Showing posts with label screen. Show all posts
Showing posts with label screen. Show all posts

Thursday, January 03, 2013

Leap Motion :: gesture interface


Leap Motion is a 3D gesture input device for computers.

Saturday, April 17, 2010

One Laptop Per Child (OLPC) - The $75 Future Computer


The MIT professor Nicholas Negroponte project which aim to create the cheapest educational laptop.

Monday, June 08, 2009

Tangible Multi-touch Connectivity by NearInteraction

Tangible Multi-touch Connectivity from nearinteraction on Vimeo.


As part of Future Labs - Visual Experiences of the Future at FPC, Tangible Multi-touch Connectivity developed by NearInteraction explores the multi-touch gestural concepts of touch to activate, pinch to enlarge and scroll to select within a multi-user environment, combined with the interaction concepts of user-identity, networks, and behavioural lifespan through a metaphorical game.

Tuesday, March 31, 2009

In a near future we will take decisions in physical space based in real time digital information.


Pattie Maes & Pranav Mistry: Unveiling the "Sixth Sense," game-changing wearable tech
Pattie Maes is working on newly founded Fluid Interfaces Group, part of the MIT Media Lab. This group aims to rethink the ways in which humans and computers interact, partially by redefining both human and computer. In Maes' world (and really, in all of ours), the computer is no longer a distinct object, but a source of intelligence that’s embedded in our environment. By outfitting ourselves with digital accessories, we can continually learn from (and teach) our surroundings. The uses of this tech -- from healthcare to home furnishings, warfare to supermarkets -- are powerful and increasingly real

Sunday, January 27, 2008

Head Tracking for Desktop VR Displays using the WiiRemote



source: adverlab

Reactive Cube


The reactive cube, like a piece of paper or computer monitor screen is a form of visual medium. It is a more visceral kind of screen, designed to transform digital images into apparently physical objects.

It works by projecting a two dimensional image through a three dimensional mass - in this case water mixed with a specially formulated emulsion. The emulsion is composed of micro-sized particles of oil formulated to stay suspended in water. The projected light is captured by the oil and appears to become a virtually real object.

Each version in the series is based on a particular form of interaction. Some cubes respond to sound, another to the force of a person breath and the most recent draws a line around the edge of a person's hand. In each instance the interface has been made as transparent as possible, avoiding technology that comes between the user and their experience of what happens in the cube.


Later versions of the cube were developed in collaboration with Tom Roope of Tomato Interactive and Andy Allenson of Romandson.

Thursday, October 25, 2007

Try them virtually


071018_Megane_Top.jpg


"Glasses and contact lenses are noticeably big business all over Asia, so it’s no surprise to see a Japanese optician combining sales of spectacles with the venerable mobile phone.

galsses_diag.jpg


Glasses superstore Megane Top has just started a handy service where browsers of the frame selection on their mobile website can go one step further and try them on virtually."
Source: digitalworldtokyo

Wednesday, October 10, 2007

United Visual Artists's work


UVA's approach combines three disciplines: art direction, production design and software engineering. They tightly integrate these elements to deliver real-time, immersive and responsive experiences.
They work equally with LED, traditional lighting and projection technologies as sculptural elements.

Volume is a sculpture of light and sound, an array of light columns positioned dramatically in the centre of the V&A’s garden (last winter). Volume responds spectacularly to human movement, creating a series of audio-visual experiences. Step inside and see your actions at play with the energy fields throughout the space, triggering a brilliant display of light and sound.

Wednesday, September 26, 2007

LED Bubble Wall for O2


"A network of 22 bubble displays covers a two story wall in O2s flagship store on Oxford Street, London. Text moves in patterns and behaviours, taking various journeys across the wall, changing speed, fading up and down, and appearing to scale and distort. An option to email or SMS to the display was included."
Credits: IDEO, Durrell Bishop, Tom Hulbert

Monday, September 10, 2007

Handheld Projector by Xiang C


http://www.cs.toronto.edu/~caox/

Khronos Projector by Alvaro Cassinelli


"The Khronos Projector is an interactive-art installation allowing people to explore pre-recorded movie content in an entirely new way. A classic video-tape allows a simple control of the reproducing process (stop, backward, forward, and elementary control on the reproduction speed). Modern digital players add little more than the possibility to perform random temporal jumps between image frames.

The goal of the Khronos Projector is to go beyond these forms of exclusive temporal control, by giving the user an entirely new dimension to play with: by touching the projection screen, the user is able to send parts of the image forward or backwards in time. By actually touching a deformable projection screen, shaking it or curling it, separate "islands of time" as well as "temporal waves" are created within the visible frame. This is done by interactively reshaping a two-dimensional spatio-temporal surface that "cuts" the spatio-temporal volume of data generated by a movie."

Holographic video projection in Catwalk



"Diesel’s Creative Team (under the direction of Wilbert Das) based the show on an aquatic theme entitled “Liquid Space” and brought together Barcelona animation studio Dvein – who worked on the CGI visual effects and 3D animations – and Danish multi-media production agency, Vizoo, who provided the innovative technology for the show, which they had created themselves."
source www.creativereview.co.uk

Alexander McQueen

kameraflageTM Technology

kameraflageTM is a Context-Sensitive Display Technology. I believe this amazing tecnhology could be very interesting in creative development.
How it works? kameraflageTM technology encodes a layer of information that can only be viewed by the human eye when looking at an image of the scene taken by a camera. No software needs to be installed on a camera-phone or digital camera for kameraflageTM to work.

kameraflage fashionTM:
kameraflage fashionTM forces people to think about the reproduction of images in the age of ubiquitous digital imaging devices. Kenneth Cole once said that "In cities everyone is on camera hundreds of times each day. Will you be dressed for it?". kameraflageTM is uniquely positioned to allow designers to create garments and accessories that speak specifically to those who are viewing through a digital camera viewfinder or who view the resulting digital image.
kameraflageTM allows for a new level of expression for those who are required to wear a uniform. Students at private schools and employees of chain-stores will be able to express themselves to their cameraphone toting peers. Will entities that seek to enforce dress-codes be able to combat this technology? Because it is only perceptible within the confines of mediated reality (cyberspace), yet exists in physical-reality, any attempt to control this form of expression will result in forcing people to discuss this decidedly modern grey-area.
The first hand-made prototype was worn by international model anina.net at the 2006 Fall Fashion Week in Paris, France

kameraflage billboardTM:
kameraflage billboardTM technology allows advertisers to place messages in new locations and situations. There are locations where it is currently inappropriate to place branded messages. This is true for historic locations, galleries, museums, etc. Using kameraflage billboardTM advertisers can place their messages in these locations without altering the naked-eye experience. As soon as someone takes a photograph your message becomes apparent.
Encourage audiences to seek out your messages. Build your brand around an interactive experience, where discovery, sharing and technology play a leading role
http://kameraflage.com

Camera Phones Account for 87% of Mobile Phone Shipments in 2010


InfoTrends Study 2006
"The primary drivers behind this explosion are improvements in imaging functions (i.e. image sensors, zoom, and auto focus); rapid declines in prices for this functionality; higher speed wireless bandwidth; and easier-to-use handsets, services, and peripherals."