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Ideology Is the Original Augmented Reality

Released in July 2016, Pokémon Go is a location-based, augmented-reality game for mobile devices, typically played on mobile phones; players use the device’s GPS and camera to capture, battle, and train virtual creatures (“Pokémon”) who appear on the screen as if they were in the same real-world location as the player: As players travel the real world, their avatar moves along the game’s map. Different Pokémon species reside in different areas—for example, water-type Pokémon are generally found near water. When a player encounters a Pokémon, AR (Augmented Reality) mode uses the camera and gyroscope on the player’s mobile device to display an image of a Pokémon as though it were in the real world.1 This AR mode is what makes Pokémon Go different from other PC games: Instead of taking us out of the real world and drawing us into the artificial virtual space, it combines the two; we look at reality and interact with it through the fantasy frame of the digital screen, and this intermediary frame supplements reality with virtual elements which sustain our desire to participate in the game, push us to look for them in a reality which, without this frame, would leave us indifferent. Sound familiar? Of course it does. What the technology of Pokémon Go externalizes is simply the basic mechanism of ideology—at its most basic, ideology is the primordial version of “augmented reality.”

Darren Mark Domirez / Flickr

The first step in this direction of technology imitating ideology was taken a couple of years ago by Pranav Mistry, a member of the Fluid Interfaces Group at the Massachusetts Institute of Technology Media Lab, who developed a wearable “gestural interface” called “SixthSense.” The hardware—a small webcam that dangles from one’s neck, a pocket projector, and a mirror, all connected wirelessly to a smartphone in one’s pocket—forms a wearable mobile device. The user begins by handling objects and making gestures; the camera recognizes and tracks the user’s hand gestures and the physical objects using computer vision-based techniques. The software processes the video stream data, reading it as a series of instructions, and retrieves the appropriate information (texts, images, etc.) from the Internet; the

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