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Maria Gurova

Virtual Reality Is the Most Powerful Artistic Medium of Our Time - 0 views

  • “When the zeitgeist is moving, art usually goes hand-in-hand with it,” says Rossin, describing a world in which we’re constantly glued to our iPhones, Androids, laptops, and tablets as much if not more than we are to the faces of fellow humans. Mediums have historically risen from the predominant technology and social relations of the time in which they exist
  • “Because of the level of sensory overload we experience on a day-to-day basis, we need to have this fully arresting experience in virtual reality in order to get a total sense of vertigo from a work of art,”
  • Enveloping, consciousness-bending experiences aren’t “just to escape life,” says Rafman. “But to create a total experience that will create a feeling that is qualitatively new. That is ultimately the most radical thing.”
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  • “Ultimately, new technology can reveal desires that already exist on a deep level in society,” says Rafman of the works, which pull from and amplify the seductive forces of video games and cinema. “This desire to escape completely into another dimension has existed for a long time.”
  • Virtual reality’s recent resurgence in prominence begins with Oculus and its visionary 23-year-old founder, Palmer Luckey. In 2012, the then-18-year-old with an affinity for retooling defunct ’90s VR headsets took a hacked-together model to Kickstarter with a funding goal of $250,000. A month later, over 10,000 individuals contributed $2.4 million to the campaign for what was at the time mainly aimed at being a gaming peripheral. Two years later, Facebook wrote a check to buy Oculus VR for $2 billion
  • “This is not a drill. It’s real. It’s a moment,” says Michael Naimark, Google’s first resident virtual reality artist (like Char Davies, he’s listed as a pioneer of VR on Wikipedia). “And the arts community can play a huge role in propagation.
  • Throughout art history, art has reflected the prevalent social relations of the time. It makes sense, then, that the most relative and innovative art forms being produced today would mirror our reality—one defined by a perceived sense of agency in a world filled with invisible algorithms and clicks baited to us by past clicks. The internet spoils us with infinite choice: opportunities to invent our personas, refashion our self-brands, optimize our lives, and enhance our experience. But with mega-corporations quietly holding the joystick, can we really self-determine our destiny?
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    on how contemporary are embraces VR, what artist can do to explore, explain and populate the exciting technology.
Anton Vorykhalov

Netherlands Has First Nationwide Internet of Things Network | Digital Trends - 0 views

  • Netherlands first to establish nationwide Internet of Things network
  • Three initial projects give a sense of the scope and types of application that will make up the Internet of Things. At the port of Rotterdam, depth sounders have already been outfitted with sensors and network connections. An experiment at Utrecht will connect all railway switches so they can be monitored centrally. And at the Schiphol airport in Amsterdam, a major European hub busier than JFK and Miami International combined, tests with baggage handling are already underway. If you think of the number of pieces of luggage moving through the worlds sixth-busiest international airport you begin to get a sense of the scale of applications for IoT. If each piece of luggage has an IoT tag, nothing should be unaccounted for.
Vladimir Antonov

Scientists create a prototype for the human skin|Interesting E... - 0 views

  • What makes this device very interesting is that it is extremely cheap to make. Replicating the human skin involves creating a device that can detect pressure, touch, proximity, temperature, humidity, flow, and pH levels all at the same time. In order to achieve this, one would expect that highly sophisticated sensors and circuits will be used. That does not happen to be the case. This team used common household items such as sticky notes, napkins, aluminum foils and sponges to create the paper skin. The whole device cost only $1,67 to make.
  • “My vision is to make electronics simple to understand and easy to assemble so that ordinary people can participate in innovation.”
  • Compared to various pricey sensors out there, the paper skin looks to be a good alternative with many potential applications. According to test results, it has already been seen that the paper skin performs on the same level as the more expensive sensors currently available.
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  • “Compared with the sophisticated and complex artificial skin platforms found in the literature, Paper Skin not only provides the most functionalities on one platform, including 13-cm range proximity sensing, but also displays improved sensing performances over the highly expensive counterpart materials,” said Joanna Nassar, an electrical engineer at KAUST and the lead author in the research work.
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    science's getting cheaper
Vladimir Antonov

Self-driving cars: Honda aims for highway-capable model by 2020- Nikkei Asian Review - 0 views

  • - Honda Motor plans to offer cars that can drive themselves on highways by around 2020
  • With Toyota Motor and Nissan Motor having announced their plans, the three largest domestic carmakers now have timelines for self-driving vehicles.
  • Honda this year started adopting what it calls Sensing technologies
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  • automatic braking, help avoid hitting pedestrians and perform other functions
  • Autonomous cars are expected to reduce traffic congestion and accidents, in addition to easing the burden of long-distance driving for the elderly and others
  • speeding up development of related technologies such as mapping features and sensors.
  • Western automakers and technology giants like Google are also developing self-driving vehicles
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    Honda Motor plans to offer cars that can drive themselves on highways by around 2020, part of an attempt by Japanese automakers to move ahead of foreign rivals in this new high-tech field.
Maria Gurova

Study: Lego faces have been getting 'angrier' over last 20 years (Wired UK) - 1 views

  • The University of Canterbury team, led by Christoph Bartneck of the university's Human Interface Technology Lab, wanted to explore one way Lego might be influencing children through play. Toys, and play time, are considered vital to the development of emotional understanding in children, and with an average of 75 Lego blocks per human on Earth it makes sense to see what kinds of emotions Lego is presenting to children
  • On average, heads displayed 3.9 different emotions, which means that for a lot of the faces their emotional state is reasonably complex and ambiguous.
  • We cannot help but wonder how the move from only positive faces to an increasing number of negative faces impacts how children play
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  • Lego is moving towards a more conflict based play themes
  • the children that grow up with Lego today will remember not only smileys, but also anger and fear in the Minifigures' faces
Maria Gurova

The Future Of Cinematic Pleasure: 3D Movies & Beyond - Hongkiat - 1 views

  • Non-intrusiveness aside, another reason why the idea of not having to wear special 3D movie glasses is so welcomed is because we want to see images in 3D with our naked eyes (or with our glasses or contacts) where we just don’t feel “artificial”.
  • we would naturally be more intrigued by otherworldly universes which we don’t encounter in our daily lives, and thus crave to experience them in their fullest glory (i.e. in 3D or 4D).
  • “Otherworldly” here applies to the many computer-animated, Sci-Fi and any other movies where their settings are not what you see every day (e.g. Titanic and Avatar
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  • physiological arousal: eliciting moviegoers’ “fight or flight” responses. This is the same adrenaline rush we crave whenever we watch horror films to give ourselves a good scare.
  • Optimistically speaking, 4D films should have much more potential within and opportunities to exploit since they have the other four senses to pick and augment on
Maria Gurova

The Movie Theater of the Future Will Be In Your Mind | Tribeca - 1 views

  • Merging SEGA technology and BBC Earth content, the new attraction takes visitors on a multi-sensory journey to explore animals and nature through sight, smell, touch and sound.
  • The venue includes one of Japan’s largest screens (131 ft W x 26 ft H) with remarkable visual and sonic resolution and 12 separate walk-through entertainment zones
  • evolve into large-scale public attractions becoming urban theme parks, where cinema is only part of the experience
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  • The merging of real and projected worlds will produce a seamless experience – a complete illusion of being part of a film.
  • A truly dramatic change will come once scientists discover a way to manipulate senses directly through the brain. That is when cinema will quite literally start to merge and replace real life
  • One will be able to choose between real-life exploration or a fictional quest with chosen characters. Since memories will be recorded, one would be able to include anyone they have ever encountered, including favorite celebrities or fictional heroes.
  • Just as 3D films are only exciting for the first few minutes, characters, events and conflicts will continue to drive cinema of the future.
Maria Gurova

James Cameron on the Future of Cinema | 40th Anniversary | Smithsonian - 1 views

  • The technology has changed but the basics of the job haven’t. It is still about storytelling, about juxtaposing images, about creating a feeling with images and music. Only the technical details have changed
  • I think there will be movie thea­ters in 1,000 years. People want the group experience, the sense of going out and participating in a film together
  • I think it will be standard in 4 years, not 40. We will have a glasses-free technology in five years at home and three years for laptops. The limiting factor is going to be content. You can’t rely on a few films a year for this. It is going to have to be 3-D broadcast sports, scripted television, non-scripted television and reality television
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  • Hollywood is also the place for filmmakers who want to make movies for a global market. China and Russia make films for their own markets, but I don’t see the likelihood of those places replacing Hollywood
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    James Cameron believes that despite of exciting new technology - making movie is and will always be about the story. also he is certain that going to watch a movie together is a shared group experience that audience will still be looking for in the future, no mater how advance the in-home technology will be
Maria Gurova

Frustrated? Confused? Learning software could watch your face for signals and match con... - 0 views

  • they were able to show that automated facial expression recognition could be nearly as accurate as human recognition in analyzing a wider range of student movements and gestures.
  • emotionally-aware software isn’t without ethical and privacy questions, but it opens the door to technology that’s even more engaging and that fits more seamlessly into our lives.
  • Those
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  • types of technologies could be used to generate more personalized digital experiences
  • emotion-sensing technology could build on the already booming field of adaptive learning software that assesses students’ mastery and delivers content appropriate to their skill level.
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    New face expression technology that is used for learning within computing classes, but can also be used in media and entertainment 
Maria Gurova

Little Girls Losing Love for Barbie: Is Body Image to Blame? | TIME.com - 1 views

  • the decline in popularity of the iconic Barbie doll, sales of which fell 12% — the fourth quarter in a row that Barbie turnover declined year-over-year.
  • One possible explanation is body image
  • “There was a sense that you wanted to expose little girls to role models that were a little more diverse and not so stereotypical, so they tried to make Barbie active and gave her all kinds of activities to do and tried to make her more interesting than a beauty queen.”
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  • So what are the alternatives to Barbie? American Girl dolls look a lot more like, well, girls. They’re chubby-cheeked, freckled, and breast-less.
  • Monster High dolls. Mattel asserts that they convey a healthy message to growing girls. “The message about the brand is really to celebrate your own freaky flaws, especially as bullying has become such a hot topic,”
Maria Gurova

1: Scentography | Check It, Proust: A "Camera" That Captures Memorable Smells | Co.Desi... - 1 views

  • Our tastes and impulses are hyper-visual, which contributes, some say, to a flattening of experience, dulling what would otherwise be enriched by the input of our other senses
  • Her “Scentography” camera aims to introduce other sensory channels into the mix that would more vividly capture memories--namely, through smell
  • Just place the plastic dome over the object whose scent you want to extract, then attach an “odor trap” over the central mechanism. The unit is connected to the dome and trap via a set of tubes that suck the scents from the former to the latter
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  • the reconstitution of scents in liquid form which is subsequently stored in capsules--remains speculative
al_semenchenko

Gamasutra - Exploring a future of 'transmogrified reality' game design - 0 views

  • many developers are concerned about the dangers (physical, mental, or cultural) of asking their audiences to strap on a vision-obscuring headset for hours at a time. 
  • Long-time game designer and current Google game design chief Noah Falstein's personal favorite is "transmogrified reality" --  an approach to game design that relies on new 3D-sensing phones and tablets, combined with inexpensive head mounts, to seamlessly integrate the virtual with the real.
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    There are still many challenges for designers to adopt capabilities of VR and be able to deliver compelling product. One of the solutions requires much more than just a VR headset. Noah Falstein presents his concept of "transmogrified reality". An environment filled with various devices that work together to create new user interactions in VR-world that are not just possible, but also convenient.
Anna Dubinina

Relationships with Robots: Good or Bad for Humans? - 0 views

  • making robots look like humans or cute animals, we may develop emotional affinity toward the machines
  • . This could help promote trust with users—but perhaps also overtrust?
  • Robots are tools, but they are tools that sometimes hold meaning for people that interact with them, or through them, as when robots are teleoperated at a distance
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  • In addition, sometimes robot operators insert a very clear extension of themselves into the robot, much like we see people invest in game avatars
  • I’d also categorize extending a sense of oneself into a robot as a form of attachment.
  • In ten or twenty years, when humanlike and animal-like robots are employed in a more drone-like way from a greater distance, will a similar user self-extension or new human-robot social phenomenon cause any hesitation during human-directed tasks and effect mission outcomes?
  • As AI and robots become more involved in our models of everyday life, I believe there will be a spectrum of emotional responses toward robots depending on their roles (for instance, caregiver, educator, industrial, companion, etc.) and individual user tendencies.
  • A consequence of purposeful design for attachment is that objects of attachment trigger the owner’s emotions in situations like decision making, and so can be agents of persuasion or otherwise effect someone’s actions
  • The bottom line is that these human-AI/robot interactions are transactions and not reciprocal, and therefore probably not healthy for most people to rely on as a long-term means for substituting organic two-way affectionate bonds, or as a surrogate for a human-human shared relationship
  • Is attachment to a robot problematic ethically?
Anton Vorykhalov

bcg.perspectives - What's Ahead for Car Sharing? - 0 views

  • When Car Sharing Makes Sense
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    Economic analysys of efficiency of car sharing based on different usage profiles
evgeny lavrov

http://www.wired.com/partners/bnymellon/futureofmoney/ - 0 views

  • M-Pesa’s success has been phenomenal. Recent statistics show that fully one-quarter of the Kenyan economy flows through M-Pesa.
  • Other countries are taking a crack at a similar mobile digital currency. Vodacom
  • has launched M-Pesa in other African nations, as well as India and parts of Eastern Europe. In Latin America, Ecuador recently announced it would launch a nationwide digital currency, residing largely on people’s smartphones
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  • digital currency will bring the same safety and ease of monetary transfer that the M-Pesa has to Kenyans to the roughly 40% of Ecuadoreans who don’t have access to a bank account. Plus, it offers Ecuadoreans the opportunity to start saving
  • What is increasingly evident is that the traditional role of banks is being reimagined by non-banking software and hardware companies
  • Bitcoin will increasingly enter the mainstream and challenge the traditional rails of finance along which money has moved.
  • Goods of all kinds can reach customers in places that just didn’t make financial sense in the past.
  • This leads to the increased competition for all kinds of things, especially for information-based products and services that the United States leans on for much of its economy. Digital currencies, Bitcoin in particular, will lower economic barriers.
  • It might be different kinds of loans, payroll and other small business services and specialized accounts that serve specific needs and populations.
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