adamcrowe + interface   137

Vivek Haldar -- The Cognitive Style of Unix
'...#internalization vs externalization. "Our first hypothesis stating that internalization leads to more planning and better performance is supported. Internalization resulted in longer thinking times before starting to work on the problem and to more time between moves. It indicates that when information has to be internalized, more contemplation is provoked and users ponder longer before acting... Internalization subjects solved the problems with fewer superfluous moves, thus with greater economy... Our results suggest that internalization provokes more “thinking before acting” than externalization... not at any measure, externalization resulted in better performance. Once more we found positive effects of internalization on problem-solving behavior: it led to more plan-based behavior, smarter solution paths and better declarative knowledge. Externalization led to a more display-based approach resulting in less economic solutions and shallower thinking."'
learning  commandline  interface  from delicious
may 2011 by adamcrowe
Wired -- Kinect Hack Turns World of Warcraft Into Full-Body Grind
'A Microsoft Kinect hack lets World of Warcraft players cast spells, fight opponents and maneuver their characters using simple hand gestures and body movements. ...hacked together a middleware program called the Flexible Action and Articulated Skeleton Toolkit, or FAAST, which lets World of Warcraft players plug Kinect directly into their computers’ USB ports. Then the software translates real-world gestures into in-game commands...'
interface  embodiment  ractives  from delicious
december 2010 by adamcrowe
Pulse Laser -- “Preparing Us For AR”: the value of illustrating of future technologies
'Dead Space has no game HUD; rather, the HUD is projected into the environment of the game as a manifestation of the UI of the hero’s protective suit. It means the environment can be designed as a realistic, functional spaceship, and then all the elements necessary for a game - readouts, inventories, not to mention guidelines as to what doors are locked or unlocked - can be manifested as overlay. It’s a striking way to place all the game’s UI into the world, but it’s also a great interpretation of what futuristic, AR user interfaces might be a bit like.'
augmentedreality  interface  design  everyware  HUD 
august 2009 by adamcrowe
Haaretz -- Computer games to play with a can of Coke, or a plate
'... a technology that turns everyday objects like a plate or a lemon slice into gaming controllers, is launching a technology solution that could be of particular interest to advertisers. The software solution is able to identify brands, such as a can of Coca-Cola or of Pepsi, and use them to operate computer games. CamTrax Technologies boasts that its unique, patent-pending technology enables the tracking of hand-held objects in real time, with high reliability, and low CPU consumption through any standard webcam. Since it is a software-only solution, it is easily portable to virtually any platform.' -- Interesting...!
advertising  narrativeobjects  liminality  liminalobjects  objects  augmentedreality  interface  design  kipple 
july 2009 by adamcrowe
Technovelgy -- Orwell's Telescreen Now Available
'...a device that can display a moving image while imaging movement that is directly in front of the display. By tracking the eye movements of the user as he observes the display, it should be possible to use this additional data as a means of control. "We can present an image and, at the same time, track the movement of the user's eye," says Michael Scholles, business unit manager at Fraunhofer's IPMS. "This is of great interest for all kinds of applications where your hands are needed for something else, like a pilot flying an aircraft or a surgeon wanting to access vital parameters while performing a surgery."'
glanceable  interface  interaction  design  surveillance  telescreen  1984 
june 2009 by adamcrowe
io9 -- 7 Virtual Reality Technologies That Actually Work
'Here are seven VR technologies that work, and that may yet point the way to truly successful virtual reality. #Multiplayer Online Gaming. One result of virtual-reality research is the existence of entirely separate virtual worlds, inhabited entirely by the avatars of real world users. These worlds are sometimes referred to as massively multiplayer online games, and the World of Warcraft is the largest virtual gaming world in use now, with 11.5 million subscribers. Another example is Second Life. The world of Second Life can't really be classified as a game, since the goal seems really just to be to wander around and interact with people, much like the real world. There is even a Second Life Shakespeare Company that performs Shakespeare's works within Second Life. #Project Natal. ...a system that requires no keyboard and no controller, where a user's voice and motions serve as their method for interacting with the system.'
virtualreality  mmorpg  roleplay  worldofwarcraft  augmentationistsvsimmersionists  simulation  interface  design  wii  controllers  gestures  projectnatal  xbox  virtualworlds 
june 2009 by adamcrowe
io9 -- 7 Failed Virtual Reality Technologies
'Here are 7 virtual reality technologies that didn't work, and never will. -- #The Virtusphere: Enter the Virtusphere. Users strap on their VR gear and enter a large translucent sphere. The experience is something like a large stationary hamster ball: as an individual wanders about, the ball freely rotates to allow the user to wander around in the virtual world. While the device clearly does what it claims to do, the average home user seems hesitant to play their games trapped inside something that looks like it just popped out of the water and is trying to bring you back to a prison village.'
virtualreality  virtualworlds  interface  design  immersion  space  technology 
june 2009 by adamcrowe
washingtonpost.com -- Brain Wave of The Future: What If You Could Move Objects With Your Mind? Well, That Time Has Come.
"All you have to do is concentrate. On anything, it doesn't matter. The harder you concentrate, the higher the ball goes. A musician says he played a song in his head and focused on a particular chord change. A former high school tennis star focused on his 120-mph serve. One woman brought the image of a candle flame to mind. The ball rose." -- There is no spoon! -- "What happens when millions of youngsters in a notoriously ADHD generation start getting programmed by these new toys? What happens when they start being rewarded for very long periods of intense concentration? Nobody in the toy industry seems to know. It's not unusual for new technologies to first enter popular consciousness as toys."
neuroscience  EEG  concentration  brain  controllers  interface  toys  mind  wetware  sensors  nearfield  everyware  extensionsofman  centralnervoussystem  body  cyberbrain  prosthetics  telekinesis 
may 2009 by adamcrowe
NITRO Lablog -- Brain-Twitter Interface
In early April, Adam Wilson posted a status update on the social networking website Twitter—just by thinking about it.
twitter  neuroscience  EEG  cyberbrain  controllers  brain  interface  design 
april 2009 by adamcrowe
Designing Interactions -- Interviews: Durrell Bishop
'Durrell points out that coins and banknotes are abstract representations of value, and suggests that physical tags can be designed to represent any abstract item, as long as we can remember what they mean by recognizing their form and behavior.' -- Objects are only representations
design  money  promixity  objects  productnarratives  interface 
april 2009 by adamcrowe
YouTube -- Flutter: The New Twitter
'As Twitter-mania reaches new levels, Slate V presents a mockumentary about a company that wants to take microblogging to the next level.' -- Flutter eyes
twitter  parody  digital  compression  attention  intermittentvariablerewards  statusupdates  interface  design 
april 2009 by adamcrowe
Flickr -- Lucifron
'As you can see, the screen is dominated by instrumentation.'
dashboard  data  interface  virtuality  numbers  simulation  virtualworlds  worldofwarcraft 
april 2009 by adamcrowe
Technology Review -- A Robot That Knows When to Back Off
"A modified Roomba tries to detect, and avoid, stressed-out users. ...a headband reads bioelectrical signals to a humble floor-cleaning Roomba. The headband, which is sold as a gaming device, detects muscle tension in the wearer's face, so the researchers were able to directly control the Roomba's speed by, for example, clenching their jaws or tensing their eyebrows. They also developed a somewhat crude way to evaluate a person's emotional state, based on facial muscle tension (the more tension, the more stress), and programmed the Roomba to respond. If a person exhibited high stress, the Roomba continued cleaning but moved away from the user... a robot designed to provide comfort could instinctively approach a person who is feeling particularly sad or stressed." -- And then the mind comes to depend upon the expressions of machine to know what it should be feeling.
technology  extensionsofman  biometrics  symbiosis  robots  robotics  mindcontrol  mind  interface  interaction  design  emotion  emotionalintelligence  self  objects  selfobjects  relationalobjects  reflexivity 
march 2009 by adamcrowe
UgoTrade -- Cory Doctorow: A Reverse Surveillance Society
'There are different abstraction layers at which you can experience the world and one of them is through the instrumentation of it. It is in some ways the inverse of the surveillance society. Surveillance is all about when people in authority know a lot about you. Instrumentation is when you know a lot about the world. And it allows you have more agency. When people know a lot about you it takes away your agency.' -- 'Being able to understand what is going on the world – How much RFI is there right now where I am standing? What frequencies is it running on? What are the aggregate histograms? Tell me about it. Are people looking at the web around here, or talking on their phones, or sending SMS? Am I in a spot where the thermal signature of lots of people is high or low? What was it like ten minutes ago? Is this typical or atypical of the characteristic histogram of thermal and electromagnetic energy in this space for this time, year on year, day on day, and hour on hour?'
surveillance  sousveillance  everyware  data  interface  design  panopticon  privacy  identity  #bandwidth 
march 2009 by adamcrowe
BBC -- A step closer to reading the mind
'Neurons in the hippocampus, also known as "place cells", activate when we move around to tell us where we are. ... all young men with experience of playing videogames - moved around the virtual reality environment. The data was then passed through a computer. "We asked whether we could see any interesting patterns in the neural activity that could tell us what the participants were thinking, or in this case where they were," said Professor Eleanor Maguire. "Surprisingly, just by looking at the brain data we could predict exactly where they were in the virtual reality environment. In other words we could 'read' their spatial memories."' -- !!!
neuroscience  virtualworlds  place  space  navigation  memory  mapping  surveillance  interface 
march 2009 by adamcrowe
Jenova Chen -- Flow in Games (PDF)
"Video games do not read what player thinks yet. Up until today, the most common connections between players and video games are still going through game controllers. With limited inputs, the possibility to sense player's Flow state directly is very low. Although there are biofeedback devices on the market, people still lack the knowledge for imaging data into Flow and emotions. Most of the measurements are still based on assumptions and incomplete statistics."
psychology  flow  immersion  gaming  games  gamemechanics  biometrics  interface  interaction  experience  design  JenovaChen  pdf 
march 2009 by adamcrowe
Wired -- Rewiring the Brain: Inside the New Science of Neuroengineering
Dr. Karl Deisseroth: "Not only do we not have a model for how our brains do complex tasks, we can't even imagine one."
neuroscience  psychology  brain  interface  mind  mood  depression 
march 2009 by adamcrowe
Sherry Turkle -- Seeing Through Computers: Education in a Culture of Simulation (PDF)
"understanding the assumptions that underlie simulation is a key element of political power. People who understand the distortions imposed by simulations are in a position to call for more direct economic and political feedback, new kinds of representation, more channels of information. They demand greater transparency in their simulations (particularly the ones we use to make real-life decisions) make their underlying models more accessible. We come to written text with centuries-long habits of readership. At the very least, we have learned to begin with the journalist's traditional questions: Who wrote these words, what is their message, why were they written, how are they situated in time and place, politically and socially? A central goal for computer education must now be to teach students to interrogate simulations in much the same spirit. The specific questions may be different but the intent is the same: to develop habits or readership appropriate to a culture of simulation."
criticism  psychology  politics  simulation  education  learning  literacy  interface  transparency  opacity  reality  virtuality  realityprogramming  representation  reflexivity  ideology  hegemony  power  thegamingofeverydaylife  SherryTurkle  pdf 
february 2009 by adamcrowe
Autistic Social Software by Danah Boyd (2004)
"Why on earth should we encourage people to perform a mental disorder in the digital world??" -- "Just as with multiple personality, mainstream media has made autism and ADD appear to be commonplace and acceptable. Technologists have also adopted and promoted these concepts, marking them as valuable to the way of geek life. Many of you are staring at your laptops, multitasking. Although you will only remember a fragment of this talk, you will probably tell me that you remembered the important part or that you were practicing your continuous partial attention. Some of you may already be ninja masters at this, but the majority of you are probably paying poor attention to both the computer task and to me. But you *want* to be a continuous partial attention ninja master because you've been told that all of the cool kids are." -- "Do we really want a social life that encourages autistic interactions?"
technology  psychology  reflexivity  identity  multiplepersonalitydisorder  relationships  simulation  socialsoftware  socialmedia  socialdesign  continuouspartialattention  attention  cognition  interaction  communication  hci  humanfactors  interface  design 
february 2009 by adamcrowe
Sherry Turkle -- From Powerful Ideas to PowerPoint (PDF)
"For some advocates of computers in education, programming encourages children to think like epistemologists and psychologists because it raised questions about procedural thinking and encouraged reflection on one's own style of learning. In my own research I found that for some people, understanding how a computer worked supported the belief that you could understand how other things worked as well–in the social as well as in the technical world. The transparent understanding of a computer could become a metaphor for political empowerment. What dominates [now] is simulation and presentation as its own powerful idea. the computing that children are most immersed in has moved from programming and the aesthetic of the algorithm to software that socialises users into the culture of simulation."
psychology  education  learning  modernism  transparency  interface  postmodernism  simulation  bricolage  media  literacy  themediumisthemessage  ideology  hegemony  carrierobjects  objects  thegamingofeverydaylife  SherryTurkle  pdf 
january 2009 by adamcrowe
Scientific American -- An Ethnologist in Cyberspace (PDF)
'"The transition is from objects-to-think with to objects-to-nurture. The new hook for these kids, and not just for kids, is nurturance instead of control and mastery." -- "I am trying in one way or another to get people to look at the subjective side of technology. My focus is on the individual experience, on the construction of identity and the way technology is used in the construction of identity." -- Turkle describes how people visit chat rooms and other kinds of multiuser domains to explore facets of their personalities–and how they integrate what they learn into "RL,"or "Real Life." (Turkle herself prefers the acronym "ROL," or "Rest of Life.")'
liminality  liminalobjects  theoryobjects  relationalobjects  objects  nurturance  aliveness  identity  technology  extensionsofman  self  rorschach  simulation  interface  bricolage  literacy  mastery  transparency  psychology  SherryTurkle  pdf 
january 2009 by adamcrowe
Infovore -- If Gamers Ran The World
'#Scarcity: A gamer looks at scarcity and says “oh, this is just survival horror”. There’s no longer any bonus to highscores and killing everything; the only victory is survival. And when reduced to those raw elements, survival is, by its very nature, horrific. #Complexity: ...it requires a reasonably high degree of systems literacy to recognise that the game is a regular system, and as such, its behaviour can be calculated. Learning what you can and can’t calculate or predict is an important skill... #Effectiveness & Efficiency #An End to Colocation #Living in a Data Rich World: ...gamers love scores...consider the popularity of Championship Manager, the world’s most popular spreadsheet... #Failure: When we learn in games, we learn by failing -- On Politics: 'Obama ‘08 Call Friends (iPhone app)... It has online high-score charts; you can compete against people you don’t know to be the best campaigner. On the sly, they turned politics into an MMO.'
*  thegamingofeverydaylife  gaming  behaviours  psychology  survivalism  economics  scarcity  simulation  learning  training  communication  coordination  adaptation  emergence  groups  management  data  leaky  productnarratives  nike+  storygraph  feedback  performance  points  experiencepoints  experience  design  interface  glanceable  gui  motivation  goals  experimentation  play  failure  transformation  politics  campaign  polling  competition  activism  #storage  #bandwidth  #socialization  #processing  #complexity 
december 2008 by adamcrowe
Telegraph -- 'Sex chip' being developed by scientists
'Neurosurgery professor Tipu Aziz, said: "There is evidence that this chip will work. A few years ago a scientist implanted such a device into the brain of a woman with a low sex drive and turned her into a very sexually active woman. She didn't like the sudden change, so the wiring in her head was removed." He continued: "When the technology is improved, we can use deep brain stimulation in many new areas. It will be more subtle, with more control over the power so you may be able to turn the chip on and off when needed.'
technology  neuroscience  brain  stimuation  interface  thrillchip  sex  WilderPenfield 
december 2008 by adamcrowe
Gamasutra -- The Megatrends of Game Design, Part 3
"#Gaming on mobile platforms: ...specialized game mechanisms will surely appear. The use of the accelerometers in the iPhone is a smart way to circumvent the control issue... new forms of games will emerge that circumvent the weaknesses of mobile phones: role-playing or strategy games that do not require complex graphics and can work with limited interfaces. Mobile games are probably the next horizon of multiplayer gaming as it is the only platform that, in the medium term, can open multiplayer gaming to the true mass market. #The challenge of gamer behavior: If multiplayer gaming is to become a mode of play accepted by all, it will have to become more civilized in the process. Innovative solutions for dealing with the gap between newcomers and veteran players will need to be explored. #Multiplayer gaming: a public health issue?: ...a question arises, which affects both game design and publishing strategy: is it ethical to conceive such powerfully addictive games?"
gaming  games  gamemechanics  controllers  interface  design  haptics  psychology  behaviours  mmorpg  addiction  ethics 
december 2008 by adamcrowe
AppleInsider -- Apple working on 3D Mac OS X user interface (images)
"... the filings depict a 3D interface by which side walls, a top, and a floor all protrude from a back surface that resembles today's two-dimensional Mac OS X desktop. A few examples also suggest a radical departure from traditional interface design by which the Mac OS X menubar would be removed from the top of the screen and thrown into a stack or floating element."
apple  mac  osx  gui  interface  design  3d  navigation  space  synaptics  via:damiano 
december 2008 by adamcrowe
VR-WEAR SL head analysis viewer
Gesture recognition interface for Second Life: "Recognizes the following attitudes: #Yes/No head motion #Surprise/smile #Left/right head bending"
virtualworlds  gesture  recognition  interface  emotion  emotes  extensionsofman  centralnervoussystem  avatars 
december 2008 by adamcrowe
Nokia -- Press Release: Nokia premieres its newest research laboratory, in Hollywood, USA
'"Hollywood has an enormous variety of academic institutions, innovative media businesses and unique creative talent. It offers exactly the right ingredients for research into topics that will be vital for Nokia's business in the future. The link with the movie industry is naturally strong, however the entertainment concepts we will be working on at the NRC Hollywood laboratory are even more diverse. The laboratory will explore new entertainment experiences that combine the physical and digital worlds. Our research work will focus on mixed reality experiences, with a strong community flavor. We will develop new user interfaces that fully explore the role of the human body and human motion for more natural forms of interaction. Mobile devices will play a central role in this," commented Rebecca Allen, Laboratory Director of NRC Hollywood.'
nokia  entertainment  content  mixedreality  experience  design  haptics  gesture  interface  research 
december 2008 by adamcrowe
Helvetireader
Nice CSS, but what really caught my eye was the twitter helpline: "#Latest Development: Follow Helvetireader on Twitter to know when you need to refresh, and use @replies to send feedback" -- I like that.
googlereader  helvetica  interface  greasemonkey  css  twitter  customerservice 
november 2008 by adamcrowe
oblong industries, inc. -- g-speak
"Oblong Industries is the developer of the g-speak spatial operating environment. The SOE's combination of gestural i/o, recombinant networking, and real-world pixels brings the first major step in computer interface since 1984; starting today, g-speak will fundamentally change the way people use machines at work, in the living room, in conference rooms, in vehicles. The g-speak platform is a complete application development and execution environment that redresses the dire constriction of human intent imposed by traditional GUIs. Its idiom of spatial immediacy and information responsive to real-world geometry enables a necessary new kind of work: data-intensive, embodied, real-time, predicated on universal human expertise."
space  gesture  interface  gui  synaptics  minorityreport  productnarratives 
november 2008 by adamcrowe
ExitReality - The Entire Web in 3D
"ExitReality is a free internet plug-in that allows anyone to view every web page in 3D"
virtualworlds  3d  web  interface  browser  performance  design 
october 2008 by adamcrowe
PlayStation.Blog -- Start your “Life with PlayStation”
"Life with PlayStation [is a] free service [that] delivers a new way for you to utilize your PS3 to instantly access real-time news and information like weather updates from over."
playstation  mirrorworlds  news  visualization  interface 
september 2008 by adamcrowe
Marginal Utility -- Harmful efficiencies
"Media transforms experiences, even thought itself—the ability to probe deeply into research questions, for example—into atomized products suitable for the logistical processing that has expanded the markets for other goods. At the same time it disperses this process to individuals as a model for how they should conceptualize their own experience. We learn that this reification of thought and experience is actually “convenience” or “efficiency” and therefore inherently good, as it will allows us to have (that is, after ideological distortion, to be and to do) more." -- The vectorialist's grip on cognitive surplus.
cognitivesurplus  hackersvsvectoralists  experience  interface  usevaluevssignvalue  theadvertisedlife 
august 2008 by adamcrowe
Wikipedia -- Interactive fiction
"Interactive fiction, often abbreviated IF, describes software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives and as computer games."
writing  gaming  interactivefiction  IF  narrativeenvironments  storytelling  objects  narrativeobjects  narrativeacts  commandline  interface 
august 2008 by adamcrowe
Pink Tentacle -- Brain-computer interface for Second Life
"A research team has developed a BCI system that lets the user walk an avatar through the streets of Second Life while relying solely on the power of thought. The system consists of a headpiece equipped with electrodes that monitor activity in three areas of the motor cortex (the region of the brain involved in controlling the movement of the arms and legs). An EEG machine reads and graphs the data and relays it to the BCI, where a brain wave analysis algorithm interprets the user’s imagined movements. A keyboard emulator then converts this data into a signal and relays it to Second Life, causing the on-screen avatar to move. In this way, the user can exercise real-time control over the avatar in the 3D virtual world without moving a muscle."
brain  interface  virtualworlds  avatars  cyberbrain  prosthetics  navigation 
august 2008 by adamcrowe
Danger Room -- Spies Want a Second Life of Their Own
"We cannot control the types of problems that future analysts might face. We believe a key dimension of exploring changing data will be the ability to manipulate time in the synthetic worlds – in effect turning these worlds into Time Machines." -- Pfft!
a-space  virtualworlds  time  simulation  navigation  mapping  interface  cognition  distributed  self  selfservers 
july 2008 by adamcrowe
Engadget -- Expression recognition turns humans into remote controls... for robots
"Human: (frowning) -- Robot: Aw, my meat bag is sad, I will now give it a hamburger and turn on Golden Girls."
facialrecognition  patternrecognition  emotionalintelligence  interface  design  synaptics 
july 2008 by adamcrowe
Physorg -- Researchers develop neural implant that learns with the brain
"We think this dialogue with a goal is how we can make these systems evolve over time... We want these devices to grow with the user."
interface  design  brain  implant  cyberbrain  mapping  collaboration  distributed  self  extensionsofman  centralnervoussystem 
july 2008 by adamcrowe
OIOO - Wiibrator
"Tactile communication that easy."
teledildonics  sex  toys  wii  interface  design  haptics  touch 
july 2008 by adamcrowe
Amphibian
"Amphibian allows users to easily imprint digital functions onto common everyday physical objects.... users to choose their own physical objects and imprint onto them almost any standard interface functions that take place on a GUI desktop."
interface  design  interaction  productnarratives  storytelling  objects  narrativeobjects  spimes  scripting 
june 2008 by adamcrowe
Engadget -- Live from Apple's iPhone SDK press conference
"10:47AM - EA is up to bat; Spore! It's a stripped down, cartoony version of Spore; accelerometer moves the spore around to eat things in the primordial pond." -- Apparently focused on the Cell Phase.
iphone  spore  accelerometer  touch  interface 
june 2008 by adamcrowe
IOL -- Paralysed man takes a walk in virtual world
"In the experiment, he wore headgear with three electrodes monitoring brain waves related to his hands and legs. Even though he cannot move his legs, he imagined that his character was walking." -- The brain freed from the body.
virtualworlds  neuroscience  brainwaves  interface  design  virtuality 
june 2008 by adamcrowe
Wired -- 'Guitar Hero': Gateway Drug to Six-String Bliss
"Guitar Hero is turning some gamers into actual guitar players." -- Yeah, yeah. The guitar is just a freudian penis. Look at how it's held and 'strummed'. A new expression of insecure mascilinity. Respect the c/r-ock!
thegamingofeverydaylife  music  guitar  interface  penis  GuitarHero 
may 2008 by adamcrowe
New York Times -- At Heart of a Cyberstudy, the Human Essence
"People come to see themselves as the sum of their distributed presence on the windows they open on their screens... cycling through computer windows has become a way to think about the relationships among aspects of the self."
psychology  interface  literacy  distributed  self  SherryTurkle 
may 2008 by adamcrowe
WMMNA -- Lucy McRae's talk at NEXT
"... technology should sensitive, thus able to give psycho-sensorial feedbacks (a subliminal message) and indirect response (touch and feel). ... skin as a wonderful sensor: it's an electronic network, a protection barrier, a temperature regulator, etc."
body  fashion  extensionsofman  skin  touch  centralnervoussystem  immunesystem  sensors  wetware  interface  design  storytelling  productnarratives 
april 2008 by adamcrowe
Kevin Warwick
"Kevin has carried out a series of pioneering experiments involving the neuro-surgical implantation of a device into the median nerves of his left arm in order to link his nervous system directly to a computer..." -- Also advocates geo-chipping kids.
cyborg  cybernetics  cyberisation  body  bodymodification  modification  hacking  geotagging  geochipping  gps  extensionsofman  centralnervoussystem  proprioception  distributed  self  navigation  mapping  interface  design  neuralnetworks  transhumanism 
april 2008 by adamcrowe
ICT Results -- Emotional machines
“When they developed databases, the recordings were nothing like the way emotion appears in everyday action and interaction, and the codes they used to describe the recording would not fit the things that happen in everyday life.” -- Way round wrong!
avatars  artificialintelligence  emotion  emotionalintelligence  simulation  interface  language  paralanguage  gestures  database  selfservers  research  storytelling  productnarratives  performance  design 
april 2008 by adamcrowe
Second Life Wiki - Skinning HowTo/Basics
Dazzled! But SL really doesn't need to look like Microsoft Word.
interface  design  ui  xml  skin  virtualworlds 
april 2008 by adamcrowe
Yahoo - NewsGlobe
What was it McLuhan said about the world being the content for satellites..?
yahoo  news  earth  visualization  interface  design 
february 2008 by adamcrowe
Google Code - pocketguitar
"PocketGuitar is a virtual guitar for iPhone and iPod touch. You can even have guitar sessions with the songs in your iPod!"
iphone  ipod  guitar  music  learning  tools  touchscreen  interface  design  touch 
january 2008 by adamcrowe
KnickerPicker - online dressing room
Video 'try it on' interface with a variety of body shapes. Ask the models to "turn around", "come closer", and then "go back. Ahem!
shopping  video  interface  retail  avatars 
january 2008 by adamcrowe
Zero influence - #clouds: Using Twitter as a Command Line Service
"... an active MediaCloud would be judged by the vortex it would create around the story/theme/place/activity. The MediaCloud would transform to a MediaVortex if there was genuine activity [and] would root itself at the focus of attention." So much fun.
storytelling  scripting  interface  commandline  twitter  tw00t  twoot  mediaclouds  microformats 
january 2008 by adamcrowe
Guardian - Digital generation dismisses email as 'for old people'
'One young Korean also described how texting felt like a ping-pong game and how email was more "like doing homework".' It's about the interface. Email is not a narrative environment. It isn't situated in any living social activity. It's tethered/literal.
*  literaryculturevsoralculture  mobile  text  IM  email  communication  phatic  behaviours  speed  contextswitching  HUD  ambientintimacy  interface  psychology  storytelling  narrativeenvironments  ADHD  attentiondeficithyperactivedisorder  attention  continuouspartialattention  navigation  information  huntergatherer  retribalization 
december 2007 by adamcrowe
CR Blog - Dexia Tower and the light fantastic
I want to live in a world where every surface works like that. When?
architecture  light  technology  surface  LED  interface  installation  visualization 
december 2007 by adamcrowe
MAKE - RC car controlled with the N95 acceleration sensor
"Amazing! Andreas Jakl posted a cool N95 hack that uses the built-in accelerometer, Python, Bluetooth, and a microcontroller to control the movement of a remote control car."
accelerometer  mobile  interface  controllers  toys  sensors 
november 2007 by adamcrowe
Near Future Laboratory - Inverse Machinima and Interfaces for 1st Life Play
"it is no surprise that the real world looks like a video game to the digital kids who grew up with them. And, further, that experiencing video game worlds creates a template in ones mind that overlays other real-world experiences" ...
thegamingofeverydaylife  gaming  play  navigation  interface  design  behaviours  psychogeography  augmentedrealitygaming  ambientgaming 
november 2007 by adamcrowe
i3L - THRILL
iPhone touchscreen as midi surface/controller (a bit like Lemur)
iphone  midi  controllers  touchscreen  interface  osc 
november 2007 by adamcrowe
Wired - Moanin' and Makin' Music at Arse Elektronika
"You've heard of audio-driven sex toys that pulse and vibrate in time to music in order to stimulate your naughty bits? The Electric Orifice Orchestra essentially does the opposite."
music  sex  interface  body 
october 2007 by adamcrowe
Dolphin Music - Tenori-On
Nice set of downloadable demo videos of Tenori-On
tenorion  music  interface 
october 2007 by adamcrowe
TENORI-ON
Wants it. (Pre-ordered from the next batch.)
music  tenorion  interface  hardware  audio 
october 2007 by adamcrowe
Wikipedia - Stelarc
"Stelarc's idiosyncratic performances often involve robotics or other relatively modern technology integrated with his body... In [one]performance he allowed his body to be controlled remotely by electronic muscle stimulators connected to the internet."
cyborg  extensionsofman  centralnervoussystem  selfserver  transhumanism  interface  controllers  storytelling  objects  narrativeobjects  networks  art  Stelarc 
september 2007 by adamcrowe
ninaling - highlights from Nextfest 2007
"There was a cell phone game. You call this number and yell "grab" into the phone to play a hungry hungry hippo-like game against other people."
mobile  gaming  voice  interface 
september 2007 by adamcrowe
UX Magazine - Don’t let branding kill your brand
"Of all the arguments for modifying brand attributes to better suit a digital experience, the most compelling is this: The way users feel about their experience is inseparable from the way they feel about your brand."
branding  experience  design  interface 
september 2007 by adamcrowe
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