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The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/
INTERFACE 2014 Digital Health International Summit is Sanotron’s third annual summit. It is a two-day event designed to engage, inform, inspire and connect digital health innovators and other health stakeholders from Canada and from around the world.
The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/
The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/
The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/
Interface criada para uma adaptação de Robinson Crusoé em jogo para PS3 e XBOX. Aqui é demonstrada a tela de status do personagem.
The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/
Photo showing an impression of Interface I at POSTCITY.
Interface I by Ralf Baecker investigates the boundary between two interacting systems rendered into the physical. One system is a compound of motors, twine and elastic bands arranged horizontally. Each motor is connected to its opposing motor in the facing system by a string, and to its neighbors by an elastic thread. In order to excite the system’s behavior, each motor is fed with random impulses from a Geiger-Müller tube.
credit: tom mesic
The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/
SmartTouch™ multi-language user interface design, makes operation simple and easily accessible to operators of all skill levels - from experienced hatchery managers with specific control needs, to fully automated hatcheries.
Large, high-contrast, high resolution 10.4 inch colour LCD screen with Projective Capacitive Touch Screen technology (PCT) and ergonomic user interface viewing angle.
The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/
Paul Sharits
American, b. Denver, Colorado, 1943-1993
Shutter Interface
1975
Four-screen projection
16 mm film
Color. Sound
Running time: 5-6 minutes, looped
Joseph H. Hirshhorn Purchase Fund (09.22)
Please be advised that some individuals may be sensitive...
The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/
In the end we decided to implement the control interface with TouchOSC. Creating a custom UI in this way it’s quicker than doing it directly from Unity3d.
interface taken from tardis. it was explained a little further but i didn't really understand. it looks pretty and i think that's mostly the point
SmartTouch™ multi-language user interface design, makes operation simple and easily accessible to operators of all skill levels - from experienced hatchery managers with specific control needs, to fully automated hatcheries.
Large, high-contrast, high resolution 10.4 inch colour LCD screen with Projective Capacitive Touch Screen technology (PCT) and ergonomic user interface viewing angle.
This is the interface that goes into the a580's battery compartment. For obvious reasons, it will not be used in my final project, but I thought some folks would like to see what it looks like inside.
Workshop Naturtechvis
with cristobal castila ,hector,jose
at Digital Master Design / Elisava,Barcelona,Spain
WorkGroup: Paula Marques,Daniel Gonzalez y Ricardo Leite
The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/
DanSync is an interactive artwork that allows audience to manipulate real time human body movements with a custom-built table controller. DanSync was created for two collaborative performance installations entitled “Memory Station” and “Interface”, at Lasalle College of the Arts Singapore.
The intention of DanSync is to explore the human body movements by giving the audience control over the dancer’s movement. Vibrations will be activated where the lights are lit on the dancer’s body so as to notify her of the audience’s interaction
Interface is a collaborative project that explores the relationship of interactive media with dance performance. Based on extensive research of specific sites, custom-made technology is designed to respond to body movements or specific spaces and are translated to audio-visual expressions.
In each dance work by Level 2 BA(Hons) Dance student-choreographers, interactive technology serves as a choreographic tool and expressive media for this performance-installation.
Dancers - Anita Anton, Eva Tey, Samantha Lau, Lim Ming Zhi, Zhou Yiru
Media artists - Mui Rui YI, Benjamin Low, Mithru Vigneshwara, Adam Aw, Zac Ong
Mentor - Melissa Quek and Andreas Schlegel
the all-new YX-1984 optoelectronic man-machine-interface with multi-signal opto-brain-contactor (patent pending).
Get the knowledge of Wikipedia, the vaste amount of information of Google and - bonus edition 2006 - the new wlan-802.11a/b/g interface. All that stuffed inside your head, allmost no brain material needs to be removed.
Be fast, be online... be the first manputer around!
Call 0800-i-m-a-n-p-u-t-e for more information.
The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/
SmartTouch™ multi-language user interface design, makes operation simple and easily accessible to operators of all skill levels - from experienced hatchery managers with specific control needs, to fully automated hatcheries.
Large, high-contrast, high resolution 10.4 inch colour LCD screen with Projective Capacitive Touch Screen technology (PCT) and ergonomic user interface viewing angle.
We reprised The Last Man To Die for two nights in Canberra last week so I took the opportunity to refine the Hanna's wearable interface. The Arduino Fio worked amazingly well… it's so cool...
The roadway, the autumnal leaves, the wet green grass.
It looked a lot better when I shot it, but you get the idea.
The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/
Layout da home de interface web para Imol, Indústria de Móveis Oliveira. A proposta era fazer uma casa com um corte transversal, como uma casa de bonecas. Sendo as três sessões principais ao invés de ficar em blocos, ficarem em ambientes que mostrassem os móveis.
The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/
The error on this screen is more subtle than the previous whoopses.
If you decide to put a pretty bullet next to the active - linked - element which is text here then make that bullet active as well.
(Links should be blue and underlined, but hey...)
If you think about it in mechanical or electrical equipoment terms, people are still used to seeing a button that _does something_ when pressed, next to a legend, some text saying what it does. SO this screen neatly goes away from both the interface standard of the Web, and the interface standard of everything from coffee-makers to elevators in the office.
What does it conform to if anything? Bad Powerpoint slides perhaps?
And then consistency.
-----------------------------
10 green glowing things on the page.
(Very pretty, well chosen, my red-green colour discrimination is fine, thanks and of course the colour isn't a signal here.)
7 of them don't work.
1 of them is an arrow, which as we know should be called "previous".
It has a legend that isn't a live link.
2 of them are active - an interface correctness, and have a legend next to them which is also live. So someone knows what to do here...
(There's a comment facility here, by all means say why this is just the way it ought to be)
Screenshot-Safeguarding Adults E-Learning - Iceweasel-3
And then, not subtle, is the error in blue.
If yo make a link, don't make it on the words "Click here". World+Dog now knows what to do with it. Make it with the words that say what it leads to.
Gallery interface to drawing water. Communicates over OSC with the machine running the main simulation.
The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/
The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/
This fabric-based microcontroller project has been taking up more and more of my life. Every corner turned, every goal reached, opens up a thousand new possibilities and a thousand new tests to make.
Here I am with presenting at Maker Faire NYC. Thanks to Chris Cummings for the photo!
So I always tell myself that I won't submit my mockups, and then I always do....
Whist procrastination for my term finals, I came across an old virb.com account I have and ~novoo and ~akka's peekaboo shots. What you see above is an early mockup of these two ideas fused together.
The media consumption experience is poised to transform, and fast. Technologies that have been tinkered with for years, ranging from virtual and augmented reality to sensors and robotics, are finally on the tipping point of mass commercialization. As the physical and digital worlds converge, how will these technologies shape how people interact with digital media?
On November 18, 2014, NYC Media Lab and Razorfish hosted the second occasion of Future Interfaces, an evening "science fair" on the future of human-computer interaction and digital media. More than 300 guests came to go hands-on with 30 demos from startups and universities to see what's on the verge of commercialization, what’s still in the lab, and what advances will change the nature of media and communications in the future.
To learn more about the event and to see a full list of participating demos, visit www.nycmedialab.org/events/future-interfaces/