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Dan R.D.

Selected Interactive Graphics - The New York Times - 0 views

  • 2008 Elections From the Jan. 3 Iowa caucuses to the Nov. 4 general election, information graphics were a major component of the New York Times election coverage. Interactive maps on the nytimes.com home page and inside the web site were rich with information, but easy to navigate.
  • 2008 Olympics Coverage In August 2008, The New York Times graphics department published more than 30 interactive graphics covering subjects ranging from the Olympic torch to the medal count. The package included graphics produced in advance of the games, plus more than a dozen produced on deadline analyzing results from a vareity of events. Because NBC tape-delayed the showing of many events, these graphics frequently were readers' first visual picture of how a race was won.
  • Flight 1549 Lands in the Hudson River When U.S. Airways Flight 1549 made an emergency landing in the Hudson River, graphics editors immediately began reporting what happened in the air, building 3-D models of the plane and developing an interactive graphic. The graphic was initially published the same day as the emergency landing, and updated over the next several days as more information was released. Published Jan. 15, 2009
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  • Inaugural Words An interactive graphic published this January shows the number of times words were used in inaugural speeches. Readers could view the use of the word in context, and then read the entire speech, or compare the words used by every president to date. Published Jan. 17, 2009
  • Twitter Chatter During the Super Bowl Using data gathered from Twitter's API, this mash-up shows what words people around the country were tweeting minute-by-minute as the Cardinals and Steelers battled it out on the field. Published Feb. 2, 2009
  • Where Immigrants Settled An interactive map shows where immigrant groups settled across United States over the last century. Readers can drill into more than 20 different immigrant groups and see the number who lived in each county in the U.S. at the time of every census since 1880. Published March 10, 2009
  • The Year in Markets An interactive graphic produced for the nytimes.com home page explains how 2008 became a dismal year for the financial markets. Published Dec. 31, 2009
  • Mapping Parking Tickets A interactive graphic mashes up data on the number of parking tickets given on each of 80,000 blocks in New York City with a Google street map. Published Nov. 28, 2008
  • The Danger of Digging Deeper An information graphic explains the risks involved in a new project that attempts to harvest geothermal energy from hot bedrock in an area prone to earthquakes. Published June 23, 2009
  • Failed Prostate Procedures An interactive graphic explains how brachytherapy — a procedure to treat prostate cancer — is commonly performed, and how a cancer unit at the Philadelphia V.A. botched 92 of 116 procedures. Published June 20, 2009
D'coda Dcoda

#newsrw: Keep the audience interested with interactivity [27May11] - 0 views

  • Paul Bradshaw, visiting professor, City University and founder of helpmeinvestigate.com used the principal of toys to give ideas on developing the data story and explained the importance of  “future proofing the information we are gathering”, saying “that’s one of the big commercial imperatives”.
  • Conrad Quilty-Harper, data mapping reporter at the Telegraph, explained how creating maps adds to a story by using the example of a map on bike sharing schemes he created (though did not publish) using “Google Fusion Tables and a bit of javascript”. He recommends Google Maps and says the trailblazer of a news site using Google Fusion tables is the Texas Tribune.
  • My proudest example” was a live interactive Royal Wedding map which “worked brilliantly for three hours”. It showed some of the best tweets and were geolocated on the map. “We’ve got the data and we’re going to analyse it and do something with it in the future,” he said. “It tells you what people in specific locations were thinking”. The Telegraph would like to use the technology in a crisis news story, such as an earthquake or conflict.
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  • One of the Telegraph’s examples Quilty-Harper gave was a map of what the UK would look like if the 2010 election was decided by people voting under the AV. He said the Telegraph is moving away from Flash graphics, which is not supported by the iPad.
  • Alastair Dant, lead interactive technologist at the Guardian, gave a run down of how news websites use interactive content.
  • OWNI considers itself a think tank and as describes what they do as “augmented journalism”.
  • “There’s a lot of under used resource” in the UK when it comes to creating maps, Quilty-Harper explained, saying the US is ahead of the game. He gave a tip that the Met office has an amazing resource of data on weather. Federica Cocco is editor of OWNI.eu and demonstrated the power of bloggers, data journalists, activists and graphic designers working together.
  • He listed the use of photos, slideshows, the interactive timeline, maps, charts and graphics, open-ended systems or “games”, which are interactive and allow users to make choices about what should happen, for example.
  • His view of the future is one of “lots of screens” as people use phones and tablet devices and of HTML5, which provides cross browser compatibility, overcoming the current problem.
  • Dant’s three tips for making interactive content are: 1. Google Fusion Tables 2. Tableau 3. Dipity, which is for timelines.
  • A question on how interactivity affects the audience and visitor numbers resulted in Paul Bradshaw discussing how many interactive maps and graphics go viral.
  • “With interactivity you get engagement”, Bradshaw said, and people spend a lot more time on the page – five times longer in the case of the data store, Bradshaw said.
Dan R.D.

Don't Buy a Dual-Core Tablet Until You See This Video [29May11] - 0 views

  • The first dual-core Android tablets only arrived in February, but Nvidia is already showing off an improved quad-core chip that’s expected to power tablets by August. The system-on-a-chip, codenamed “Kal-El,” has four computer cores and a dozen graphics processors that will offer a huge performance boost in mobile devices. Nvidia announced the chip in February, with support for 1440p video playback, which is higher than most HDTV sets.
  • Kal-El should bring faster device response times, vastly improved graphics, quicker camera applications and more. But perhaps the chip is too impressive when it comes to product timing.
  • the first dual-core tablets launched in February and slates using this new quad-core chip could be available by August, that means the very young Google Honeycomb tablet market is essentially running through a product cycle in six short months
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  • Nvidia expects handsets to run on Kal-El chips by this holiday season.
  • This year might be known as the year of dual-core chips, but if Nvidia has anything to say about it — not to mention competitors such as Qualcomm, Texas Instruments, Marvell and others who are working on their own faster chips — 2012 is looking to be the year of quad-core devices.
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    http://diigo.com/0hk0y - I'm going to wait for a Kal-El device.
D'coda Dcoda

Building Mobile Web Apps the Right Way: Tips and Techniques [09May11] - 0 views

  • Here’s a quick breakdown of the big differences between desktop and mobile platforms: Mobile device hardware is smaller and generally tends to have lower hardware resources than desktops/laptops. Smaller screens bring about different design considerations and challenges. Touchscreen technology introduces new interaction concepts that differ from traditional input devices (keyboard and mouse). With a mobile device, internet connectivity is not always as reliable as a hard-wired broadband connection, which means internet connectivity is a concern and data transfer could be significantly slower. Although these sound as if they are hurdles to get over, with careful thought and consideration, there’s no reason why they should be. Touchscreen technology is exciting. The smaller screen design will really make you think about how to get the user to interact with your mobile web app in the most satisfying way possible. What we should really be doing is looking at the list of differences above and seeing opportunities to deliver our content in a different way. Building mobile web apps will be a paradigm shift from traditional web development and web design.
  • In the next sections, we will discuss development/design considerations, as well as concepts and techniques for building mobile web apps.
  • Keep File Sizes Small
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  • Dealing with Image Performance We want to try to get rid of as many images as we can. For the images we keep, we want them to be as lightweight as possible. If images are a necessity for particular parts of your mobile web app design, then there are a couple of extra steps we can use to trim off any excess fat from your files.
  • Use Adobe Fireworks for Transparent PNGs
  • Using ImageAlpha If Fireworks sounds like too much of a bother, check out ImageAlpha. Once installed, all you need to do is drag your images into its main window and then tweak the export settings to remove excess data from the images.
  • To learn more about using PNGs in web designs, see the Web Designer’s Guide to PNG Image Format.
  • Leveraging CSS3 Mobile web browsers these days are pretty advanced. Android devices use a mobile version of Google Chrome, whilst the iPhone does the same with Apple’s Safari. Some mobile devices come with mobile Opera and others allow you to install a browser of your choice such as mobile Firefox. So we’re talking about some pretty good browsers in terms of CSS3 and HTML5 feature support. CSS3 allows us to render things through code that would previously have required an image. We can use color gradients, draw rounded corners, create drop shadows, apply multiple backgrounds to HTML elements, and more — all of which can help improve performance and decrease development times.
  • If you look at a typical application interface via your smartphone, it’s almost guaranteed that you’ll find CSS3 being used.
  • By using CSS3, we can reduce data transfer — particularly images and possibly excess HTML markup. We let the browser and the device do the work to render the interface more quickly.
  • HTML Canvas If you fancy a little more work, then you can improve speed even further using the canvas element. Although using CSS gradients eradicates the loading of a physical image, that method still causes the device’s rendering engine to construct an image in the browser, which can result in a performance reduction depending on the device and browser.
  • Hardware Acceleration When it comes to mobile web apps, Apple’s mobile devices are a major consideration that we need to be aware of because of the current popularity of the iPhone and iPad. Safari 5 (on all platforms) brings hardware acceleration into the mix. If you’re not familiar with the feature, Apple describes it as follows: "Safari supports hardware acceleration on Mac and PC. With hardware acceleration, Safari can tap into graphics processing units to display computing-intensive graphics and animations, so standards like HTML5 and CSS3 can deliver rich, interactive media smoothly in the browser."
  • Be Cautious of CSS3 Rendering Performance As brilliant as CSS3 is, certain properties can slow down a web page. WebKit-based browsers, for instance, really seem to struggle with shadows in particular, so just be careful that you don’t apply too many of these to elements of your interface until the issue has been resolved.
  • Consider the Offline User Experience Finally, let’s briefly discuss HTML5 offline data storage.
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    Very useful, but visit site for complete "how-to"
Marc-Alexandre Gagnon

CloudSigma adds SSDs to its public cloud - Cloud Computing News [08Nov11] - 0 views

  • Cloud provider CloudSigma has become the first to add solid-state-drive storage to its public cloud computing service. SSDs (aka flash memory) are well known for their ability to significantly increase storage I/O performance and decrease power consumption when compared with hard disk drives, but until recently they have been too expensive for consideration in most data centers that aren’t backed by serious computing needs and deep pockets. That’s starting to change with the advent of new companies promising ever-lower prices on enterprise-grade flash storage, but making flash available as a service to cloud customers is still relatively unheard of.
  • However, adding flash is just par for the course for CloudSigma, which has been making a name for itself on high performance and customer choice since launching in the United States recently. The company’s U.S. presence is based out of the mind-blowing SuperNAP data center in Las Vegas, and CloudSigma chose 10 GbE interconnects as its standard to ensure its cloud can fully utilize the throughput horsepower of new technologies like flash. A couple weeks ago, it announced support of Oracle’s Solaris operating system, which also is unique among cloud providers (although Amazon Web Services does support OpenSolaris).
  • Although SSDs in the cloud are cool enough by themselves, they’re part of a larger trend toward making cloud computing a more palatable delivery model for all types of workloads. What began as a platform for hosting web applications has expand to enterprise apps such as ERP software from SAP, and even into massively parallel HPC workloads. AWS even offers GPU instances on an HPC cluster, which has resulted in several companies benchmarking AWS as among the fastest supercomputers in the world. Jenkins said CloudSigma will “absolutely” offer GPUs at some point, and might even go as far as to expose specific processors for rendering digital media.
D'coda Dcoda

Research: The Educational Value of Serious Games [11Mar11] - 0 views

  • Literacy has evolved beyond the definition of the ability to read and write. Literacy now includes the ability to seamlessly interpret on-screen information, such as the graphics in a videogame, and the ability to rapidly decode symbols. To be effective, gamers must be able to quickly decipher each game’s symbols and conventions, which is essentially what good readers have to do in terms of deciphering the alphabetic code.
  • Serious Games are not replacing literacy activities, they ARE literacy activities.
  • Literacy specialists are just beginning to investigate how reading on the Internet affects reading skills. Students are developing new reading skills that are neither taught nor evaluated in school.
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  • Educational practices need to recognize today’s participatory culture and to find different ways of delivering content. Today’s new cultural competencies include the ability to navigate across different kinds of media and to “mashup” the various media content. Games are the ideal model for combining content in different ways and incorporating problem solving. There is a need for educators need to see games as an alternate learning system.
  • Games today can be divided into entertainment and Serious Game categories. Games are getting much more realistic, and can be incredibly motivating. The use of Ggames as entertainment may be dwarfed by Serious Game applications
  • Videogames, based on the training of socially valued practices, will create an educational system in which students learn to work and think as professionals. The purpose is not to train students for these professions, but rather to provide students with an opportunity to see the world in a variety of ways that are fundamentally grounded in meaningful activity and aligned with core skills, habits, and understandings of a postindustrial society. Games will help students create representations of professional knowledge.
  • Videogames are very effective at teaching logical, consequential thinking. U.S. Army studies indicate playing videogames as much as ten hours can improve the ability to process visual information and improve overall spatial orientation skills.
  • Games involve participation in collective intelligence, and blur the distinction between the production and consumption of information. They emphasized expertise rather than social status. They promote international and cross-cultural media and communities.
D'coda Dcoda

Console vs. PC redux: how mobile gaming will reshape the industry (again) [15Jun11] - 0 views

  • Who cares about ancient history? If you're a gamer you should, because it's happening again. This time, though, its console gamers lobbing the same lamentations at Angry Bird players, Words With Friends addicts, and ever-sneaky Fruit Ninjas. As smartphones and tablets get more powerful, the dedicated gaming machine looks more and more quaint. Where once software supported hardware in one big, happy family, it's all becoming rather more... disjointed. For a gamer like me, that's a little troubling. If app gaming does for consoles what those consoles did to the PC scene a decade ago, a lot of big game studios are going to be in trouble, and a lot of gamers are going to be pining for the good 'ol days.
  • It's hard to tell at what point mobile gaming became a serious threat to the console scene, but surely nobody at Nintendo lost any sleep when Snake crawled its way into the hearts of many a Nokia user back in the late '90s. Then, just a few years later, Steve Jobs started comparing iPod sales to those of dedicated gaming machines. I initially thought the very notion was preposterous; that an iPod didn't hold a candle to the DS and PSP I took with me on every flight. In the ensuing months, however, I've changed my tune.
  • In recent years we haven't exactly seen a lot of innovation on the console gaming front. Sure, there was a giant rush to jump on the motion gaming bandwagon -- Microsoft with the Kinect and Sony with the Move, even Nintendo sauntering back in with the MotionPlus -- but none of those technologies have delivered the new gameplay experiences that even grizzled veterans like myself secretly hoped they might. Nor have they succeeded in whetting my appetite for something truly new. As someone whose youth was punctuated by a three-year console cycle, booting up the same 'ol hardware almost six years later feels wrong.
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  • On the portable gaming front things are moving -- but slowly. Over the past seven or so years Nintendo and Sony have both been slowly refining their portable systems of choice, but not even Nintendo's glasses-free 3D technology really qualifies as something particularly innovative. It is, after all, just another graphics technique
  • With nothing really changing it's mighty easy for the others to catch up, and of course those others are the smartphones, the iPods, and the tablets. They aren't there yet -- the Samsung Galaxy S II has a dual-core processor running at 1GHz while the Xbox 360 has 3.2Ghz spread over three cores -- but mobile devices are gaining ground quick. And, with services like OnLive, one could say that hardware no longer matters.
  • Regardless, hardware is losing its importance.
  • While we'll surely get one more generation of great dedicated gaming hardware from the big three, I have my fears that it will be the last. Sony sees the writing on the wall, with its (currently half-assed) PlayStation Suite program for devices, and Microsoft is testing the waters with Xbox Live integration on Windows Phone. It's only a matter of time before everybody's following suit -- or getting left behind. But don't worry, console gamers, because it's not all bad news. We're actually on the verge of some very interesting changes which, believe it or not, could work out for the best. Think about it: all modern phones have Bluetooth, so connecting external gaming controllers is easy -- even a keyboard and mouse. HDMI output is now more-or-less standard, and hopefully WHDI ubiquity isn't far off.
Dan R.D.

Gamification: 75% Psychology, 25% Technology [06Oct11] - 0 views

  • Should enterprise applications be as addictive as Angry Birds? A true believer in gamification would say yes, if you want people to actually use them.
  • [Social media is a powerful tool to connect with customers, but it can create big problems for your company if it's not done right. Learn more at 10 Social Networking Don'ts.]
  • Most of all, gamificiation is about understanding that "if you can make something more fun, and include notions of play, you can get people to do things they otherwise might not want to do."
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  • Businesses have successfully applied gamification principles to achieving goals like reducing travel expenses (Google) and improving cashier checkout performance (Target). The Google example is interesting because it "actually got people talking about how to save money on travel," whereas the more traditional corporate water cooler conversation would be about how to cheat the system, Zimmerman said.
  • "Gamification by Design" largely focuses on the psychology of engagement and ways it can be applied to business applications.
  • Gamifying an application doesn't necessarily mean adding fancy graphics and sound effects, but often it does mean keeping score and letting "players" see how they rank on a leader board--the equivalent of the high scores screen on a video game. In a business context, that might mean letting salespeople see how they rank and how close they are to achieving a goal or securing a bonus as a way of getting the competitive juices flowing.
  • On the other hand, in a traditional loyalty program you might award one point for every dollar a user spends. In a gamified system, you might want to instead provide variable, unpredictable reinforcement where participants can hit the jackpot. This is the design principle that keeps slot machine players glued to their chairs, even though they ought to know the house always wins.
Dan R.D.

The Shrinking of the Non-Social Web [23Jun11] - 0 views

  • Online video is exploding, with annual user growth of more than 45 percent. Mobile-device time spent increased 28 percent last year — with average smartphone time spent doubling. And social networks are now used by 90 percent of U.S. Internet users — for an average of more than four hours a month.
  • Every venture capitalist, Web publisher, and digital marketer is hyper-aware of these three trends.
  • What replaces the declining searchable Web is a new and “fully connected” digital life. You may have heard this before. After all, the promise of the Web was to connect pages with hyperlinks. Well, this time, “connected” means much more. It means the Web connects us, as people, to each one of the individuals online; and those connections, ultimately, extend from one of us to all of us.
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  • Now, the Web knows who we are (identity), is with us at all times wherever we go (mobile), threads our relationships with others (social), and delivers meaningful experiences beyond just text and graphics (video).
  • But social discovery builds a relationship. Leveraging social endorsements and an environment of serendipitous discovery, consumers meet publishers in a meaningful context. As a result, the relationship that forms is stronger — and, more importantly for publishers, it’s branded.
  • SEO’s strategic value is quickly fading as Google’s growth slows and its prominence in distribution slides away. In its place, Facebook has become the wiring hub of the connected Web — a new “home base” alternative to Google’s dominance of the last decade.
  • The old searchable Web is crashing; while the new connected, social Web is lifting off. The implications for publishers are massive.
  • The greatest innovators in social media are driving exactly along that edge today. As one friend commented recently on the full potential of connected lives, by being joined more closely together, we can increase empathy and meaning, while decreasing isolation.
Dan R.D.

Why Steve Jobs Is Right about Android [24Oct11] - 0 views

  • Let's take a closer look at some of the arguments being thrown about as evidence that Steve Jobs is wrong about Android: Android Existed Before iOS Was Conceived
  • I have no idea when Jobs or Apple actually conceived iOS, but Android--the company--was founded in 2003, and bought by Google in 2005. Based on that simple chronology many Android loyalists and Apple bashers jump to the conclusion that Android couldn't possibly infringe on Apple patents for iOS that wasn't made available until 2007.
  • Android Isn’t an Exact Copy of iOS Nobody is claiming that it is. Apple (and Microsoft) assert that key portions of Android infringe on technologies and concepts it owns patents for. If Android were an exact replica of iOS it would make the whole court battle thing much easier, but Android doesn't have to look anything like iOS in order to violate specific patents
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  • Apple Stole Its Ideas In the First Place Perhaps. The problem with this line of attack against Apple is that it is irrelevant to the ongoing patent litigation. Whether or not Apple invented the graphical interface, touchscreen, mouse, or anything else has no bearing on the fact that Apple holds hundreds of patents in countries around the world for various technologies and concepts, and it is those patents which Android--or the device manufacturers who rely on Android--are accused of violating. If Xerox, Palm, or any other entity believes that Apple has infringed on its patents, it is incumbent on them to defend those patents and take that up with Apple.
Dan R.D.

Glitch developer says mobile gaming is dominating the games industry [24Oct11] - 0 views

  • Forget consoles and PCs -- mobile gaming is prepped to be the number one gaming platform for the next decade, according to Glitch developer Tiny Speck. Vice President of Product and Operations Kakul Srivastava says we're already seeing it everywhere: "It is what is happening right now. I think the killer console is going to be your mobile device. That is absolutely where people will play more rich and involving, and even graphically intensive games."
  • With the newest editions of smartphones outpacing their predecessors and coming out much faster than the next console generation, Srivastava thinks it's not surprising that mobile gaming has momentum in the industry. "That pace of change is why mobile devices are going to be the console of the future. The way player interaction and player needs are changing, it's much faster than the five to seven years [of console development] that we're talking about," she said.
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