Showing posts with label NUI. Show all posts
Showing posts with label NUI. Show all posts

Jan 4, 2010

Thoughts about technology on a cruise ship, and other reflections...


It is January 4 2010, and I am enjoying my Caribbean cruise trip. 

I’m a little disappointed that technology on cruise ships has not moved forward as I’d hoped over the past few years.   On my ship, which is less than three years old,  Wi Fi is available in each stateroom, in addition to the common areas.  This is a good thing, but it is very expensive.  The pay-as-you-go rate is 75 cents a minute!   If you have a 3G iPhone or Smartphone, you’ll have to pay outrageously high fees to connect to the internet from the ship’s connection, I’m told.

I was pleasantly surprised by some of the digital displays on the ship, especially the “show-reel” of the beautiful destination points and exciting activities that everyone looks forward to when going on a cruise.  I was also impressed with the digital touch-screen poker table in the casino, even if I don't play poker.














I even liked some of the digital signage that were basically slide show posters of nice vacation pictures.

My biggest disappointments?  
  • The  large touch-screen flat-panel display that served as an interactive shore excursion kiosk.  It was tucked away in a poor location, and it didn’t make any sense!
  • The interactive TV experience, specifically the the shore excursion selection process.  This experience made me hate TV remote controls more than ever!
  • The cruise ship wayfinding system.   Arrrggghh.
I will devote at least one blog post to each of the above disappointments when I’m done editing the video.

I guess I shouldn’t have had such high technological expectations for my trip.  I’m on a Carnival cruise ship, and I know that the line is owned by the same company that owns the Holland America ships. From previous cruises on Holland America ships, I know that they are more upscale than Carnival.    I guess I got too excited when I recently learned that a few Holland America ships provide cruise-goers with the magic experience of Microsoft Surface in their lounges, and also adopted the Windows 7 operating system.  On the Carnival Freedom, things aren’t quite so advanced. 

Why is this important to me?
  • I’m interested in studying how technology can facilitate collaboration, communication, information-gathering, and decision making in public spaces, and since I have plenty of cruise ship travel experience, cruse ship spaces.
  • I’d like to follow up on the work I did on a student project.  Three years ago, I did  a lot of people-watching during a cruise-ship vacation, which inspired the topic of my Human Computer Interaction team project during the semester after my trip. I took another cruise ship during that semester, which further informed my thinking about this topic.  Since then, I’ve been on 4 cruises.
  • I think that much of the information I obtain from my observations related to travel experiences, including cruise ships, can inform work in other related domains, such as shopping malls, museums, historical points of interest, libraries, airports, bus, railroad, and subway terminals, parks and squares, and so forth.  I also think this work can inform educational applications and simulations, such as 3D “Virtual Field Trip” games, following Universal Design for Learning principles.
I spent some of my time yesterday, our "day at sea", reading two books and jotting down some of my reflections from 1) and educational/universal design for learning perspective, and 2)  a ubiquitous computing/interactive displays in public spaces + collaborative perspective:
  • Acting With Technology: Activity Theory and Interaction Design (Victor Kaptelinin and Bonnie A. Nardi)
  • Thoughts on Interaction Design (Editor:  Jon Kolko)
UPDATE TO COME!

Jan 1, 2010

Apple iSlate, iTablet , MacBook Touch: Will it support gesture interaction & haptic feedback?

Soldier Knows Best produces great tech-oriented videos. Here's his spin on all of the rumors about the possibility of the Apple iSlate.


I just inherited a 10 month-old Mac Book, installed Snow Leopard and upgraded to iLife 2009. I'm so used to touching the screen on my HP TouchSmart PC that I found myself touching my Mac Book screen from time to time, especially when I was editing video clips in iMovie. I think the latest version of iMovie was designed with touch/gesture interaction in mind!

From what I can tell, Snow Leopard and iLife 2009 will be able to support a range of touch interactions, if not gesture input as well.

Here are some rumors that have been conjured up and distributed on the web:

The Exhaustive Guide to Applet Tablet Rumors (Matt Buchanan, Gizmodo, 12/26/09)
Apple Expects to Sell 10 Million Tablets in First Year (Pete Cashmore, Mashable, 1/1/10)
iGuide Emerges as Another Potential Apple Tablet Name (Adam Ostrow, Mashable, 12/29/09)
The Tablet (John Gruber, Daring Fireball, 12/31/09)
"And so in answer to my central question, regarding why buy The Tablet if you already have an iPhone and a MacBook, my best guess is that ultimately, The Tablet is something you’ll buy instead of a MacBook."
Apple Owns iSlate.com Domain: The Mystery Deepens (Dan Nosowitz, Gismodo, 12/25/09)
What is the Ultimate Role of the Apple Tablet? (Arnold Kim, MacRumors, 12/31/09)
iPad, iTablet, iSlate, or MacTab  (Cruz Miranda, 8/31/09)

Why am I excited about this?

I want to see if the iSlate would be good for collaborative educational games, assisted technology, augmentative communication, and alternative assessment for students who have multiple/severe disabilities.

That is a huge goal, so I'm going to start simple.  I am not giving up on Windows 7 multi-touch programming. I just have an urge to find out for myself what works, what doesn't, and what platform works best for specific "personas" and "scenarios".

I plan to make a little app for the iPhone/iPod Touch, based on a game I made several years ago, "Shoes Your Battles" for a game class. I think I'd like to make this game for the Apple iTablet!

The first version of Shoes Your Battles created with Game Maker, and the second version was in Flash, back in the days of ActionScript 2.0.  I started on third version, one that could be used as an advergame for people to play while shopping for shoes during shoe sales, but it never got past the planning stage.  

The idea for the third version came to me when I my elderly aunt came to visit from out-of-town and just had to go shoe shopping on the day after Thanksgiving.  It was extremely difficult to figure out what was on sale, how much it cost, after taking off the previous mark-downs and what was on sale that had a price that was not yet marked down.  

Adding to the confusion was the fact that there were few salespeople and herds of women.   It was madness.  There were pairs of shoes in the wrong boxes, boxes of shoes and no way to quickly find out the true prices!   We were in the shoe department for hours, and it wasn't as fun as you'd think. If you've been in a crowded women's shoe department to buy that special pair of shoes during a fantastic shoe sale, you'll know what I mean.

At any rate, I wanted my little "Shoes Your Battles" game to help with this dreadful scenario, by somehow incorporating a shoe shopping advisor and a means to figure out the REAL sales prices of those awesome, to-die-for shoes. Unfortunately, the technology wasn't where it needed to be at the time- I am always dreaming up things that are too d--- futuristic!

4 years later, we have iPhones and SmartPhones and 3G internet and RFID and ubiquitous WiFi and the Wii and more women who like to play games and...and... The time is ripe.

Apple better come up with the iSlate!

SOMEWHAT RELATED


Thinking about post-WIMP HCI
It is always important to re-visit wisdom from the past when thinking about new interfaces and means of technology-supported human interaction.  Here are a few resources from the field of Human-Computer Interaction found on the HCI Vistas website:
The Prism of User Experience  -A nice graphic metaphor to help the conceptualization process. (Denish Katre, 2007)
Journal of HCI Vistas: Multi-disciplinary Perspective of Usability and HCI
Personas as part of a user-centered innovation process Lene Nielsen, 1/08 HCI Vistas Vol-IV
10 Steps to Personas (Lene Nielsen, 7/07, HCI Vistas Vol-III)

Dec 31, 2009

The Post-WIMP Explorers' Club: Update of the Updates, Morning of 12/31/09

What is the Post WIMP Explorers Club?  
I came up with the name of this semi-fictional club as a way to organize my thoughts (and blog posts) regarding the development of a new metaphor for post-WIMP applications and technologies, related specifically to natural user interfaces, natural user interaction design, and off-the-desktop user experience.  


Update, morning of 12/31/09:
Josh Blake, author of the blog "Deconstructing the NUI", posted Metaphors and OCGM  this morning.  It fleshes out post-WIMP concepts, addressing metaphors & interfaces.  The premise is that NUI metaphors will be less complex than GUI (WIMP) metaphors.    My feeling is that on the surface, this will hold true, especially for consumers/users and people creating light-weight applications and software widgets.  


Underneath the surface,  where designers and developers brains spend more time than users & consumers, things might be more complex.  Why? The technology to support the required wizardry is more complex.  With convergence, the creation of new technologies, applications, communication systems, and even electronic entertainment, is  now dependent upon the work and thinking of people from a wider range of disciplines.  Each discipline brings to the table a set of terms rooted in theory, and even research practices.


Update,  late afternoon, 12/30/09:
Richard Monson-Haefels response to Ron George's "Part 2".  The concept of OCGM might be growing on him now... OCGM: George's Razor : "If Ron George can explain how OCGM encompasses Affordances and Feedback than I'll be convinced that OCGM works for NUI. Otherwise, I think OCGM is a great start that would benefit from an added "A" and "F"." -Richard   
  • OCGM relates to Occam's Razor.  It is helpful to read a bit about it if you are are interested in the post WIMP conversations. (The link is to an an article from "How Stuff Works", via Richard Monson-Haefel.)
UPDATE 12/30/09  -- This post is part of a discussion between several different bloggers, and was written before Ron George wrote his latest post, Welcome to the OCGM Generation!  Part 2, which I recommend that you read now, or within the same time frame, as this post.   Since I'm not ready to write "Part 2" of this post, I tweaked what I had and added some links to a handful of my previous posts that touch on this and related topics.  The links can be found at the bottom of this post.




START HERE FOR THE "ORIGINAL" POST FROM  12/29 & 12/20/09:


Background
About a year ago I responded to a conversation between Johnathan Brill, Josh Blake, and Richard Monson-Haefel discussing "post-WIMP" conceptualization regarding natural user interfaces and interaction, otherwise known as NUI.  The focus of the discussion was on Johnathan's post, "New Multi-touch Interface Conventions". At the time, we were reading Dan Saffer's book, Designing Gestural Interfaces, and contemplating new ways that technology can support human interaction and activities in a more natural, enjoyable, and intuitive manner.  

A few days later, I shared some of the concepts from the discussion on a post on this blog, "Why "new" ways of interaction?".  The post includes video of Johnathan Brill discussing PATA, a post-WIMP analogue to assist with multi-touch/gesture based application development, which he describes as follows:
Places
"Lighting, focus, and depth, simplified searching and effecting hyperlinked content."
Animation "Using animation to subtly demonstrate what applications do and how to use them is a better solution than using icons. Animations makes apps easier to learn."
Things "Back in the days of floppy disks, objects helped us organize our content. This limitation was forced by arcane technology, but it did have one huge advantage. We used our spatial memory to help us navigate content. Things will help us organize content and manipulate controllers across a growing variety of devices."

Auras "Auras will help us track what we are tracking and when an interaction has been successful."
(For reference, I've copied some of my responses to the first discussion, which can be found near the end of this post)


A year later....
What has changed?   Everything post-WIMP has been covered like a blanket by the NUI-word.  "NUI" now functions as a generic term for anything that is not exactly WIMP.  There is a sense of urgency now to figure out how best to conceptualize post-WIMP interfaces and interactions.  Newer, affordable technologies enable us to interact with friends and family while we are on-the go. Netbooks, e-Readers, SmartPhones, large touch screen displays, interactive HDTV, and new devices with multi-modal I/O's abound.  Our grandparents are on Facebook and twitter from their iPhones.  Our world no longer requires us to be slaves to the WIMP mentality.


So what is the problem?
The technology has moved along so fast that application designers and developers have not had a chance to catch up. (The iPhone is an exception.)  The downturn in the economy has made it difficult for many to take the leap from traditional software or web development and gain new skill sets.  On top of it all, most of us over the age of 15 have been brainwashed from years of working within the constraints of WIMP. It doesn't matter if we are users, consumers, students, designers, or developers.


Even the folks least likely to have difficulty expanding into the post-WIMP world have had some difficulty.  If you've had training in HCI (Human-Computer Interaction), you were inadvertently brainwashed with the best. The bulk of the theory and research you contemplated was launched at a time when WIMP was king, even as the Web expanded. Many of the of the principles held dear to traditional HCI folks have been shattered, and no-one has come up with a "theory of everything" that will cover all of the human actions and interactions that are supported or guided by new technologies.


The problem, in part, is that letting go of WIMP is hard to do, as illustrated by the following post from the Ars Technica website:  Light Touch:  A Design Firm Grapples with Microsoft Surface  (Matthew Braga, 6/29/09) "Ditching the mouse and keyboard means a whole lot more than just doing without two common peripherals.  As those who have worked with Microsoft Surface have found out, you have to jettison decades of GUI baggage and start with a whole new mindset...In actuality, few multi-touch gestures are really anything like what we experience in the physical world. There is no situation in which we pull on the corners of an image to increase its size, or swipe in a direction to reveal more content. So, in the context of real-world interaction, these types of gestures are far from natural...gestures should not only feel natural, but logical; the purpose that gestures like these serve, after all, is to replace GUI elements to the end of making interaction a more organic process."   (Be sure to read the comments.)

Now that the Surface is taking root in more places, and touch-screen all-in-one PC's and tablets are starting to multiply, more people are giving "NUI" some thought. Ron George, an interaction and product designer with experience working with Microsoft's Surface team has contributed to the post-WIMP discussion and spent some time sharing ideas with Josh Blake, a .NET, SharePoint, and Microsoft Surface Consultant for InfoStrat and author of Deconstructing the NUI blog. The outcome of this discussion was Ron George's December 28th blog post, "OCGM (pronounced Occam['s Razor] is the replacement for WIMP", and Josh Blake's post, "WIMP is to GUI as OCGM (Occam) is to NUI".   (Be sure to read the comments for both of these posts!)



OCGM (as conceptualized by Ron George)


Objects "are the core of the experience. They can have a direct correlation with something physical, or they can just be objects in the interface."


Containers "will be the “grouping” of the objects. This can manifest itself in whatever the system sees fit to better organize or instruct the user on interactions. They do not have to be, nor should they be, windows. They can be any sort of method of presentation or relationship gathering as seen fit."


Gestures "I went into detail about the differences in Gestures and Manipulations in a previous post [check it out for a refresher]. Gestures are actions performed by the user that initiate a function after its completion and recognition by the system. This is an indirect action on the system because it needs to be completed before the system will react to it."


Manipulations "are the direct influences on an object or a container by the user. These are immediate and responsive. They are generally intuitive and mimic the physical world in some manner. The results are expected and should be non-destructive. These are easily performed and accidental activations should be expected and frequent."

To illustrate a point regarding the validity of the OCGM analogy proposed by Ron George, Josh Blake shares the following video of a presentation from REMIX 2009, in which August de los Reyes, the Principle Director of User Experience for Surface Computing at Microsoft, briefly discusses the TOCA (Touch, Objects, Containers, and Actions) concept, suggested to replace the WIMP concept:

The video wouldn't embed, so go to the following link:


Predicting the Past: A Vision for Microsoft Surface
"Natural User Interface (NUI) is here. New systems of interaction require new approaches to design. Microsoft Surface stands at the forefront of this product space. This presentation looks at one of the richest sources for inventing the future: the past. By analyzing preceding inflection points in user interface, we can derive some patterns that point to the brave NUI world." 


The concepts outlined in the presentation are similar to Microsoft's Vision for 2019


Richard Monson-Haefel added his thoughts about the discussion about OCGM in his recent blog post, "What is NUI's WIMP?"  Richard disagrees with the OCGM concept, as he feels it doesn't encompass some important interactions, such as speech/direct voice input.   He'd probably agree that NUI is NOT WIMP 2.0.



Post-NUI, Activity Theory, and Off-the-Desktop Interaction Design:
As I was reading the recent posts and discussions regarding NUI/OCGM, I also contemplated some of what I've been reading over my holiday break, "Acting With Technology:  Activity Theory and Interaction Design", written by Victor Kaptelinin and Bonnie A. Nardi.   Victor Kaptelinin is the co-editor of "Beyond the Desktop Metaphor: Designing Integrated Digital Work Environments" (MIT Press, 2007), and has an interest in computer-supported cooperative work.  Bonnie Nardi brings to the IT world her background in anthropology, and is the co-author of "Information Ecologies:  Using Technology with the Heart" (MIT Press, 1999). The authors know what they are talking about. 


It is important to note that activity theory-based interaction design is viewed as a "post-cognitivistic", and informed by some of what I studied in psychology, education, and social science years ago. Within the field of activity theory are some important differences, which I'll save for a future post. 


Below are some concepts taken from the book. I am still mulling them over through the prism of NUI, post-WIMP, PATA, TOCA, OCGM, etc.  That's why there will be at "Part II", with specific examples.


"Means and ends, the extent to which the technology facilitates and constrains attaining user's goals and the impact of the technology on provoking or resolving conflicts between different goals


Social and physical aspects of the environment - integration of target technology with requirements, tools, resources, and social rules of the environment
Learning, cognition, and articulation,  internal vs external components of activity and support of their mutual transformations with target technology


Development -Developmental transformation of the above components as a whole" 
"Taken together, these sections cover various aspects of the way the target technology supports, or is intended to support, human actions".  (page 270)


I especially like the activity checklist included in the appendix of the book, as well as the concept of tool mediation. "The Activity Checklist is intended to be used at early phases of system design or for evaluating existing systems.  Accordingly, there are two slightly different versions of the Checklist, the "evaluation version" and the "design version".  Both versions are implemented as organized sets of items covering the contextual factors that can potentially influence the use of computer technology in real-life settings.  It is assumed that the Checklist can help to identify the most important issues, for instance, potential trouble spots that designers can address". (page 269)


"The Checklist covers a large space.  It is intended to be used first by examining the whole space for areas of interest, then focusing on the identified areas of interest in as much depth as possible...there is a heavy emphasis on the principle of tool mediation"  (page 270).


Other Thoughts
What is missing from this picture is a Universal Design component, something that I think holds up across time and technologies.  Following the principles of Universal design doesn't mean dumbing down or relying on simplicity. It is a multi-faceted approach, and relies on conctructing flexibility in use, one of the key concepts of Universal Design. I'd like to see this concept embedded in the post-WIMP conceptualization somehow. 


Because of my background in education/psychology/ special education, I try to follow the principles of  Universal Design for Learning (UDL) when I work on technology project.  I've spent some time thinking about how the principles of UDL could be realized through new interaction/interface systems.   Although this approach focuses on the educational technology domain, it is important to consider, given that a good percentage of our population - potential users, clients, consumers - has a temporary or permanent disability of one kind or another.


Components of Universal Design for Learning:
Multiple Means of Representation
Provide options for perception
Provide options for language and symbols
Provide options for comprehension
Multiple Means of Action and Expression
Provide options for physical action
Provide options for expressive skills and fluency
Provide options for executive functions
Multiple Means of Engagement
Provide options for recruiting interest
Provide options for sustaining effort and persistence
Provide options for self-regulation
-Adapted from the UDL Guidelines/Educator Checklist, which breaks down the components into more specific details.


Note:  The concept of Universal Design for Learning shares historical roots with some of the work behind Activity Theory and Interaction Design. Obviously, there is still much to contemplate regarding OCGM and other permutations of post-WIMP concepts!   


Here are my comments to the discussion on Johnathan Brill's blog from January 2009:
Thoughts: I'm seeing a trend to "optimize" WIMP-type applications so they can be manipulated by gesture and touch. People who program kiosks, ATM's and POS touch screens are examples of what I'm talking about. Touch and hold, two-fingered touch, and double-tap are just a slight transformation of the WIMP world-view, and in my opinion, are still WIMP (wimpy!). The mouse interaction "pretenders" are fine for using legacy productivity applications, OK in the short run.

For example, I have an HP TouchSmart, but I don't use the touch screen as often as I'd hoped. Try using using Visual Studio to code something on a touch screen. There is so much more that can be done! I know from the touch-screen prototype/demos I've worked on in various classes that applications that support collaboration and decision-making are important, and not just for work.

What do people DO, really? First of all, we are social beings, most of us. Think of what we share and discuss with others, and think about what sort of interactions on a display might best correspond with this interaction. Here are some of the things I've been DOING recently that involved some sort of technology and communication/collaboration with others:



---Travel planning - I recently went on a cruise and with various family members, selected activities I wanted to do on the ship as well plan my shore excursions (a complicated process)


---Picture sharing- I came back from the cruise with lots of pictures that I uploaded on Flickr. Related to this process: Picture annotating, tagging, choosing/comparing & editing it would be SO cool if I could use two sliders to enhance my pictures just so!


---Talking on the phone and responding to e-mail with friends and family members about the pictures, and what they wanted to see on Flickr- "you know, the ones of the dogs in Jamaica"... of which I had about 68!


---Financial planning with my husband. (I took info-viz last semester, so I know the possibilities are there.)


---Using the touch-screen to check-in at my eye-doctor's office: This was a user-unfriendly experience. Such a nice little screen. I was provided with a WIMPY PowerPoint-like interface which was confusing to use- and time consuming!


---Shopping at the new Super Wal-Mart: I asked the greeter if there was a map, and he said, "Food is over there, and the rest of the stuff is that way." Flat panel displays were all over the store, but of course,they weren't interactive. I had no idea where anything was, and the few items I was looking at had no bar-code tags. There wasn't a clerk in sight.   Wal-Mart TV rolled on-and-on via the display above my head. If I could only harness the display and have the talking head answer my questions! I gave up on my shopping trip when I was in the facial lotion/potion section. Too many choices, and too much fine print to read.

---Shopping at the mall with my young-adult daughters... I'll have to hold my thoughts on that one for now!

Some suggestions:
I think the artist/designers, (even dancers,) who are interested in multi-touch and gesture interaction have some interesting things to consider. (I linked to some of my previous posts.)


Again:
I am still mulling things over through the prism of NUI, post-WIMP, PATA, TOCA, OCGM, etc.  So that is why there will be at "Part II".  With specific examples!


RELATED
Multimedia, Multi-touch, Gesture, and Interaction Resources


My thoughts:
2007 Letter to the Editor, Pervasive Computing
Useful Usability Studies (pdf)
2007 Blog Post
Usability/Interaction Hall of Shame (In a Hospital)
2008 Blog Posts

Emerging Interactive Technologies, Emerging Interactions, and Emerging Integrated Form Factors
Interactive Touch-Screen Technology, Participatory Design, and "Getting It"
An Example of Convergence: Interactive TV: uxTV 2008
2009 Blog Posts

Why "new" ways of interaction?
Microsoft: Are You Listening?  Cool Cat Teacher (Vicki Davis) Tries out Microsoft's Multi-touch Surface Table
Haptic/Tactile Interface:  Dynamically Changeable Physical Buttons
The Convergence of TV, the Internet, and Interactivity:  Update
UX of ITV:  The User Experience and Interactive TV (or Let's Stamp Out Bad Remote Controls)
Digital Convergence and Interactive Television;  Boxee and Digital Convergence 

ElderGadget Blog: Useful Tech and Tools


Other People's Thoughts
Ron George's blog, OCGM (pronounced Occam['s Razor] is the replacement for WIMP  12/28/09
Ron George: Welcome to the OCGM Generation! Part 2 
Stephen, Microsoft Kitchen: OCGM, A New Windows User Experience
Richard Monson-Haefel's blog, Multi-touch and NUI:  What is NUI's WIMP?
Richard Monson-Haefel:  OCGM: George's Razor
Josh Blake's blog,  Deconstructing the NUI: WIMP is to GUI as OCGM (Occam) is to NUI
Bill Buxton: Gesture Based Interaction (pdf) (Updated 5/2009)
Bill Buxton: "Surface and Tangible Computing, and the "Small" Matter of People and Design" (pdf) - ISSCC 2008
Dan Saffer, Designing for Gestural Interfaces: Touchscreens and Interactive Devices
Dan Saffer, Designing for Interaction 
Mark Weiser,  Computer for the 21st Century  Scientific American, 09, 1991
Touch User Interface:  Readings in Touch Screen, Multi-Touch, and Touch User Interface
Jacob O Wobbrock, Meredith Ringel Morris, Andrew D. Wilson User-Defined Gestures for Surface Computing CHI 2009, April 4–9, 2009, Boston, Massachusetts, USA.

Dec 26, 2009

DYI multi-touch...

If you follow this blog, you know I like to share what people are doing with multi-touch and related natural user interfaces/interaction. In this post, I'd like to share an article about two students who decided to build and market a multi-touch table- the article below explains the story in-depth, and video shows the nuts and bolts.


Enterprising roomates build multi-touch LCD, market their business to West Coast*
Walter Valencia, Collegiate Times 12/1/09



According to the above article, Aaron Bitler and Brady Simpson they were inspired by CNN's Magic Wall during the 2008 election.  Bitler and Simpson learned more about natural user interface/interaction during a presentation in a business class that featured a video about the Microsoft Surface table and natural user interface technologies.  They formed a company, 3M8,  to build and market mutli-touch display/tables.


Vision x32 from Aaron Bitler on Vimeo.


From what I can tell, it looks like Bitler and Simpson relied on the DYI information and support from the NUI-group website to carry out their ideas. Bitler and Simpson met with representatives of 22Miles, a company located in San Jose that provides interactive solutions, including multi-touch, for web, mobile, and touch screen implementations.

I'll post more about 22Miles in an upcoming post.

Until then, take a look at 22Miles' promo video, featuring a huge 3D interactive multi-touch heart:

A few things from LM3Labs

I just noticed an interactive section of Lm3labs' website that demonstrates a range of interesting pictures that provide a nice overview of the company's work within the retail sector.  Lm3labs has offices in France and Japan.

The company, run by Nicolas Loeillot, is also involved in non-retail projects, such as museum exhibits, focusing on "touch-less" interactivity.  I've included a few pictures and videos below.

Microsoft's Photosynth on Lm3lab's touch-less Ubiq'window:

Demo of video-guide on a Ubiq'window:

Ubiq'window Demo in the US from Nicolas Loeillot on Vimeo.

Pictures of Lm3Lab's installations at Toshiba:
 twins

top

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Somewhat Related
Nicolas Loeillot's Photos

Dec 20, 2009

For Techies & Tech Curious: Python and PyMT developments - PyMT and speech recognition

PyMT is short for Python Multi-Touch, a project that is the work of several members of the NUI Group.  Sharath Patali experimented with speech input for PyMT and used the pocketsphinx library from CMU to integrate into PyMT. It worked out well, as you can see from his video demo below:


PyMT Speech Recognition from Sharath Patali on Vimeo.

Other people involved with the PyMT project are Nathanael Lecaude, Matthew Virbel, Thomas Hansen, and Xelapond.


Sharath Patali's Blog/Website Roll (Links to some NUI-group members)


Matthieu Virbel on Vimeo
NUI Group on Vimeo


Python and Game Programming Resources
Adaptation and Evaluation of Numpty Physics for Multi-touch Multiplayer Interaction (pdf)
(A python-based module called "numptyphysics" was created to integrate Python multi-touch cold to allow the C++ code to parse data, converting it to C structs passed to the game code using pointers.)
Python Programming Language Official Website
Pygame
PythonGames
PythonL Game Programming Wiki, by Geoff Howland and Rene Dudfield
Lectures 1-6
Beginning Game Development with Python and Pygame -Book (Will McGugan)
Game Programming with Python - Book (Sean Riley)

Comment:
The reason I'm putting together resources about Python, multi-touch, and games is that I hope to facilitate an exchange between two of the schools I serve as a school psychologist.

Both of the schools are on the same campus. One is a high school for technology and the arts, and one is a program for teens and young adults who have severe disabilities, including autism.  Next semester, one of the computer teachers will be teaching a game programming class using Python for a class of graduating seniors, and if all goes well, perhaps some of the students will create a game for the students with disabilities that would work well on a SMARTboard.

Even better:  It would be great if the pre-engineering students could build a multi-touch table or two for the students with disabilities, running games in PyMT that the computer students create!

CityScape 1.8: What would it be like on an interactive touch or gesture screen? (Video and link to demo)


Pixel Active, has announced version 1.8 of CityScape, "the rapid urban modeling tool that allows users to build both custom and real-world environments quickly and easily"


CityScape 1.8 looks ideal for use on an interactive touch/gesture display or table.  Since it allows people to work within the same environment concurrently,  I have a hunch that it might work, perhaps with a few tweaks, in multi-touch, multi-user situations.  

As you watch the video below, imagine your finger as the pointer, creating terrain, landforms, buildings, roads, and other structures and spaces, and editing on-the-fly.  

CityScape  "Real Cities, Real Fast" (via Digital Urban & YouTube)
The above video is of version 1.7. To learn about the new features, see the "What's New in CityScape 1.8" section of the Pixelactive website.

Unfortunately, it comes with a high price tag.  Even so, wouldn't it be a great tool to use in middle and high school classrooms?  I want to get the demo and try it out on a SMARTboard....I can think of quite a few ways that it could be put to work in learning environments.

About CityScape
"CityScape was created to reduce the tedious, labor intensive process of building and modifying urban environments, empowering the interactive world builders of tomorrow."


"Using robust data importing, rapid urban modeling, Active Adjustment features, and procedural modeling, CityScape is able to achieve substantial improvements in worker efficiency over traditional object modeling tools and scene editors.
Worlds created by CityScape are compatible with a variety of file formats and optimized for real-time rendering engines."


Pictures from the Pixelactive website:
CityScape's client-server model allows collaboration between co-located or distributed teams so that the environment can be modified concurrently if needed.  It also lets users to check regions in and out in order to work on things independently.
Client-Server Model diagram for CityScape.

Terrain Painting                           Imported Heightmap
Hills created with the terrain painting tool.Mountain range created by importing a heightmap.


Dynamic adjustment allows you to quickly change your mind and modify without headaches!
Buildings will keep their relative positions to the roads as roads are dynamically adjusted.


If you change elevations, everything will adapt automatically.
Animation of a road adapting to the change in geography as a mountain is moved under it.


Here's a picture of the traffic data generation feature:
Downtown intersection showing all available traffic splines (colorized according to current snapshot in street-light simulation).


Here is a picture of an example of CityScape's GIS data import feature:
Aerial view of La Jolla city model.


Pixelactive Company Information

"PixelActive Inc. was founded in 2003 and is located in Carlsbad, California. Our mission is to develop state of the art interactive 3D technology. We believe that tools and technology should be intuitive to users regardless of its underlying complexity. Our focus is on the video game, virtual world, simulation, serious game, and GIS industries."


"The company's rapid urban modeling tool, CityScape, allows users to build both custom and real-world environments quickly and easily. With the editor, developers can focus on designing their world rather than the labor involved in creation. CityScape's unique feature set allows users to produce environments magnitudes faster than with traditional object modeling tools or scene editors."


"The PixelActive team has a track record of delivering exceptional products on time and on budget. Our core technology is focused on stability, reliability, modularity, usability, high performance and visual quality. PixelActive develops technology for a variety of PC platforms including Microsoft Windows XP and Windows Vista, and video game consoles such as the Microsoft XBox360™, Nintendo Wii™, and Sony Playstation® 3.P"

RELATED
You can download a demo of CityScape from the Pixelactive website.

Urban Screens Conference & Exhibition: Call for Interactive Media and Video Art (2010, Toronto, Sept. 24-30)

I've been fascinated by urban screens for a while, and this is a passion that is shared by a growing number of people who come to the "screenspace" from a wide range of disciplines. I received an email this morning about a call for interactive media and video art for the 2010 Urban Screens conference and exhibition that will be held in Toronto between September 24th-30th 2010.  This is a great reason to plan ahead for a trip to that fantastic city!


Below is a description of the urban screens concept, the details for potential conference and exhibition partipation, and a section of links and resources related to this topic.
The theme of the conference is "I am here; what can we do?"

"Public screens – or rather large screens situated in public space – are proliferating in cities all over the world. How should we understand the emergence of the electronic screen from the domestic interior onto the streetscape of contemporary cities? What are the implications of the merging of screens with architecture, which turns the surface into a communication resource? How will the overlap between streetscape and datascape shape public space in the future?
– Scott McQuire, “Mobility, cosmopolitanism and public space in the media city” (2009).

"Urban screens are digital displays and visual interfaces situated in urban public spaces. They include LED screens and signs, plasma screens, projections, information terminals as well as intelligent architectural surfaces and media facades. They support the idea of using public space as a platform for creation and cultural exchange, strengthening the local economy and encouraging public interaction and discussion."  - Urban Screens Association


Call for Interactive Media And Video Art

The exhibition “I am here; what can we do?” is part of Urban Screens Toronto 2010, an international urban screens conference and exhibition taking place between September 24th-30th 2010; produced in collaboration with the International Urban Screens Association (IUSA).

Urban Screens Toronto 2010 will promote a multifaceted approach to exploring the growing appearance of moving images in urban space and the global transformation of public culture in the context of networked forms of urban screens. It will build on the successful events held in Amsterdam, Manchester, and Melbourne and will be the first international Urban Screens conference held in North America.

Through an integrated program of keynote lectures, panel sessions, workshops, curated screenings and multimedia projects, it will bring together leading Canadian and international artists and curators, architects and urban planners, designers, ad agencies and brand managers, screen operators and content providers, academics, activists, policymakers, technology manufacturers, software developers and more.


I am here; what can we do?

Public Call For:
New or existing experimental, interactive artwork
suitable for urban screens.

Short-format video works relevant for presentation on urban screens.
Interactive design & advertising works created for urban screens including past commercial interactive work from advertising  agencies and designers.
Student work interactive and video work by students from any institution worldwide.
Themes include, but are not limited to: The meeting point of the real and the virtual; work that incorporates media technology and contemporary building/architectural technology; user-generated content; multi-site, networked projects; work that addresses public spaces and civic engagement.

IMPORTANT INFORMATION:

Submission deadline: MARCH 1 2010
 Submission format: Please submit PDF files only, no larger than 3 MB.
 Proposals should include:
 1) Brief 50-word summary of your artwork
 2) Full proposal or description of the project (maximum 2 pages)
 3) Maximum 10 images and URL where work can be found online if applicable
 4) Documentation of this work if it has previously be exhibited, or of another exhibited work by the artist.
 3) Detailed list of technical requirements
 4) Curriculum Vitae (maximum 3 pages)

Fees: There is no entry fee. Reasonable presentation fees will be paid, for new and existing interactive work and videos. Fees will not be paid for design & advertising work. Students will not receive a fee, but will  be automatically considered for a prize. Please note that we cannot fund the creation of new work.
Submit; In the subject line please write URBAN SCREENS PROPOSAL

Email to JURY at: 
urbanscreenstoronto@gmail.com

The jury will be comprised of Toronto Urban Screens committee members Michelle Kasprzak, Janine Marchessault, Gabe Sawhney, Suzanne Stein and Sharon Switzer.
Notification: April 1, 2010



RELATED
International Urban Screens Association
Urban Screens Blog
Urban Screens' Resources
Urban Screens '09 Videos  "The City as Interface"

Urban Screens' Blogroll
Digital Urban
Infosthetics
Interactive Architecture
Luminapolis
The Mobile City
Urban Projection
Visual Foreign Correspondents
We make money not art
Urban Screens Reader

Urban Screens Reader
"The Urban Screens Reader  is the first book to focus entirely on the topic of urban screens. In assembling contributions from a range of leading theorists, in conjunction with a series of case studies dealing with artists’ projects and screen operators’ and curators’ experiences, the reader offers a rich resource for those interested in the intersections between digital media, cultural practices and urban space."


"Urban Screens have emerged as a key site in contemporary struggles over public culture and public space. They form a strategic junction in debates over the relation between technological innovation, the digital economy, and the formation of new cultural practices in contemporary cities. How should we conceptualize public participation in relation to urban screens? Are ‘the public’ citizens, consumers, producers, or something else? Where is the public located? When a screen is erected in public space, who has access to it and control over it? What are the appropriate forms of urban planning, design and governance? How do urban screens affect cultural experiences?"
FYI:
I'm re-visiting all of the above blogs and will share what I find after I surface from the digital rabbit-hole!