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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.
view at: bit.ly/xutxBc
Hi there! This is my new project: an Hi-tech Touch interface project! Use it to show your portfolio in a hi-tech way!§
This project has a modular structure : there are two modules of 6 placeholders that you can duplicate to add all photos/videos needed. The native project template comes with 12 placeholders for your photos/video. But There is also a version with 24 palceholders (bonus version!). Just import your photos, type your texts and you’ll be ready to render! In the help file I explain how to add more photos.
Main features:
HD native resolution (1280×720). 25 fps.
CS4 project. CS5 compatible.
1 min 30 sec length of native version (with 12 placeholders).
2 min 40 sec length of bonus version (with 24 placeholders).
No plugins required.
Easy to customize.
Step-by-step instructions included (pdf file) to change texts, video/photo, colors, add photo.
Free font used (txt with link).
Music and effects used in the preview are not included.
Enjoy!
Music track used in the preview is our bit.ly/wDI5mS song.
Sound Effects are made by bit.ly/AtZtKF and they’re available here : bit.ly/zB9i5X .
Please note that inside his “Electronic sound Pack” you’ll find also a track with all sound effects syncronized for this template, so you won’t have to arrange single effects inside the template (version with 12 placeholders).
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 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
Read more about this story on my blog. The article is now published online.
Grab today's RedEye (Friday, December 11, 2009) and flip to page 10. For over two years at my job I have worked very hard to perfect the data, the database and the web application that shows bike parking information to the public.
Just before I was temporarily laid off, I built an advanced search page that allows anyone to grab just the information they want and export it as an XLS file, compatible with Microsoft Office and OpenOffice.org Chart.
This is a screenshot of the RedEye PDF provided by the paper: 118 MB PDF.
See where the RedEye go their data: from the Chicago Bike Parking Public Interface.
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
Urban Interface of Caughlin Ranch & Humboldt-Toiyabe National Forest Fire that burned onto National Forest and came down canyon and burned homes in Reno. Photo by Steve Grimaldi, November 18, 2011. Credit: US Forest Service.
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/
"Indian scientist performs world’s first human-to-human brain interface"
An Indian scientist at the University of Washington has performed the world's first ever non-invasive human-to-human brain interface, in which one researcher was able to send a brain signal via the internet to control the hand motions of a fellow researcher.
This comes after researchers at Duke University in the US demonstrated brain-to-brain communication between two rats and Harvard scientists have demonstrated it between a human and a rat.
The university announced that researcher Rajesh Rao used Electroencephalography or EEG — routinely used to record brain activity non-invasively from the scalp — to play a computer game with his mind.
Across campus, researcher Andrea Stocco wore a magnetic stimulation coil. Stocco's right index finger moved involuntarily to hit the "fire" button as part of the first human brain-to-brain interface demonstration — the thought that was transmitted by Rao.
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/
Burning in the urban interface. Smoke from the A-1 prescribed burn on the Flagstaff Ranger District of the Coconino National Forest drifts through the Baderville subdivision just northwest of Flastaff, Arizona. Returning fire to the ponderosa pine ecosystems of Northern Arizona is a key 4FRI goal---but requires coordination to comply with air qulaity standards and minimizing the effects on local populations.
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/
Jef Raskin, 2000.
If you are programmer, designer, geek or interested in GUIs you should read this book, you may disagree with many if not all Raskin's ideas, but you'll read a different viewpoint about our modern GUIs.
Quotes from the book:
"All that they see is the interface. As far as the customers is concerned, the interface is the product" p.5
"A computer shall not waste your time or require you to do more work than is strictly necessary" p.6
"We must master an ergonomics of the mind if we want to design interface that are likely to work well" p.10
"Customization sounds nice, democratic, open-ended, and full of freedom and joy for the user, but I am unaware of any studies that show that it increases productivity or improves objective measures of usability or learn-ability" p.49
"The content of a text file is its own best name" p.119
Why we need in modern operating systems to save our files and choose names for each file? the computer should save my work automatically without asking for a filename, and it should provide a quick way to find any content in my system.
SXSW Launchpad 2016 “Using VR in Storytelling”
PANELISTS:
· R.B. Brenner, Director, School of Journalism, The University of Texas at Austin
· Deepak Chetty, UT3D Lecturer in Virtual Reality, The University of Texas at Austin
· Shannon McGregor, Ph.D. Candidate, School of Journalism, The University of Texas at Austin
· Luis Francisco-Revilla, Manager and Research Associate, Visualization Interfaces and Applications Group, Texas Advanced Computing Center, The University of Texas at Austin
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/
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/