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Simple checkout process

This is the camera interface board from the Meike grip.

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/

Dedicated to the designers, developers and engineers who build the world’s most engaging user interfaces. From the community, for the community.

Extensive Photoshop Retouching to create this image. Final was to be the basis of a Flash based interface, click on products in photo to get more information.

this is the most straightforward interface of a cash machine i ever saw. sophisticated. avantgarde.

Управление Openbravo POS с помощью сенсорного экрана компьютера SENOR ROBOT POS. Используется локализация интерфейса на русский язык из Проекта Openbravo POS ru.

Interface for routing the sky into huts.

I was at Airtight Studios taking photos to be concidered for the website. Whenever I am there I always make sure to have another look at this strange devise.

 

I love how symetrical and analogue-ey it is. I'm sure I have asked Alan, in the past what it does but I still have no 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/

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/

Elevator at the Department of Computer Sciences + Math Building at Unniversidad de Chile.

 

Since I work here, I have the strong belief that this was done as a purposeful joke.

Emma Purcell, Graduate Student Research Assistant, Chemical Engineering, using the Plasma Asher to make microfluidic devices. She is trying to design a device for the inertial separation of nanoparticles for applications in cancer biology. The ultimate goal is to isolate exosomes, nano-sized vesicles in the blood, to develop a diagnostic test for early stage cancers.

Photo by Robert Coelius

Multimedia Producer, Communications & Marketing, Michigan Engineering | @UMengineering

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.

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/

Criação da Interface gráfica do Sistema de assessoria de eventos. servico.sacaonline.com.br/

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/

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

This year‘s presentation by students in the Interface Cultures program showcases newly emerging artistic skill profiles at the nexus of interactive media technology and interface technology.

 

credit: rubra

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 week we completed building our first multi-touch table prototype. With customized software, a 50″ surface area, and a resolution of 1280 x 720 the table is designed to accommodate multiple simultaneous users. The table is comprised of a short throw projector, infrared LEDs, two infrared cameras, and projection screen which adheres to the tempered glass top. The framing material is extruded aluminum.

 

There's more on Ideum blog.

larger photo: www.flickr.com/photos/cshym74/3572404682/

 

Interface Message Processor

 

Developed for the Advanced Research Projects Agency by Bolt Beranek and Newman Inc.

 

The Origins of the Internet

 

“When the Soviet Union launched the Sputnik satellite in 1957, the US government responded with dramatically increased support of technology research and development, much of it funded through the new Advanced Research Projects Agency (ARPA). In 1966 Bob Taylor of ARPA’s computer research division obtained funding for a network called ARPANET to link computers so that resources and results could be shared more easily. He hired Larry Roberts of MIT to manage the project, which was based on newly-invented packet-switching technology. At the end of the 1969 the ARPANET began operating with four nodes: University of California at Los Angeles and Santa Barbara, Stanford Research Institute, and University of Utah. That original ARPANET gradually grew into the Internet, which 30 years later had about 43 million nodes.

 

The early Internet, used primarily by engineers and scientists, was not at all user-friendly. As e-mail and file transfer protocols and programs matured, non-specialists started to use it. In 1989, Tim Berners-Lee of the CERN high-energy physics lab in Europe proposed a protocol for the exchange of online documents which became the basis for the World Wide Web. The development in 1993 of the graphical browser Mosaic by Marc Andreessen and his team at the National Center for Supercomputing Applications (NCSA) made the web accessible to everyone and led to its explosive growth. Marc Andreessen and entrepreneur Jim Clark founded Netscape in 1994 to create a web browser based on the Mosaic project. Netscape Navigator quickly dominated the early browser market.”

 

Computer History Museum

Mountain View, CA

www.computerhistory.org/

 

(7113)

Interface to one of the old houses, old town

»Lights!Director« is an application for multi-touch surfaces to set lights and compose pictures on a stage in a new, redefined way. More information coming soon.

iPhone Home Automation Interface :

Main Menu

Project Details

 

Pattern: Vogue 8480

Fabric: Silky Wool

Lining: Silk Charmeuse

Notions: Bias tape, chain, five - Dritz Cover Buttons (1 1/8"), five - 1/2" buttons, one - 1" button, Palmer/Pletsch PerfectFuse Medium Interfacing

 

Description: Unlined Lined jacket has front and back princess seams, pockets in side front seams extending into pleats, back lower section with pleat, cropped flared sleeve, self faced front, back yoke and topstitching detail.

 

 

The instructions were very easy to follow and all of the pattern pieces were very well drafted. There was nothing that I disliked about this pattern. I really love the topstitched details, the pleating. The pockets could have been larger and deeper though.

 

I was browsing in Hancock and discovered this fabric and it just happened to be the perfect color. When I saw this pattern, I knew right then that I would make it in one of the "happy" Spring colors and I knew it had to be bright... a standout color. This fabric was with the wools & wool blends and was on sale when they were. The label said, "100% silky wool". It feels wonderful and it has the texture of a twill.

The Inside

The fabric was a bit lightweight for my jacket standards, so I decided to line it. I had leftover silk charmeuse from the Chanel project and decided to partially line... only the body and not the sleeves. For all of the exposed seams, I used a Hong Kong finish. And I added a hang chain.

 

Oh, almost forgot... I added 3 inches the body and the sleeves.

The Buttons and Buttonholes

I couldn't for the life of me find buttons that "did it for me". I did my usual and just covered them. All of the high-end RTW jackets I saw had bound buttonholes and of course mine would have them too. I used regular machine buttonholes on the facing. I also decided to use a button to hold the lapel down (just a design feature), since I'll never fastened it up to the neck. I reinforced the shank buttons on the facing side with the 1/2" flat buttons by stitching through both buttons.

The Undercollar and Center Back Seam

The undercollar is traditionally cut on the bias in two pieces with a center back seam. This is essential to make the collar roll softly around your neck. This pattern has a full pattern piece. I folded the pattern piece in half and creased it at the center back. I opened it out and added a cutting line 5/8" from the crease. I cut along the line to create a new undercollar pattern and added a bias grain arrow so I would remember to cut it that way.

 

The instructions suggested that center back seam of the jacket is pressed to one side and topstitched 3/8" from the seam. I didn't like that at all... it lacked symmetry. I pressed the seam allowance open and created a welt seam which is a regular seam pressed open and topstitched from the right side on both sides of the seam.

 

All of the hems are 1 1/4" wide and interfaced. An interfaced hem adds weight and improves the way a garment hangs. Also, at the mitered corners, I inserted a penny into each one for additional weight so that the corners would hang correctly.

 

Even with the minor changes I made, I think it still looks like the pattern envelope.

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/

RS232 Interface für Casio FX-850P/FX-880P

 

Mehr Infos dazu in meinem Block:

manib.bplaced.net/blog/?page_id=236

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 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/

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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