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I came up with a new display idea that changes shape (ShapeShift).
It would probably need to be limited to a preset form (not like the colours on a display that has pixels). Like an ice cube bag when you fill it with water the shape is predetermined by the space inside the bag
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The vinyl is perfect because if you press it against the glass it adheres like a decal (because decals are made from the same material!).
The iPhone's beautiful glass screen makes it easy to cut the overlay – fire up the NES emulator, put the vinyl over the screen, and go at it with your Xacto knife. The screen won't scratch from the knife, so you can get a perfect overlay with little effort.
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A variety of devices currently on the market provide simple forms of touch feedback, but none is an unqualified success – they all lack some aspect of physical experience, a correspondence with the way we actually interact with the world. Current tactile solutions fall short either in reconfigurability or in pre-interaction feedback. This pre-interaction feedback would provide the physical feeling of a button which the user can press or not, rather than just a tactile confirmation that they have just pressed that button. Reconfigurability would allow physically felt controls to change with the content of the display. In short, it’s easy to make static physical buttons, but not to make them disappear when not needed. And it’s easy to provide a physical sensation after the user interacts, but not to provide buttons that can be physically felt *before* the interaction is committed.
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This is the third and final part of this introductory "mini-series". Part 1 introduced the value of ergonomics to interaction designers, and Part 2 discussed some of the challenges and methods of anthropometric design for a broad range of users. Now I am going to focus on how to identify ergonomic issues in observational and lab testing contexts.
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There are several body measurements that could be relevant for reaching a touch screen, but a practical one would be Forward Grip Reach distance – roughly the distance from the shoulder axis to the palm of the hand. With those two metrics in mind – eye height and forward grip reach – you could picture any user as the function of two perpendicular lines – a vertical line, representing the individual's eye height, and a horizontal line representing arm reach. This is illustrated above for a range of three different users – note that the wheelchair user has a sitting eye height compared with the two standing users.
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The continuing convergence of digital interfaces with physical products is putting interaction designers in a position where knowledge of anthropometrics, kinesthetics, and other non-cognitive human capabilities is valuable for creating effective design solutions.
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Here we find a transparent music player that slaps onto your wrist. Don’t want it clear; just opt for an image or color graphics instead and use it as a wrist-gear. Teamed with earphones that bring the “concert performance” to your ears, the trip sounds bombastic! I did mention futuristic right? To justify that Mac includes a built-in mic that helps locate and play a song on your playlist, once you hum the tune into it.
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While we're still waiting for our electronic broadsheet (hell, we'll settle for a tabloid) it looks like folks in Toshima will be seeing quite a bit of the e-paper as they hit the streets of this Tokyo ward. In a test conducted by the Ministry of Internal Affairs and Communications, the signage has been installed in the proximity of the Toshima Life and Industry Plaza, where a wireless network was established to provide updates in case of an emergency.
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The “Colorsonic”: an MP3 player that displays its playlist with color. Each color represents a music genre. When you want to play some songs n stuff, choose 1 (or more) color(s) from your wheel, and a list will be automatically picked for you made of songs from the genre colors you chose.
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The wide-ranging discussion focused on how the mobile Web is becoming increasingly important, and in many countries, the primary way people connect to the Internet. A good chunk of the panel was spent talking about the implications of sharing where you are and what you are doing all the time because mobile phones make it easier to do so. Chad Hurley noted that the rate at which YouTube is serving videos to mobile devices is growing at a faster rate than the site as a whole. Mike asked Chad Hurley how long would it be before people started using their mobile phones to upload videos to YouTube in a serious way.
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Although CES 2009 was undoubtedly smaller and perhaps a little more subdued than last year's HDTV-dominated extravaganza, the products we did see were a lot more interesting — and of course, Palm stole the show with its blockbuster Pre announcement. We've rounded up the highlights below, make sure you didn't miss anything!
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Founded in 2006 – Natural User Interface or ~ NUI Group is an interactive media community researching and creating open source machine sensing techniques to benefit artistic, commercial and educational applications.
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SHiFT has always been about emerging technologies, whether they’re the latest internet trend or the latest social or engineering development.
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Since 2001, OFFF festival has been held in Barcelona, becoming the globally recognized and trendsetting event it is today. The three-day festival showcases top digital artists, web, print and interactive designers, motion graphics studios, and new music adventurous. OFFF festival provides insight into all culture media platforms.
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a recently born interaction design group that explores natural communication between people and technology. We design experiences that merge real and digital into a creative environment where people are invited to touch, play, move, feel as they do in the real world.
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MT Barcelona, one of our wonderful community member's group, has really out done themselves in creating their final demo reel for their latest project. The touch wall was designed for the Red Bull Music Academy 08. Guten Touch is an interactive installation that involves people into a natural relationship with technology. A two projected display system plus a 3m x 2m multitouch wall showcase applications designed to engage us into human friendly experiences rather than flashy and jaw-dropping visualizations. Space Invaders hitted by foam balls, pixel paintings created with brushes and digital objects held by hands try to blur boundaries between real and digital.
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Robin Chase founded Zipcar, the world’s biggest car-sharing business. That was one of her smaller ideas. Here she travels much farther, contemplating road-pricing schemes that will shake up our driving habits and a mesh network vast as the Interstate.
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We can’t see how the street is immersed in a twitching, pulsing cloud of data. This is over and above the well-established electromagnetic radiation, crackles of static, radio waves conveying radio and television broadcasts in digital and analogue forms, police voice traffic. This is a new kind of data, collective and individual, aggregated and discrete, open and closed, constantly logging impossibly detailed patterns of behaviour. The behaviour of the street.
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The point here is that basic structure is the same — all buildings get added to. There needs to be some kind of honoring of the original style.
pace layers
* fashion
* commerce
* infrastructure
* governance
* culture
* nature
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Reality Mining defines the collection of machine-sensed environmental data pertaining to human social behavior. This new paradigm of data mining makes possible the modeling of conversation context, proximity sensing, and temporospatial location throughout large communities of individuals. Mobile phones (and similarly innocuous devices) are used for data collection, opening social network analysis to new methods of empirical stochastic modeling.
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MIT Media Lab group. The goal of the Fluid Interfaces research group is to radically rethink the human-machine interactive experience. By designing interfaces that are more immersive, more intelligent, and more interactive we are changing the human-machine relationship and creating systems that are more responsive to people's needs and actions, and that become true "accessories" for expanding our minds.
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Pulp-Based Computing is a series of explorations that combine smart materials, papermaking and printing. By integrating electrically active inks and fibers during the papermaking process, it is possible create sensors and actuators that behave, look, and feel like paper. These composite materials, not only leverage the physical and tactile qualities of paper, but can also convey digital information, spawning new and unexpected application domains in ubiquitous and pervasive computing at extremely affordable costs.
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With Invisible Media we can augment objects around us to make them sensitive to, and able to inform, the focus of our attention in order to provide relevant content. The system is built to minimize bulky wearable gear, and allows the user to navigate this extra channel of physically-situated information with speech commands, keeping their hands available for manual manipulation of the objects themselves. Information is presented to people auditorily, resulting in a user-system dialog that attempts to mimic a domain expert or recommender who knows what objects are in view of the user and can suggest relevant content. We have created Engine-Info, a training application that teaches the components of an internal combustion engine, as well as My-ShoppingGuide, a personalized shopping scenario that can suggest appropriate foods in a supermarket based on a person's preferences and health needs.
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MIT grad student David Merrill demos Siftables — cookie-sized, computerized tiles you can stack and shuffle in your hands. These future-toys can do math, play music, and talk to their friends, too. Is this the next thing in hands-on learning?
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In this work, a sheet of paper is introduced as a haptic IO device.
In general, there are not so many kinds of interaction techniques on a multitouch screen. (Everything people do on it is zooming and rotating images.)
However, introducing real objects to interaction like this expands the capability of tabletop device.
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The Gesture and Activity Recognition Toolkit (GART) (formerly Georgia Tech Gesture Toolkit) is a toolkit to allow for rapid prototyping of gesture-based applications. There are two versions of the toolkit, a Linux shell scripting based version and the more refined Java version.
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Associate Professor & Canada Research Chair
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It’s extremely processor-intensive computer vision, happening in a video stream, all with JavaScript worker threads. That is, this is possible because the next version of Firefox, version 3.1, allows for multiple threads processing the video instead of trying to do everything in succession. HTML5 + Firefox 3.1 + some not-terribly-backwards-compatible code = basic vision. It looks like it’s pretty simple frame differencing with a threshold, then a bounding area drawn around the spot that changes.
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Experiment using Oblong Ind. Interaction system.
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Continuing our multi-touch research, we’ve been working on turning an off-the-shelf rear projection TV into a multi-touch display. This screen has the best width-to-depth ratio of any multitouch system (67″ diagonal viewing area and only 16″ deep). This is also the first example of hacking a multi-touch system into an off-the-shelf television. The system we settled on uses very few additional components and could potentially be applied to any rear-projection TV.
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Here is an example of using a gesture recognition library in Processing. The Gesture and Activity Recognition Toolkit (GART) is from http://wiki.cc.gatech.edu/ccg/projects/gt2k/gt2k. It makes use of a Hidden Markov Model toolkit (HTK). Both training and recognition are supported.
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Here is a very primitive and limited Processing library simpleARToolKit made as a wrapper from another open source project jARToolKit which is a Java port of the original ARToolKit. It only works with an OpenGL sketch in Windows. The download includes the following two example sketches.
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Interested in performing high-performance, high-quality video processing, computer vision, motion tracking, and analysis? And want to do it in the friendly Processing coding environment – an ideal place to start, even for non-programmers?
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In this tutorial, I will show you how to use a thresholded frame difference (motion) image in order to perform collision detection with objects onscreen. Essentially we will be creating something similar to one of the old webcam games where you can ‘pop bubbles’ with your hands (or indeed anything that moves).