolution. Fordism
is a notion of an economic and social system, which is based on
industrialization and standardization of mass production. During the
industrial revolution factories start to use special purpose machinery
and unskilled workers to make mass productions possible. People are
working in factories, becoming a part of the machine itself, and thus
unknown soldiers of the factory13.
Nowadays, independent developers are giving away their source
code and information for free. Google Glass is using this free labor to
develop new applications. Van Dijck is concluding that the metaphor of
“unknown soldiers” has come to define the concept of user agency (54).
As mentioned in paragraph 2.4., human agency is about controlling
conscious own choices and suggests physical actions (such as
interactions with technologies). The concept of Google selling its
Google Glass device for money and keeping the source code open, is a13 More information about Fordism can be find at: http://en.wikipedia.org/wiki/Fordism
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good example of what Van Dijck means with his metaphor. On the one hand
the human agency stays within the rules and protocols of the original
creators (Google), but on the other hand it allows independent
developers (human agency) to embed customized information. To aid
independent developers in their process of creating applications,
Google launched the Glass Development Kit (GDK). It contains API’s that
for instance can facilitate communication on how information is placed
on the timeline in a user’s interface. All kind of features are
described in open API’s. These API’s can be integrated with other
API’s, such as Wikipedia.
A Google Glass application using API’s is Layar14. The user of the
application can scan surroundings or just a particular object, using
voice control or a by blinking with his or her eyes. Additional
information is augmented in the Google Glass screen. Layar is also
using augmented reality for smartphones. The difference is that the
augmented reality component of Google Glass is a much more natural fit
with a heads up display than AR on smartphones. Google Glass is still
new, “the amount and variety of information you can access with Layar
will depend on the company's database of information” (Guide & Low,
2014).
3.3 Computer input device
14 Layar is a Dutch company based in Amsterdam, founded in 2009. Layar is the world's leading platform for augmented reality and interactive print. They enable publishers and advertisers to enrich their print material with engaging digital experiences – allwithout hiring developers or installing software (Layar, 2014). More information aboutthis company can be found on: www.layar.com/augmented-reality.
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Google Glass turns the user into living software as a “computer input
device” (Carr, 2013). Before, a Human Interaction Device (HID) was the
input for an electronic system. Common examples are keyboards, mice,
computer speakers, webcams and headsets. These interaction input
devices are providing an interface between the user and the computer.
Another new technology, for gaming, is the Kinect, which is providing a
fixed camera for the gamer and which interacts with the computer
without the need of a game controller. The Kinect is using input
sensors by spoken commands and physical movements of the gamer.
With Google Glass, the user becomes a computer pointer, we
control the physical view and the input, but the software controls the
digital interface and additional image. With pointer I mean that the
focus of the input of software becomes automatically in our vision when
seeing for example a building and we like to know more information
about that building. This will be shown more in next chapter. The user
becomes a computer input device, a first person point of view15, and
the environment around in the vision of the Glass becomes a computer
display. A good example is the experiment of a surgery using Google
Glass. The Ohio State University College16 made it possible to see the
surgery from the first point of view of the surgeon. The Google Glass
computer doesn’t need a controller or HID between user and environment
anymore. In this example, a device is still being used, but hands are
free to use. Vision of the real world and the virtual layer are15 The first-person point is a term used by writers and film makers. They use the term for examplefor the main protagonist of the story. The first person view is used primarily forautobiographical writing, such as a personal essay. 16 More information on the surgery application made by Ohio State University College, with GoogleGlass, can be find at: badgerherald.com/news/2014/03/24/google-glass-vet-school/#.U5s07PmSxvF
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augmented. This is a new step in the long history of software and
computers.
Google Glass is turning the reality layer into a simulation of
itself which is in the same discourse of Foucault’s notion about
reality: “Truth is a thing of this world: it is produced only by virtue
of multiple forms of constraint” (Foucault, 1991). Is the reality /
physical layer the only truth? Since augmented reality displays both,
one can say that our view of augmented reality becomes real, because
there is now a mixed world of reality and digital information.
3.4 Intelligent augmented reality
The technology “augmented reality” is as mentioned before, providing a
simulation of the physical and real-world environment. The simulation
and the virtual layers are augmented by computer-generated sensory
input. These two layers always have interactions. New elements in the
augmented reality Human-Computing Interactions (HCI) design is the use
of “intelligent HCI”. This means that interfaces interact with users,
such as speech enabled interfaces with the use of natural language.
Important in the interaction with users and devices is the feedback
based on previous interactions, and how the system is giving
informational feedback to optimize the HCI design.
HCI in augmented reality is improving so fast that even the
layers between the real- and virtual world are fading away and they are
getting mixed together. Examples are HCI designs in games, smartphones,
GPS and wearable computers. For instance mobile phones, with an
augmented reality feature, can be pointed at a hotel and with this, we
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can directly see which rooms are available, the prices of the rooms and
how the hotel looks like from inside. It is not necessary anymore to
search for information in books or manually search on the internet.
Also wearable computers, such as Google Glass are new augmented reality
technologies, which will become the future. Wearable computers are
making augmented reality features more accessible, because it is as if
they merge technology with body senses. For example if using the Google
Glass and the device is showing precisely the geographic located
position, such as Tom-tom, and show, where to go using arrows on the
screen. The Tom-tom GPS function is now integrated in the view of the
user, the human becomes the human computer device, which becomes a new
kind of map, an augmented map. Google Glass allows you to perceive
information in real time, straight in front of the face. The user
doesn’t have to use a separated device using his or her hands. More on
this in chapter 4 of this thesis.
3.5 Chapter conclusion
This chapter explains how Google Glass works from the hardware point of
view, as well as the software point of view. I did so, to apply the
importance of Plato’s allegory of the cave, which is still applicable
to today’s notion on augmented reality. It is important that the
influence of the old cave theory is still applicable to today’s
augmented reality, such as Google Glass, where augmented reality is
changing the way the users see the world. The way how this is changing
is for example how to interact with the environment with augmented
reality, where reality and virtual are combined realistically. It
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becomes realistic, because users are becoming a computer-generated
sensory input. Human are becoming closer to the device itself; it is
not controlled by a joystick, keyboard etc. anymore, the user is
controlling the input of the device by voice or movements. Wearable and
sensory input devices are a change with all kinds of electronic tools
or interfaces before. With Google Glass the interface between the user
and the environment the reality layer turns into a simulation of
itself. Because the computer displays both, a mixed world of reality
and augmented reality exists.
Augmented reality is introduced and I do not think people realize
what impact augmented reality will have on the near future of society.
This I will show in the next chapter; I will analyze five applications
to show how daily life can be changed with augmented reality.
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4.Analysis: Five applications for Google GlassThe five applications are showing how augmented reality software with
Google Glass is defining our lives and shaping our world. Interactive
augmented reality is possible by developing the right software
applications for Google Glass. The five applications all have the same
structure. First the application is introduced. Then, the technical
theory about the augmented reality software is given. The three other
paragraphs are structured the same as the theoretical framework; Agency
(including human agency, secondary agency and illusion of agency),
software-sorting (including automated management) and the theory about
code/space (including transduced space, coded spaces, codejects and the
internet of things).
4.1 Word Lens
The Word Lens application17 developed by Otavio Good18, owner of the
commercial company Quest Visual19 is a real-time translator: “to see
the world in your own languages” is the slogan of Word Lens developer.
Word Lens can translate spoken languages and printed letters, such as
road signs, menu’s, newspapers and other pointers in the environment
around us in thirty languages. The Google Glass user is looking at the
17 More information about the application in Google play, including a demo video can befind at: https://play.google.com/store/apps/details?id=com.questvisual.wordlens.demo18 Otavio Good is a computer programmer from America and owner of the company Quest Visual. More information about Good can be found at: http://en.wikipedia.org/wiki/Otavio_Good19 More information can be find at http://questvisual.com/ and http://allthingsd.com/20131119/new-google-glass-apps-will-translate-the-world-from-your-eyes-and-other-tricks/
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text, have to hold your head still for a couple of seconds and the
translation is presented in view. The translation is usable in real-
time, also can be paused. The display shows the translation and in the
meantime the user can look up other alternative languages of each
separated word in the frame. Also screenshots of the translated text is
possible to create, store and use later. The purpose of developing the
application was first for leisure, to make travelling in other
countries with a different language easier.
The picture (Shewan, 2014) below displays a screenshot of the
user’s view through Google Glass. The bigger picture is what the user
sees without using the application. This is the simulated real layer
what the user sees without any device through his eyes. The layer in
the upper right corner is what the user sees through the Google Glass,
after using the translation. Of course the ranges are limited because
of the built-in camera of the Glasses. When seeing the letters of the
road sign, it is overwritten, the real layer into a new translated
augmented simulation of reality.
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Figure 2: Word Lens view through Google Glass (Shewan, 2014)
4.1.1 Augmented reality Software
For the application no network connection is required, after the user
installed the languages pack. But to save storage and get the last up
to date version, it is better to use it connected to the internet. It’s
commercial closed software. It’s commercial because Word Lens doesn’t
share their code on open source platform. Users also have to pay an
amount of money. They use the API from Google translate and build an
own database of 10.000 words and it’s also not sharable for other
companies.
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The Google Glass application distinguishes from other devices
because the user doesn’t have to hold a device anymore, just wear the
device. The translation is therefore straight in the view of the user.
It looks naturally and the real and virtual layers are merged in one:
Word Lens is using augmented reality technology to translate the text.
4.1.2 Agency
The user can have own agency to simulate and manipulate the virtual
layer; one can decide what to translate by focusing the built-in camera
on the text for a certain amount of seconds. It is also possible to put
the pause the application.
The cultural settings of the applications also have limitations.
Despite the wide range of freedom of agency, the user must adhere to
the protocols and frameworks provided by the application. The
recognizing function, with the build-in camera of Google Glass, is best
working for some kind of letter typography, such as Helvetica and Sans-
serif fonts. The common use typography “Times New Roman is a
challenge”, according to Quest Visual. Another limitation is the
integrated database of 10.000 words and the grammar interpretations per
language.
4.1.3 Software-sorting
The software that the Word Lens is based on, doesn’t categorize humans
and neither does it control humans. No software-sorting takes place
through Word Lens.
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4.1.4 Code/space
The Word Lens application enables the user to effectively and
efficiently translate text. Suppose the battery of the Google Glass
runs low, will the user still be able to understand the text which he
or she is seeing? There might be other solutions; one can use a paper
version of a dictionary or ask another person, etcetera. Thus, the
space here as described in the theoretical framework of this thesis,
isn’t necessarily dependent on the use of software. Hence, this would
imply that in this case, the term “coded space” applies and not
“code/space”.
At the moment the user sees the real-time translation, the
languages may became understandable. For example if the user can’t read
Russian language, now it is changing to a readable text in an own
languages. The influence of this change might have influence on the
user’s interaction with the physical space around. The translation with
Word Lens thus is an individuation as described according to the theory
of “transduction” of space, where such incremental step transduces the
aforementioned coded space from one state into another.
4.2 Application ‘Watch your privacy’
An application developed by a Dutch artist, Sander Veenhof20 recently
April 2014. The application shows all kind of cameras in the
environment around the Google Glass user. Made as an experiment how to
deal with the latest discussions about privacy and Google Glass. He
20 More information about Sander Veenhof can be found on his personal website: http://sndrv.com/
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started the experiment to show how the world become programmable and
can use new media technology to solve actual problems. According to
Veenhof are only in the Netherlands around 1 million surveillance
cameras, which become a discussion on human’s privacy, since they can
always track and trace everybody. “Google Glass a privacy problem? It can also be
the solution for those worried about with privacy: buy a Google Glass!”(Veenhof, 2014) But
Veenhof mentioned that he is an augmented reality artist and not a
software developer. It is made to real-time visualize nearby privacy
intrusions in our environment around us.
Figure 3: Camera detection (Veenhof, 2014)
As is shown in the above picture (Veenhof, 2014), the application
presents a certain kind of green zone, where one can stand without
being detected by cameras. The red zones represent spots where one is
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detected by cameras. The application can detect surveillance cameras in
public space, but it can also detect Google Glass cameras. In a video21
Veenhof demonstrates how the application is working.
4.2.1 Augmented reality Software
“Augmented reality meets open data”, is the slogan Veenhof use. The
cameras are detected based on open data worldwide. The application is
using API open data from “Open Street Map”. Open data developed by
OSMcamera22. It provides open access to data collections, such as what
type of camera (webcam, night view, public camera’s, private camera’s
etc.), fixed or not, the latitude, the owner and sometimes providing
the website and contact details. There is also an option to select a
type of camera or shift the results of the camera’s in the Google Glass
screen with other information. For example just on certain times, or
just in certain areas.
Also it is getting data from the augmented reality application
Layar. The application can also detect other Google Glass users, even
it can detect the real camera, it is using “the latitude/ longitude coordinates
of each Google Glass user.” It is a typical application using other (open)
data (open street map, OSMcamera, Layar and geographical data) to
gather and interact with the users view based on the users location
data.
21 The video can be found on: http://sndrv.com/watchyourprivacy/22 Information and the map of OSMcamera is online at: http://osmcamera.tk/
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4.2.2 Human Agency
“The app gives the illusion of a privacy solution, but also deliver[s]
your privacy. So it has a double layer” (Veenhof, 2014). The user can
have own agency seeing on the layer where cameras are around. But also
the other way around, other users of the application can find users of
Google Glass because every user of the application is visible to
others. When using it, it is directly (real-time) uploading your
location data online. This gives agency to other users to see who is
spying you and the other way around.
4.2.3 Software-sorting
The software that the application is based on, doesn’t categorize
humans in the sense how Graham is defining his theory about software-
sorting, it neither actively discipline citizens, such Dodge and
Kitchin mention their theory about automated management. But when this
open data is connected with other software, such as “face recognition
technology” (see ¶4.3) it can combine the geographic information about
these cameras and also record who or what is present in a certain
place, for example, using face recognition software.
4.2.4 Code/space
The “coded space” in “Watch your privacy” is an environment based on
adding code to the space environment around us, by using open
databases. The code and space are not mutually constituted and depend
on each other (it might not be code/space) but just makes a difference
to the spatial environment. Using an indexing mechanism (Dodge and Kitchin 47)
which connect data information and process information with each other
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and with people; the internet of things (Ashton, 2009). For example, using the
‘Watch your privacy’ to detect camera’s is making the user aware of the
privacy intrusions in our environment around. It helps to detect and to
prepare situation beforehand. However, if the software of the
application crashes, the user can still detect the camera’s and can
still walk, bike, drive etc. in the space around, but perhaps not as
effectively and efficiently as when the software worked.
Cameras are becoming “Codejects” (Dodge and Kitchin 56). The code
provided by open data platforms can be used to change interactions in
the environment around us. It can be used for surveillance, but also
the ‘criminals’ can use the open data to pick the best spot without
registered camera.
4.3 Face recognition technology
Certain computer applications can automatically identify, recognize or
verify faces. This is a typical tool used in security systems, such as
military, law enforcement or in airports (Jansen, 2010). The software
runs on pre-programmed scripts that analyses specific facial
characteristics, such as the relative position, size and shape of the
nose, eyes, jaw and cheekbones of a person (Jansen, 2010). With Google
Glass it could also be used in a social way, as social media are
providing information about humans.
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Figure 4: Example face recognition (Kuyper, 2014)
In the above picture a user’s view is simulated in the real world and
the Google Glass recognition technology in the right upper corner. The
recognition has the same output as surveillance technology with facial
or behavior recognition through cameras.
In some cities in China, such as Shenzhen, are thousands of
cameras placed, by the Government, which determine behavior- and face
recognition software (De Waal 239). These cameras analyze behavior in
public spaces and recognize faces to track and analyze people. With
certain pre-programmed scripts it finds the ‘not normal’ (according to
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the creators of the software) behaviors and can track people by face
recognition to directly locate them (239).
A recently developed face recognition application for Google Glass
called NameTag, enables a user to look up a face in an online database,
including Google’s own database with a million of images. NameTag is
created by Kevin Alan Tussy and he shows how the software is working in
a video23. “The real world is about to become a much more connected
place” according to Tussy. Beside Google’s database, the application
co-operates with dating site Match.com, the National Sex Offender
Registry with 450.000 criminal records. It will provide information
that includes contact information, social media profiles, interests,
hobbies and passions and anything else the person likes to share with
the world. When a user focuses the built-in camera of the Google Glass
on a face, either on a photo or live in person, the NameTag application
will then try to find a match for this face in all available and
aforementioned databases. If there is a match, information about the
person behind the face will appear as an additional layer on the Google
Glass screen.
4.3.1 Augmented reality software
The aforementioned additional layer will appear as a digital layer on
top of the layer that contains the image of the real world presentation
of the face. Thus, both layers are visible on the Google Glass screen
23 NameTag video presentation: http://www.youtube.com/watch?v=pVwBXr_nU9Q
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in a combined way. In other words, the physical and digital worlds are
augmented.
The difference with the application on Google Glass is that
social media is no longer limited to screens, desktops, tablets and
smartphones. “With the NameTag app running on Google Glass a user can
simply glance at someone nearby and instantly see that person’s name,
occupation and even visit their Facebook, Instagram or Twitter profiles
in real-time”(Tussy, 2014).
4.3.2 Human Agency
The NameTag application is currently still in its Beta phase. In the
future NameTag plans to work together with social media sites, aiming
to have social media site members decide whether NameTag is allowed to
use its face recognition technology to retrieve a member´s data in the
database of the social platform that this member is registered on. In
terms of human agency it will imply that “it’s not about invading
anyone’s privacy; it’s about connecting people that want to be
connected” (Tussy, 2014). To use facial recognition applications such
as NameTag, it will perform as a Panoptic view, such Foucault explain
that power regulates through the system itself. This Panoptic view is
used in many situations such as Big Brother, public cameras and other
surveillance situation. But the meaning of a self-regulating system
doesn’t work when both have the same agency. These power structures are
not working because the user knows exactly how one is being
surveillance. Might be logical that face recognition software, when
used for personal use such as Google Glass, is not ex- or including
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certain behavior or habits. It doesn’t have a surveillance fuction as
used in Chinese cities or at airports.
4.3.3 Software-sorting
Face recognition software, like NameTag or the software on which the
cameras run as described in paragraph 5.4, do not provide software-
sorting as is defined in the theoretical framework of this thesis
(¶2.4); this software doesn’t categorize nor does it control people.
However, due to the software linking to several databases, this face
recognition software forms one system with those databases, where the
software represents the front end and the databases the back end of
this system. It is possible that data in those databases is derived
from software-sorting applications at the back end. It is assumable
that most data is entered by humans (social media site members, police
officers, etc.), but supposedly there would be e-commerce behavior
data24 regarding people in those databases; this data would possibly be
inserted into the database as a result of software processing data
regarding the behavior of a person. Within this context, if one
considers the actual face recognition application (front end) and e-
commerce application providing data for databases (back end) as one
system, then in this whole face recognition process software-sorting
does take place.
24 E-commerce behaviour data refers to data resulting from purchase patterns fromcustomers on e-commerce websites such as amazon.com. E-commerce is defined as“Commercial transactions conducted electronically on the Internet.” (Oxford UniversityPress : www.oxforddictionaries.com/definition/english/e-commerce)
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4.3.4 Code/space
The augmented reality function in face recognition software is called
by Dodge and Kitchin coded space. The space is transduced by software
on the Google Glass, but is not dependent on the function of the
recognition software. When the recognition software on the Google Glass
fails, the space can still be transduced; it will change from one till
another status, but not as easy (efficient, effective and productive)
as if the process of the software was mediated (262).
When assuming that when face recognition technology is
constructed in space that is dependent on the software and its
application, the technology is according to Dodge and Kitchin more
code/space instead of coded spaces. The code is essential to the form
and meaning of the physical space and its function. Without the
recognizing function the extra detailed information is not provided.
Exception is when the user of the application meet somebody he or she
knows, the details an application such as NameTag will be
superfluously.
4.4 Interactive augmented reality
The interdisciplinary research laboratory Hypermorgen25, part of
FutureScope, is going a step further. They build forward on the concept
augmented reality on Google Glass and make a third layer to make the
augmentation interactive. A good video26 from FutureScope is explaining
25 Information about the research lab, part of FutureScope can be find on:http://futurescope.co/about26 The video can be watched at: “futurescope.co/post/59381258814/interactive-augmented-reality-using-google-glass
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interactive augmented reality in Google Glass. They demonstrate that
Google Glass is able to show augmented reality perceptions. In the
video at their website is showed that real time made annotations are
provided by a remote user and is sent directly to Google Glass, this
enabling “interactive augmented reality” (FutureScope, 2013).
In figure 5 Interactive augmented reality a screenshot is presented of
their interactive augmented reality experiment. In the Screenshot is
the left frame of the augmented layer; it is the Google Glass screen
merge real and digital layer together. The right upper frame a still
photo is showed, where the digital annotation can be done by the user.
These digital annotations are also seeable at the augmented layer. The
right below frame is the real physical world; how we see the world
without any virtual or augmented layer. So, the two layers on the right
side are merged together and augmented in the left Google Glass screen.
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Figure 5: Screenshot Interactive augmented reality (FutureScope, 2014)
4.4.1 Augmented reality software
The interactive augmented reality application is made with open source
and part of the openglass.us project. The digital annotations are made
with another open source from picar.us. All code is shared and available
at Github.com/bwhite/openglass. The augmented reality annotations are real
life seen.
4.4.2 Human Agency
The user can have own agency to manipulate the virtual layer in real
time. A user can interact virtually with a user in the real world.
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4.4.3 Software-sorting
The software that the augmented reality interaction is based on,
doesn’t categorize humans and neither does it control humans. No
software-sorting takes place.
4.4.4 Code/space
The augmented layer here can be seen as a code/space; when the software
or hardware fails, this whole layer doesn’t even exists. The code here
creates the purpose of the space. Without this code we can’t do here
what we initially wanted to do. Hence, the space here is totally
dependent of the code.
4.5 Google Project Glass augmented reality glasses
Google Glass has a secret lab focused on long-term projects. One of the
research topics is augmented reality on Google Glass. Already a couple
of external applications are developing augmented reality features. But
Google already announced to develop an augmented reality application or
platform with all Google’s services integrated, such as voice commands,
chat, location check-ins, Google Maps and much more.
One of the companies already familiar with augmented reality
applications is Layar, already introduced in paragraph 3.3.2. In a
video27 they explain how Layar is working and all possibilities on
Google Glass. Important to notice is that Layar not only provide own
augmented reality functions, also offers developers a platform with
27 The video from Layar can be watched on: http://youtu.be/rBPmG5mqWfI
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tools for creating an own augmented reality application, working on
Layar. Therefore, there are many possibilities for Google Glass users.
Figure 6: Layer images with Google Glass (Layar promo video, 2014)
In the first (left-above) image the user scans a train departure
information screen at a railway station, by scanning the screen, the
Google Glass screen shows layer of information. The second image
(right-above) is the Brooklyn Bridge. The Google Glass screen is
augmenting the real image with showing digital information about
heights and length. The third (left-down) image shows the user look
into a magazine and is looking up more information about the commercial
of Funda, a real estate. The fourth image (right-down) is showing that
the user is looking to the advertising of a cinema movie. By scanning
the poster the Google Glass shows a trailer about the movie.
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Beside Layar are also other augmented reality applications
applicable to Google Glass, such Google Goggles. The main function of
Layar and Goggles are: image recognition software through the built-in
camera to read text and/or buildings/landmarks in order to provide
associated content/annotations and location-based.
4.5.1 Augmented reality software
The application Layar is based on augmented reality software. It
augments images from the physical world to capture pictures with the
built-in camera and combines it with geographical information to
determine the exact position of the device. This geographical
information is used to combine points of interest on top of the picture
coming from the camera.
Layar provide many layers, such as Wikipedia information, Google
Maps, cinema information, real estate information, search for the
nearest ATM-machine, rating systems for restaurants, but also rating
systems for government about trash places, parks and waiting cue’s at
museums. The individual developers creating the applications with
Layar’s services, can determine by themselves the layer is given away
for free or the user must pay for it to get access.
4.5.2 Human Agency
With the application Layer “secondary agency” described by Mackenzie is
applicable because data can be processed and make own situations
without human based on the users input. The secondary agency layer is
not in the Google Glass itself, it is their own applications databases
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agency. Layer working together with API’s from Streetview, real estate
and other databases are communicating as a system working on itself
with coded scripts. In terms of human agency the application is not
surveillance humans, it surveillance data to collect and present to
humans.
4.5.3 Software-sorting
It depends on the layer or the application made with augmented reality
technologies the software is categories people and objects. Most
people, things and processes are already sorted by companies,
government or others beforehand.
4.5.4 Code/space
When thinking through the relationship between code and objects;
codejects (Dodge and Kitchin 54), characteristics are programmability,
interactivity and capacity to remembering (54). Now the objects became
all virtual codejects, explained in ¶2.5.4., within the augmented
reality application. The code and the object are depending on each
other. The virtual objects are embedded with software. The software is
the primary function to scan the object, called by Dodge and Kitchin
“hard Codejects” (56). For example when looking to a building, an
augmented image appears to the Google Glass screen. The building is
virtually provided by code to see the extra information from the
database.
The environment of these coded objects will stay the same. The
buildings are still the same as in the physical environment. The code
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and space are not mutually constituted and depend on each other,
therefor augmented reality tag applications, such as Layar, is coded
spaces.
4.6 Chapter Conclusion
In the chapter before (3.1) the technology “augmented reality” has been
introduced and applied on Google Glass. Google Glass provides a
simulation of the physical and real-world environment. The modified
view of reality becomes a non-physical “intelligible” world which
humans can see right in front of them.
4.6.1 Human Agency
In all augmented reality applications, users have agency to let Google
Glass create an augmented layer of reality and a virtual layer; the
user can decide when Google Glass should do this, by blinking with his
or her eye or providing voice commands. All applications are using the
geographical sensory input or the built-in camera of the Google Glass
device. On the one hand users are free to choose how the input will be,
on the other hand are the cultural settings of the applications limited
by the regulations of the application itself. This can be called the
illusion of agency.
Augmented reality software on Google Glass has an own “secondary
agency” as described by Mackenzie. Assuming the hardware device Google
Glass and the software applications are compatible. The augmented
reality feature becomes a “virtual relational producer” because the
relational producer operates and communicate virtual (augmented layer)
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across. Characteristics of the relational producer are communicating
with each other; codes (software) communicate with the hardware (Google
Glass) and both communicate with the infrastructures (databases and
databases accessible by API’s and open source).
4.6.2 Software-sorting
Augmented reality applications on the Google Glass don’t have a
systematic distinguish of categorizing humans, objects, processes or
groups. That means that software-sorting isn’t applicable in the theory
according to Graham. But although Graham has mostly a negative approach
on the effects of software-sorting (categorizing, controlling and
excluding people), it can be applied on augmented reality technology in
another way. Where the focus is not on human surveillance, but more on
data surveillance and clustering to make it humans easier. For example
to cluster speed data at highways, to inform you through the augmented
layer of Google Glass about the maximum speed, such as TomTom is doing.
Also application such as mentioned in the five application are
clustering camera’s in public space, clusters information or the
fastest way to the museum. Much the same Amazon.com or real estate
websites and applications are clustering the cheapest products for
users. The interaction with the physical environment is made more
transparent. With an augmented reality function of Google Glasses
applications it will be a more direct and natural layer to use for its
interactions.
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4.6.3 Code/space
Augmented reality software on the Google Glass is characterized by
“coded spaces” and not “code/space”. The code and space in augmented
reality software is not mutually constituted and depend on the
(physical) environment, it will make a difference to the spatial
environment, but when the software is failing, the user can get its
function from somewhere else. Perhaps not as effectively and
efficiently as when the software worked.
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5. Conclusion and DiscussionAs I have stated in the introduction, the aim in this thesis was to
explore the gatekeeper characteristics in Google Glass, being augmented
reality technology, in our interactions with the physical (real)
environment around us. Furthermore, I aimed to investigate what this
gatekeeper role of Google Glass means for human agency. I have done so
by providing a theoretical framework. I have also introduced the term
“augmented reality” and described Google Glass in a technical way as a
basis for my analysis.
Every chapter in this thesis has its own conclusion. In this final
chapter I will provide a definite conclusion, which will also lead to
an answer to the research question of this thesis:
How might augmented reality technology, such as Google Glass, perform as a gatekeeper in our
interaction with physical surroundings and what does it mean for human agency?
Since Google Glass, in this thesis considered augmented reality
technology, is still in its early phase, it is important to know what
impact augmented reality has on daily life. In the case study from
chapter 3, augmented reality is introduced.
Augmented reality software on Google Glass has “secondary
agency”, assuming the hardware and the software applications are
compatible. The augmented reality feature becomes a “virtual relational
producer” because the relational producer operates and communicate
virtual (augmented layer) across.
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From a technical point of view is human agency imbedded in Google
Glass and the degree of how much control the user has, to develop and
add personal settings. Also the open source platform makes it possible
to create own software for independent developers. Users are not only
users; creators are not only producers anymore: everybody can be a
‘prosumer’. It is essential to understand software as how we deal with
the environment (space) around us. Google Glass is a device you have to
wear or take it off (wearable computer), everybody has a choice to use
the device, similar with mobile phones.
Augmented reality technology is in my opinion a new media
technology that increases the ‘illusion of agency’. Google Glass is for
example assuming that the user is an inside player: “It gives the
impression that human are the central character in the process” (Klein,
2011).
Even though augmented reality applications for Google Glass don’t
really do software-sorting (kind of gatekeeper to control humans),
augmented reality technology provides data surveillance and clustering.
Therefore, the interaction with the physical environment is made more
transparent through data collections. With augmented reality the
spatial environment around humans become a sort of three-dimensional
touchscreen placed in front of the real world. What it ultimately comes
down to is that abstract data suddenly is presented in a much more
natural way, making people better understand what the data means and
how they fit together. Hence, Google Glass, being augmented reality
technology, shifts human centralized surveillance towards data
surveillance. In terms of gatekeeper this means that Google Glass
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determines which data and information we are able to receive, process
and deliver. Nowadays, technologies are the key gatekeepers in daily
life, agency is moving away from human to things.
New technologies such as Google Glass will change the society,
because it completely changes the way we receive and send information
through technology. The development of augmented space will be
integrated in daily life experience by unconscious interactions between
code and space, it will “feel natural, spontaneous, human” (Dodge and
Kitchin, 242).
If Google Glass will indeed achieve the status of the ‘killer-
app’ that many predict it to become, it will have a tremendous impact
on how we experience and interact with our environment.
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5.1 Discussion
Perhaps it is worth it, to investigate further debate around Google
Glass and our interactions with the physical, as well social
surroundings with the use of Google Glass and its applications itself.
With collecting, recording, analyzing and attempting data and
experience to uncover the deeper meaning and significance of human
behavior and experience by using Google Glass, a more qualitative
research can be produced.
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Acknowledgement This research for my thesis is to graduate for the Master New Media and
Digital Cultures (MA). The research would not have been possible
without the support of many people and all the facilities of the
University of Amsterdam (UvA) and Create-It, part of Amsterdam
University of Applied Science (HvA) and not to forget my perfect
working space during last seven days I finalize this thesis in Jakarta,
Indonesia.
I would like to express the gratitude to my supervisor, dhr. dr. B.G.M.
(Martijn) de Waal, assistant professor at the MA-program in Journalism
in the department of Media Studies, Faculty of Humanities at the
University of Amsterdam (UvA), who was abundantly helpful and offered
invaluable assistance, support and guidance during meetings to discuss
and review the progress of my writings. I am thankful to all co-
students of my last subject ‘ubiquitous computing’, coordinating by
dhr. dr. J.A.A. Simons, also the second reader for this thesis, for
discussions and presentation during seminars. Thanks for those who
intensively provided English language support:
o Agung Udijana, MA
o Kim Oorebeek and Brad Clark,
o Pim Kuyper.
And also special thanks to family and friends for the critical notes,
discussions and love;
o Agung Udijana, MA.
o Pim Kuyper,
o Annemiek Heggers,
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o Maaike de Groot,
o Ans Hoffius,
-Annika Kuyper, June 26th, 2014. Jakarta-Cibubur, Indonesia.
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Media listFigure 1: How Google Glass works (Google, 2014)
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Figure 2: Word Lens view through Google Glass (Shewan, 2014)
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Figure 3: Camera detection (Veenhof, 2014)
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Figure 4: Example face recognition (Kuyper, 2014)
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