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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/

How to change network interface names permanently in Linux

 

If you would like to use this photo, be sure to place a proper attribution linking to xmodulo.com

Place de l'Europe - Lausanne

A snapshot of the two main views we currently use to monitor flagging on Metafilter. 99% of the time we're interested in where the flags are piling up, not who is doing the flagging.

 

The top bit is what we see in the upper right corner of the main admin page on mefi; it lists flags sorted by volume and then by date for equally-flagged items. One recent change pb has made for us is the addition of subsite filters (see "all | ask | mefi | other") to make it simpler to keep an eye on major subsites independently if there's a lot of flagging activity on one that's obscuring lower-volume but still important flags on another.

 

We also use that "good spots" bit to keep an eye on "flagged as fantastic" stuff, since that flag carries a very different payload than most of the "there's a problem" choices. We will often notice sidebar-worthy comments because they show up here.

 

Down below is the inline flag info, something we've had for maybe a year now; it just lists flag count on individual items, which can be helpful for us when we're trying to figure out what's going on within a given thread. It used to be that we'd have to navigate comment-by-comment from the admin flag queue above, which worked but was tedious. This way, if a dozen things ended up flagged in a thread, we can tell what they are at a glance.

 

The blue pop-up is what we get if we hover over the "x times" link on the inline flag message. We don't need to use this much, but it's handy for the now-and-then occasion where we're not sure *why* a comment was flagged, as well as for the blue-moon situation where *who* flagged might help explain what's going on in a specific circumstance.

 

Other details not pictured here:

 

- Hovering over an item in the admin flag queue provides an abbreviated tooltip of the start of the comment or post flagged, which can help with quickly orienting or re-orienting us to what still needs attention before we even click through.

 

- There's a summary of flagging behavior in and on a thread at the top of each thread, to go with the per-comment inline flagging info. It tells us how many flags a post has gotten, as well as how many distinct comments have been flagged and how many total comment flags have accrued. We mirror the same information on the front page below every post. It's useful for telling at a glance if something looks like trouble without having to go to the admin interface first, which can help us notice things quicker if we're just casually browsing the site at the time.

A little urban detail which probably goes unnoticed every day.

 

Canon 5D Mk III with Canon EF 24mm F1.4L Mk II lens. 1/250th sec at F1.4, ISO 100.

I used heavy weight sew-in, backed with black batting.

I was concerned that the white interfacing would show through, and I also wanted a bit of extra padding.

I machine stitched them together just inside the edges, then trimmed along the cutting line.

ended up being considerably different in the end:

citrinitas.com/

There is so much stuff that needs to be linked to this that the fancy thing from before really did not work. This should do the trick (I hope).

August 2007, Hancock County, Ohio

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 what my WoW interface looks like.

#Interactions at the #interface of #systems

#Abstract #Art #abstractpaintings

Acrylic on Canvas

80 x 100

cut and torn paper and paste on card

www.m25audi.co.uk/audi/q3.html

 

Cockpit, Multi Media Interface (MMI), MMI display, MMI navigation

Victoria lighting check

 

Working on a touch screen design.

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/

Transition boundary

Conductor connection

Process of joining

 

The image is a high resolution TEM micrograph of the gate of a semiconductor silicon device and it shows the interface between the crystalline Silicon substrate and the amorphous Silicon Oxide.

 

Courtesy of Marco De Biase

 

Image Details

Instrument used: TEMLink

Magnification: 6.000.000

Horizontal Field Width: 40 nm

Voltage: 300 kV

 

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/

View the entire Natural Abstract Set.

View the entire Natural Still Life Set

View the entire Yellowstone Set.

View my - Most Interesting according to Flickr

Our first design work went public last week. More here.

 

This isn't quite the interface that launched recently, but it's one of our final design prototypes. We ended up taking out the sparklines and pagination controls and changed a few labels. It came out really nice, though.

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 project was born when I got really bored at work one day, staring at the monitor with the monitor staring back at me, slightly envious that I had a face. So, I kindly designed him one and apparently he didn't like it very much. I've been trying to win his approval ever since.

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

Note: I edited this piece but for some reason, flickr won't let me replace the image unless I have a pro account.

 

This project was born when I got really bored at work one day, staring at the monitor with the monitor staring back at me, slightly envious that I had a face. So, I kindly designed him one and apparently he didn't like it very much. I've been trying to win his approval ever since.

For a while now an app called Ration has been floating around the MacTalk forums. It's a little app that tracks your download quota from Australian ISPs. Anyways, I whipped this up this arvo after looking at the current interface and imagining how much more streamlined it could be.

 

What do you think? :)

 

Ration: blargsoft.com/

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/

featured at interface gallery, online project run by hayaka arti gallery.

istanbul, turkey

 

Whoa. Where did the game go? Oh yeah, behind all of these bars and buttons. Sometimes being a healer is strange business.

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/

Forwarded from Ross Koppel.

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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