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The 3 interface in Grenoble: Rhone Alpes area card, French railroad card and TAG (Grenoble Tram/bus) card.

 

Only (1) and (3) are touch interface

Intranet da Biolab - Página Interna, 2009

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/

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/

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/

Coolest car interface evar, especially for a delorean

International festival of contemporary dance, IIC, Delhi; Groups from Australia, Israel, India and Taiwan

 

Game On by Theatre of Rhythm and Dance, Australia

Concept & Direction: Annalouise Paul Choreography: Annalouise Paul and Miranda Wheen

Classical Indian Tabla: Bobby Singh Contemporary Dance Miranda Wheen

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/

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/

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/

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

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.

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

    

vimeo.com/64486695

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.

Amish Patel is an engineering program manager for the Windows Touch team within the Human Interfaces group at Microsoft working on touch optimized user experiences. Amish is currently working on a set of thoughts he calls “the touch principles”, which are a set of design guidelines that modern developers and designers should be considering as we move from conventional mouse and keyboard GUI toward touch first user interfaces. In addition to this research, he is driving his team toward a vision of every Windows computer in the world to be mobile, connected and touchable!

 

Background: Amish is a proud Canadian, born and raised in Toronto and attended the University of Toronto’s computer science and economics departments. Amish started his time at Microsoft analyzing usage patterns and designing interactions for pen based computing on the Tablet PC platform. Amish later joined the Windows Touch team to deliver the first multi-touch Windows OS in Windows7.

 

Amish is excited about the rise of touch based computing within an ‘always connected’ world, which in his eyes marks the shift toward more natural and intuitive ways in which humans can better learn, play, share!

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...

This is an interface I made in photoshop

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/

Gallery interface to drawing water. Communicates over OSC with the machine running the main simulation.

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/

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