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Interactive art by Gerald Moore. Visiting the art exhibit "Obsidian Colored Glasses: An Introspective Look Into Black Lives," at Read's ArtSpace in Bridgeport, Conn., on Fri., April 7, 2017.
Wedding are a bit special in Japan. They always have been.
Now, they becone interactive with Catchyoo.
This is a frame from a video. You can watch it on Vimeo.
NT191985, LR58.
HISTORY
Pillar completed 6th October 1943 costing £4.15s.0d. This station was first used for the reconnaissance of secondary block NT48 (Edinburgh) during 1943. It was formally computed as tertiary triangulation station NT18/T44 within the Dunfermline secondary block during 1947. The flush bracket was levelled for height to first class precision, tertiary standards in 1966. This pillar station was last maintained by the OS in September 1983.
SITE VISIT
Approached from north. In a grazing field. Pillar in good condition. Spider retains original OS centre plug with engraved shallow lettering. Flush bracket faces west. All four sighting holes open, bolt easily viewed through holes. Views to East Lomond, Allermuir Hill, Scald Law, West Cairn Hill, Hill of Beath.
Photographed: 13th May 2004, GRP.
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Interactive index: Google My Maps
Map: Trig Pillars on OS Landranger 58
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Neighbouring Triangulation Pillars
S3142 - East Auchmuir : 1.96 miles to the northeast.
S3140 - Benarty Hill : 2.39 miles to the west.
S3206 - Wester Balgedie : 3.73 miles to the northwest.
S3149 - Drumain : 3.81 miles to the north.
S3138 - Keir Brae : 3.86 miles to the southeast.
S3144 - Strathore : 4.41 miles to the east.
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Nearest Levelling Line Flush Bracket
S8951 - Wester Balbedie : 0.58 miles NE
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The CVHS Interact Club won the Annual Bridgeville-South Fayette Rotary Chili Cook off on October 1, 2016.
Interactive Boardroom Workshops during the Israel Dealmakers Summit presented by Landmark Ventures on March 5, 2014 in New York.
Performers and audience join Kevin Locke onstage for an interactive Hoop Dance at the Yunnan Nationalities Village in Kunming. Photo by Stephen Manuszak.
This White-tailed Mongoose, Ichneumia albicauda, was photographed in Kenya, as part of a research project utilizing motion-activated camera-traps.
You are invited to go WILD on Smithsonian's interactive website, Smithsonian WILD, to learn more about the research and browse photos like this from around the world.
Ryan (in addition to helping us with setup) arrayed these data points. Interactive Regression fit a best fit line to them.
Taken in the exhibition
Videogames: Design/Play/Disrupt
(September 2018 to February 2019)
Videogames: Design/Play/Disrupt explores the medium since the mid-2000s, when major technological advancements, such as increased access to broadband, social media, smart phones and newly available means of making, profoundly changed the way videogames are designed, discussed and played. This change has opened the door to new voices and ideas, allowing the medium to break beyond its perceived boundaries and aspire to new horizons.
What does it take to make a videogame? Rarely seen design materials from the desks and hard drives of leading designers sit alongside specially commissioned multimedia installations to provide new perspectives and insights into the craftsmanship and inspiration behind a selection of groundbreaking contemporary videogames.
From the cinematic blockbusters of large AAA studios to the modest and often intimate work of independent designers, this section of the exhibition presents an eclectic and diverse range of voices and work from across game design. All are united by their ambitions to break boundaries.
As tools to make games have become more available and distribution has broadened, game designers have begun to engage more widely with social and political debates. The second section of the exhibition presents the work and voices of the influential game makers and commentators who are leading critical discussion and debates that challenge not only ideas about videogames and what they should be, but how this relates to society as a whole.
Online player communities connected through servers and social platforms create, collaborate and spectate together. From mind-blowing megastructures built in Minecraft to the vast array of fan art that embraces and extends beloved virtual worlds, their work sees them transcend the role of the designer to democratise design on a vast scale. A large scale immersive installation in this section celebrates the dazzling imagination and creative chaos shown by videogame players.
From the online to the offline the playful exhibition finale looks to the rise of a new DIY arcade scene. Handmade arcade cabinets and interactive installations of spectacle and performance provide a punk alternative to the traditional arcade space that playfully reminds us of the social power of videogames.
[V&A]