Somewhere on the outskirts of Marrakech, Morocco, inside a vault housed beneath the shadow of the Atlas Mountains, there sits an engraved silver-and-nickel box with the potential to spawn a shift in the way music is consumed and monetized.
The lustrous container was handcrafted over the course of three months by British-Moroccan artist Yahya, whose works have been commissioned by royal families and business leaders around the world. Soon, it will contain a different sort of art piece: the Wu-Tang Clan’s double-album The Wu – Once Upon A Time In Shaolin, recorded in secret over the past few years.
“If our generation can be defined artistically in a single way it is that of the collector-archivist. We are naturally disposed towards nostalgia, and deep freeze cultural informatics is our greatest cybernetic feat. To understand the euphoria and confusion of my generation is to loop the part of Bill & Ted’s in which Beethoven rips a decisively Steve Vaiesque guitar solo on a synthesizer, and thus we intrinsically understand the nature of the eternal rip.”—Daniel Lopatin
Pretotyping is an approach to developing and launching innovation that helps you to determine if you are building the right it before you invest a lot of time and effort to build it right. Pretotyping helps you to fail … but fast enough and cheaply enough that you have time and resources to try something different. A pretotype is a partially mocked-up of the intended product or service that can be built in minutes, hours or days instead of weeks, months or years
“Swatch chief executive officer Nick Hayek confirmed the watchmaker has talked to several companies about their wearable products, but he is not interested in forging a partnership with any group. Hayek says his reluctance to work with Apple and similar companies comes from his desire to protect Swatch’s advancements in ergonomic design, longevity and battery life, but he also has been critical of the iWatch, proclaiming publicly the smartwatch won’t be “the next revolution” for Apple. […] Jean-Claude Biver, president of Watches and Jewelry at LVMH, claims Apple unsuccessfully tried to poach employees from his Hublot brand as well as from other manufacturers who make precision parts for these luxury watches.”—Swiss Watchmakers Rebuff Apple’s Partnership and Hiring Advances
This essay and map originally appeared in Boom: A Journal of California. Touring around California, you could be forgiven for thinking you’re living in the future, and not just because of the Silicon Valley wizardry that surrounds us all. We also have to thank Hollywood’s movie magic, which has turned…
Cloak scrapes Instagram and Foursquare to let you know where all your friends, “friends,” and nonfriends are at all times so you never have to run into that special someone. Think of it as the antisocial network.
the use of unmanned robotic space missions has resulted in a decrease in the public’s awareness of space travel and exploration as an endeavour directly involving humans: in effect, from being a race between humans, to being a race by robots controlled by humans. A succinct example of this is a comparison between the intense drama of the 1970 manned Apollo 13 lunar mission, in which U.S. astronauts seemed to be trapped in space, and the 2004 Mars landing of the robotic explorers, anthropomorphised with the names Spirit and Opportunity. Public fascination and elation at the recovery of the 1970 astronauts was widely acknowledged and then revived in the movie of 1995, but 24 years later NASA never made any attempt to recover Spirit and Opportunity. The little robots were left there, far away out in space … and they’re still there
Lëkki offers a range of vintage, revamped mobile phones and video game devices, fun and coloured. Our selection brings together the most legendary electronic devices of the 90’s. With their original designs and basic features, these retro devices have rediscovered their beauty thanks to a new shiny paint. More than 10 years after their releases, here they are, back to busniess, with a strong message.
If you look at these big acquisitions like Nest and Oculus, you might scratch your head. What does a Apple-style proprietary closed thermostat have in common with Google’s mobile strategy? What does a Virtual Reality headset have to do with Facebook’s social graph? Nothing in both cases.
But the roadmap has been clear for the past seven years (maybe longer). The next thing was mobile. Mobile is now the last thing. And all of these big tech companies are looking for the next thing to make sure they don’t miss it.. And they will pay real money (to you and me) for a call option on the next thing.
It isn’t clear if the next thing is virtual reality, the internet of things, drones, machine learning, or something else. Larry doesn’t know. Zuck doesn’t know. I don’t know. But the race is on to figure it out.
As someone who always felt like they were born five or ten years too late, I felt like we were on the cusp of a new paradigm that I might be able to play around with. I could be part of the early efforts to work out best practices, and while I have no doubt that in ten years we’ll look back at the problems with early VR applications in the same we look back at GUI problems with early PC games, it still felt exciting to me. My head started spinning with potential applications and how to deal with all the issues (how do you do gui? how do you deal with locomotion? what input do you use? what happens if the player leans far enough forward to clip into a wall? how do you prevent vr induced existential crisis?)
This system enables humans to provide care for pets even though they are physically not together. The system enables a human to remotely touch her pet which is kept at home while she is away(in her office), and at the same time monitor the movement of the pet. This is realized by using a doll, which resembles the real pet located remotely, sitting on a mechanical positioning table. The pet owner interacts with the real pet by touching the doll.
Even though technology evolved at a crazy pace the last 100 years, the humble button has stayed at the center of it all. What is its past, its future? Why is it important? What does it say about the interaction between humans and technology? Pictures, stories, revelations, movies.
This article is an exploration of interaction. It is likely to appeal most to designers with a particular interest in the low-level mechanics of basic actions. It does not intend to set out facts and figures, rather its intent is to pose questions, provide suggestions, and present possibilities. The focus is on the abstract, where exploitation of interaction is not considered or considered only in moderation where necessar
Our living cities can be more like the ones we experience in computer games – aware of their own rich identity, affording more opportunities for narrative, interaction and play – if the architecture and infrastructure were designed with these affordances in mind.
This isn’t necessarily about vertigo-inducing stunts or god-like power play, but there is still the potential for contextual, located fun and intervention points to be soft- and hard-built into the city systems. The challenge is partially about trust – a trust between denizens and governing bodies. Play is inhibited when permissions are removed and activity is restricted, for the sake of our safety and protection.
I claim that home automation is an EasyHard problem. The engineer in all of us assumes it is going to be simple: walk in a room, turn on the lights. What’s the big deal? Now, I’ll admit, this rule does indeed work most of the time, but here are series of exceptions that break down:
Problem: I walk into the room and my wife is sleeping; turning on the lights wakes her up. Solution: More sensors — detect someone on the bed.
Problem: I walk into the room and my dog is sleeping on the bed; my room lights don’t turn on. Solution: Better sensors — detect human vs pets.
Problem: I walk into the room, my wife is watching TV on the bed. She wants me to hand her a book, but as the the room is dark, I can’t see it. Solution: Read my mind.
“Dragging on an electronic cigarette, Molyneux recalls using awkward “virtual reality” headsets in 1980s arcades. “It was a very different kind of VR,” he says. “The Oculus Rift and the Sony stuff is a great step forward, but I want more. Really, what VR is, is immersion. I want my eyes to be immersed, my ears to be immersed … I want to touch things in the world and I want to be able to see my hands.””—Engadget
The Argus II Retinal Prosthesis System (“Argus II”) is the world’s first and only approved device intended to restore some functional vision for people suffering from blindness. Argus II is approved for use in the European Economic Area (CE Mark) and will be available soon in some European countries.
“Once I tried to shoot a cluttered street of dirt and mud, trickles of sewage winding out of houses onto the road and garbage strewn about the alleyway. “Not there,” Moustapha said. “That’s dirty. Why would you shoot that?” It was a legitimate question. Equivalent, perhaps, to a Tuareg filmmaker coming to Portland to make a film about the noise scene, and stepping into my bathroom. While I had imagined that a film could both be a fictional tale and convey the ethnographic glimpse into the realities, the shoot seemed to lead us deeper into an ethnographic fiction.”—Christopher Kirckley
Every day, we use our computers to perform remarkable feats. A simple web search picks out a handful of relevant needles from the world’s biggest haystack: the billions of pages on the World Wide Web. Uploading a photo to Facebook transmits millions of pieces of information over numerous error-prone network links, yet somehow a perfect copy of the photo arrives intact. Without even knowing it, we use public-key cryptography to transmit secret information like credit card numbers; and we use digital signatures to verify the identity of the websites we visit. How do our computers perform these tasks with such ease?
Addicted Toasters (see the project website) are toasters that love to be used, toasters with agency and desires, toasters that get jealous of other toasters that are appreciated more. Addicted Toasters, which are connected to each other via the internet, don’t have owners but they do know how their fellow Toasters are faring. If you don’t use an Addicted Toaster enough, it will try to get itself transported to someone else that makes more toast.