View allAll Photos Tagged interface

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.

 

Proposta de redesign do site da Procuradoria Geral da República - 2009

www.pgr.mpf.gov.br

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/

Simple checkout process

This is the camera interface board from the Meike grip.

The 100kHouse by Postgreen Homes and Interface Studio Architects with the 2.5 Beta project and the Skinny/Tattoo House project in the background.

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/

Here the display interface for the setup2010. The AVR controller stay into the basis interface module and is connected by SPI at high speed. The CPLD module can also read all the inputs. Max input elements is 24. The outputs drive the LCD display, background lighting, 4 leds and 2 spare lines. Power is 3.3V and 5V on the 10 pins interface connector from the CPLD Interface module.

 

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.

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

Sigma 20mm f/1.8 EX

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/

Death Valley National Park is an American national park that straddles the California–Nevada border, east of the Sierra Nevada. The park boundaries include Death Valley, the northern section of Panamint Valley, the southern section of Eureka Valley, and most of Saline Valley. The park occupies an interface zone between the arid Great Basin and Mojave deserts, protecting the northwest corner of the Mojave Desert and its diverse environment of salt-flats, sand dunes, badlands, valleys, canyons, and mountains. Death Valley is the largest national park in the contiguous United States, and the hottest, driest and lowest of all the national parks in the United States. The second-lowest point in the Western Hemisphere is in Badwater Basin, which is 282 feet (86 m) below sea level. Approximately 91% of the park is a designated wilderness area. The park is home to many species of plants and animals that have adapted to this harsh desert environment. Some examples include creosote bush, bighorn sheep, coyote, and the Death Valley pupfish, a survivor from much wetter times. UNESCO included Death Valley as the principal feature of its Mojave and Colorado Deserts Biosphere Reserve in 1984.

 

A series of Native American groups inhabited the area from as early as 7000 BC, most recently the Timbisha around 1000 AD who migrated between winter camps in the valleys and summer grounds in the mountains. A group of European Americans, trapped in the valley in 1849 while looking for a shortcut to the gold fields of California, gave the valley its name, even though only one of their group died there. Several short-lived boom towns sprang up during the late 19th and early 20th centuries to mine gold and silver. The only long-term profitable ore to be mined was borax, which was transported out of the valley with twenty-mule teams. The valley later became the subject of books, radio programs, television series, and movies. Tourism expanded in the 1920s when resorts were built around Stovepipe Wells and Furnace Creek. Death Valley National Monument was declared in 1933 and the park was substantially expanded and became a national park in 1994.

 

The natural environment of the area has been shaped largely by its geology. The valley is actually a graben with the oldest rocks being extensively metamorphosed and at least 1.7 billion years old. Ancient, warm, shallow seas deposited marine sediments until rifting opened the Pacific Ocean. Additional sedimentation occurred until a subduction zone formed off the coast. The subduction uplifted the region out of the sea and created a line of volcanoes. Later the crust started to pull apart, creating the current Basin and Range landform. Valleys filled with sediment and, during the wet times of glacial periods, with lakes, such as Lake Manly.

 

Source: Wikipedia

en.wikipedia.org/wiki/Death_Valley_National_Park

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/

Dwell article on our architect, Brian Phillips, from Interface Studio Architects. Feb 2008 issue.

The project is developed using various pre-set text-to-image models, processing text prompt inputs. On the borderline between sensitive content and an easy slip into topics of violence, this project visualizes the depths of the subconscious of these models, excavating the influences of media and online information exchange. The quantified traces of reality and collective histories allow algorithms to generate content that recycles the past – building the spine of quasi-historical narratives – often obfuscated with prejudice and misinformation, along with the author’s personal bias. Generated outputs are presented inside a hypertext object – a tent that the audience can enter, as it were.

 

Photo: Florian Voggeneder

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.

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.

 

interfacesummit.com/

www.sanotron.com/

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/

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 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.

As part of my web design course I had to make my resume into a website as part of a website.

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

1 2 ••• 15 16 18 20 21 ••• 79 80