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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/

The airodump-ng interface.

 

Airodump-ng can be used to scan for WiFi networks and capture the data packets.

Shopping mall screens showing the weather forecast w/ bad design making it fairly useless to anyone.

 

1 - the screens are inside a mall in Helsinki, yet they show general forecast to whole Finland, and

2 - The literal design (familiar from TV) is mostly incomprehensible on urban screens.

Future technology touchscreen interface.

Girl touching screen interface in hi-tech interior.

Business lady pressing virtual button in futuristic office.

San Rafeal, Mendoza, Argentina

Cañón del Atuel, Valle Grande

 

Visto desde el dique de Valle Grande, las cadenas montañosas semicubiertas por un velo de sombra que surge y muere en su misma naturaleza: la propia montaña.

El sol poniéndose, remolón, y una inmensa nube que se despierta, quizás llamada por la noche que ya empieza.

Se habló de lluvia, pero nada llovió... sólo algo de viento turbulento... sólo eso y el paisaje que todo lo vale.

In Interactive Design 3, students are asked to select from one of three client briefs to develop a social change project. Cherie, Michael and Jay chose to develop a mobile application to assist with earthquake preparedness. The application offers device features, such as RSS, GPS tracking and "bounce location" to sustain user correspondence during disaster relief efforts.

 

The team divided the roles and responsibilities to tackle strategic review, competitive analysis, moodboards, user experience, information architecture and interactive design.

 

Learn more about VFS's one-year Digital Design program at www.vfs.com/digitaldesign.

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/

wireframe réaliser le 04 04 2011

Everyone gets to co-sign everyone else's certificates. We learn from one another.

 

'Dive Into User-Interface Design' Workshop 01 with Niyam Bhushan. At 91Springboard Delhi, India, on 26 - 27 September 2014. More details at bit.ly/niyam

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 a network interface name on CentOS 7

 

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

Some people will know what this is. I'll post more pics of my "studio" later.

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 observed on the street #2

a mock interface drawn up to help identify the various component that would need to be delivered to the end user for personalised delivery of resources.

 

Mock Outline for JISC Programme Strand on "Semantic Web Personalisation":

1.) Subject specific tool to pull contextual metadata from resources

1.1.) from human resources (subject curators)

1.1.1.) automated machine extraction of human profiles (contextual metadata)

1.1.2.) manual extraction human2human editorial process of discussion, question and answer

1.2.) from scholarly resources

2.) Cross Disciplinary Tools [didn't get the opportunity to discuss]

3.) Matching Algorythm

3.1.) human profile standards

3.1.1.) which standards should be used

3.1.1.1.) Standards from Web, e.g. FOAF, SIOC, hCard, hCalendar

3.1.1.2.) Subject specific standards

3.1.1.2.1.) which standards can be borrowed and from where?

3.1.1.2.2.) which ontologies will need to be created?

3.2.) knowledge artifact relations

3.2.1.) profile matching 1:N (heavy lifting)

3.2.1.1.) interface that is humanly understandable

3.2.2.) item profile match N:N (customized profiles)

3.2.2.1.) Investigatory

4.) Investigations on ontological drift (ontological crosswalks)

4.1.) Subject area specific change

4.1.1.) committee based human editorial board

4.1.1.1) publishing editorial process (dictionary)

4.1.2.) network dispersed teams

4.1.2.1.) developer plus subject expert mapping across

5.) Usability of human interfaces for interacting with tools

5.1) web based interfaces

5.2.) component interfaces for integration on 3rd party web sites

5.3.) API for utilization of tools

 

SeaLife DC1400

 

Come see what I have blogged! www.konacoastdiving.blogspot.com/

Button icons on the sprouts that aren't buttons and the order of top to bottom and left to right is the wrong way around.

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 I2C interface PCB is ready. Used to test 3 Adafruit modules on the Fischertechnique TXT Controller. External I2C modules can also be further connected via the FPGA connector output. There is a 3V3 power provided from the 9V of the TXT Controller. The modules also have an INT output line via fets that can be connected to the TXT Controller. The IR LED for the color sensor is also equipped with a connection for the TXT Controller.

 

The box inside see: www.flickr.com/photos/fotoopa_hs/28495078057

 

The Kern DIF41 interface permits the automatic transmission of measurements from electro-optical distance meters and electronic theodolites to Hewlett Packard Series 41 calculators.

In Interactive Design 3, students are asked to select from one of three client briefs to develop a social change project. Cherie, Michael and Jay chose to develop a mobile application to assist with earthquake preparedness. The application offers device features, such as RSS, GPS tracking and "bounce location" to sustain user correspondence during disaster relief efforts.

 

The team divided the roles and responsibilities to tackle strategic review, competitive analysis, moodboards, user experience, information architecture and interactive design.

 

Learn more about VFS's one-year Digital Design program at www.vfs.com/digitaldesign.

A new landing page we whipped up to help folks find fonts by style or use on typekit.com/. (Fonts page, when you're logged in)

Employing a revolutionary technology developed at EPFL, Mental Work is the first showroom in the world to be operated exclusively by workers’ minds, juxtaposing the industrial revolution against the possibly imminent cognitive revolution — a symbiosis of human -and machine.

 

For the May 17, 2018 opening, swissnex San Francisco welcomed Mental Work co-founders, chief business officer Michael Mitchell, and chief scientific officer José Millán, (absent was chief visionary officer, Jonathon Keats) hosted a panel discussion of the scientific and conceptual elements of the showcase.

 

PHOTOS ASTRA BRINKMANN FOR SWISSNEX SF

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/

Nationalist youths retreat down the banking towards The Bogside as a Loyalist youth on Derry Walls prepares to stone them.

 

Just minutes before, the nationalist youths had thrown stones at the Loyalist youths.

 

Several tourists close to the famous Roaring Meg canon took cover as the stones ricocheted around them.

 

During the encounter both sides abused each other verbally and as I left the area more had begun to gather.

 

Meanwhile, at another section of the walls, a group, consisting of a number of underage drinkers, had gathered with their friends, apparantly oblivious to events further along.

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/

Collection of urban screens of all sizes

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/

YouTube used to have an fun interface for exploring videos that could be launched in fullscreen directly from a YouTube video page. I don't know why, but it seems like this feature has been disabled. This is a screenshot from January 2008.

 

Videos are represented by circles, and if I remember correctly, new and related videos appeared when you clicked a specific video.

Other than the doctored account number, this is a screen shot from my online water bill. Note that the payment history list is oldest first, while the billing history list is most-recent first.

 

I'm sure there's a reason for this. It's just not a good reason.

The GE-Zenon MBR process has a stand-alone operator interface.

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 TO GOD

Kunsthalle zu Kiel.

Collaboration with BjarneMelgaard and Snorre Ruch [music]. 2 CD’s, picture disc, four posters, 6 huge PVC banners, floor-texts, three tents with three videos

(Vortex, Nullo, Anim RMX), 132 page catalogue: Societé Anonyme.

 

©Halvor Bodin/Bjarne Melgaard/Snorre Ruch 2002

iPhone Home Automation Interface :

Lights Control

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