Focused on interactive multimedia and emerging technologies to enhance the lives of people as they collaborate, create, learn, work, and play.
Showing posts with label interactive. Show all posts
Showing posts with label interactive. Show all posts
Oct 20, 2009
Thomas Hansen's Multi-Touch Wisdom: "Windows Touch vs PyMT - Why programming on Windows is too complicated!"
If you are interested in designing or programming multi-touch programs and like elegant, concise code, you'll appreciate Thomas Hansen's recent blog post:
Windows Touch vs PyMT: Why multi-touch programming on Windows is too complicated!
Here is an excerpt from Thomas Hansen's blog post:
"If you read the rest of the blog post, I’ll show you what I mean about context, and why e.g. Windows Touch makes life difficult if you want to program multi-touch. I’ll show you how to rewrite a windows touch example project (5 C# source files and > 400 lines of code) in Python using PyMT (1 source file with 12 lines of code). Yes 12 lines, you read correctly (and then there is the whole thing about it just running on Linux or OSX as well…but we’ll leave that for another blog post)."
At the end of his post, Thomas makes a comment that I think is worth considering:
"The interaction paradigm is so revolutionary, I think we need to adopt our development tools more to it and explore the interaction space. Instead I think people are jumping the gun on trying to standardize the interface while using the development paradigms we used for the GUI."
Well said!
Thomas Hanson is a member of the NUI Group. He is a graduate student at the University of Iowa, pursuing his PhD in Computer Science, specifically Human Computer Interaction.
Posted by
Lynn Marentette
Oct 16, 2009
Jonathan Kessler's Hand Eye Technologies: Coordinating your cell phone with Interactive TV
Hand Eye Technologies is developing ways to use your smart-phone over remote control driven interaction. Jonathan Kessler, the CEO of the company, was interviewed by Tracy Swedlow, of ITTV, about his background and his ideas for the future of interactive television.
Podcast Link: Hand Eye Technologies Interview
Here is a video from the Hand Eye Technologies website:
If you happen to have an HIT-enabled mobile device, near an HIT enabled display, two-way communication is established, via a LAN, WiFi, or wireless 3G carrier. The mobile device's camera is used to manipulate things on the interface, and the set-box takes care of some of the rest.
Interactions include selecting text and objects, "drag and drop", insert/delete, inputting text or annotations, and drwing on the screen. Hand Eye offers a drawing application called Video Graffiti, and traces the movements you make when you move your mobile device.
"Hand Eye Technologies' mission is to create and communicate the premier software platform that enables mobile devices to interact with the digital world around them... any time, anywhere." - Hand Eye Technologies
"It is more about human-computer interface than remote control". -Jonathan Kessler
This looks like it is moving towards the next level of 2-way TV interactivity, much better than what the traditional remote control can do.
RELATED
Hand Eye Technologies Management Team
CNET – Hand Eye wants your smartphone to watch TV with you
Venture Beat – DEMO: Hand Eye Technologies lets your mobile phone watch TV with you
TheWrap.com – Coming Soon: Real-Time Interactivity Between TVs and Smartphones
Ubergizmo -With Hand Eye Technologies, the TV show continues in your handset
Interactive TV Today
About InteractiveTV Today:
"Founded in 1998 by Tracy Swedlow and co-owned by Richard Washbourne, InteractiveTV Today [itvt] is the most widely read and trusted news source on the rapidly emerging medium of multiplatform, broadband interactive television (ITV). We provide concise, original coverage of industry developments, technologies, content projects, and the people building the business. Our readership is mostly made up of hundreds of thousands of executives from around the world."
Podcast Link: Hand Eye Technologies Interview
Here is a video from the Hand Eye Technologies website:
If you happen to have an HIT-enabled mobile device, near an HIT enabled display, two-way communication is established, via a LAN, WiFi, or wireless 3G carrier. The mobile device's camera is used to manipulate things on the interface, and the set-box takes care of some of the rest.
Interactions include selecting text and objects, "drag and drop", insert/delete, inputting text or annotations, and drwing on the screen. Hand Eye offers a drawing application called Video Graffiti, and traces the movements you make when you move your mobile device.
"Hand Eye Technologies' mission is to create and communicate the premier software platform that enables mobile devices to interact with the digital world around them... any time, anywhere." - Hand Eye Technologies
"It is more about human-computer interface than remote control". -Jonathan Kessler
This looks like it is moving towards the next level of 2-way TV interactivity, much better than what the traditional remote control can do.
RELATED
Hand Eye Technologies Management Team
CNET – Hand Eye wants your smartphone to watch TV with you
Venture Beat – DEMO: Hand Eye Technologies lets your mobile phone watch TV with you
TheWrap.com – Coming Soon: Real-Time Interactivity Between TVs and Smartphones
Ubergizmo -With Hand Eye Technologies, the TV show continues in your handset
Interactive TV Today
About InteractiveTV Today:
"Founded in 1998 by Tracy Swedlow and co-owned by Richard Washbourne, InteractiveTV Today [itvt] is the most widely read and trusted news source on the rapidly emerging medium of multiplatform, broadband interactive television (ITV). We provide concise, original coverage of industry developments, technologies, content projects, and the people building the business. Our readership is mostly made up of hundreds of thousands of executives from around the world."
Posted by
Lynn Marentette
Oct 15, 2009
Interactive Motion Graphics Showreel from Filmview Services - great content!
Here is a showreel from Filmview Services that simulates how tech-usability in an interactive gesture/touch world should be!
Here is a quote from the Filmview Services blog:
What Are Screen Graphics?
"...So it works out more cost effective for the films to actually have someone put the graphics on the screens for real. It also greatly enhances the performance of the actors. You only have to watch any of the Star Wars Eps 1-3 to see how wooden acting is when you don’t actually know what is in front of you. Actors love to be able push buttons and bang touch screens during their scenes. Having to actually do it in a certain order can stretch their capabilities mind you, and I am pretty gob smacked at how absolutely computer illiterate some of them are. Don’t they use email?
Anyway, due to this diminished ability to hit and bang things in any certain order, it is our job to make it impossible to mess things up. That’s why they are all genius typers. We make it so they can type any old thing and the letters still come out the way they are meant to each time. We also put little locking codes into our programming so they can’t accidentally escape the graphic mid job. It’s amazing how many of them can type the Esc button when they are meant to be spelling LOGIN."
Thanks, Tim!
SOMEWHAT RELATED
Coincidentally, when I was visiting the NUI-Group forums this morning, I came across a link to Jakob Nielsen's "Usability in the Movies -- Top 10 Bloopers", which are worth taking a look at. I've posted the list, but you'll need to go to Nielson's web page to read the descriptions. You'll smile.
1. The Hero Can Immediately Use Any UI
2. Time Travelers Can Use Current Designs
3. The 3D UI
4. Integration is Easy, Data Interoperates
5. Access Denied/Access Granted
6. Big Fonts
7. Star Trek's Talking Computer
8. Remote Manipulators (Waldo Controls)
9. You've Got Mail is Always Good News
10."This is Unix, It's Easy"
Here is a quote from the Filmview Services blog:
What Are Screen Graphics?
"...So it works out more cost effective for the films to actually have someone put the graphics on the screens for real. It also greatly enhances the performance of the actors. You only have to watch any of the Star Wars Eps 1-3 to see how wooden acting is when you don’t actually know what is in front of you. Actors love to be able push buttons and bang touch screens during their scenes. Having to actually do it in a certain order can stretch their capabilities mind you, and I am pretty gob smacked at how absolutely computer illiterate some of them are. Don’t they use email?
Anyway, due to this diminished ability to hit and bang things in any certain order, it is our job to make it impossible to mess things up. That’s why they are all genius typers. We make it so they can type any old thing and the letters still come out the way they are meant to each time. We also put little locking codes into our programming so they can’t accidentally escape the graphic mid job. It’s amazing how many of them can type the Esc button when they are meant to be spelling LOGIN."
Thanks, Tim!
SOMEWHAT RELATED
Coincidentally, when I was visiting the NUI-Group forums this morning, I came across a link to Jakob Nielsen's "Usability in the Movies -- Top 10 Bloopers", which are worth taking a look at. I've posted the list, but you'll need to go to Nielson's web page to read the descriptions. You'll smile.
1. The Hero Can Immediately Use Any UI
2. Time Travelers Can Use Current Designs
3. The 3D UI
4. Integration is Easy, Data Interoperates
5. Access Denied/Access Granted
6. Big Fonts
7. Star Trek's Talking Computer
8. Remote Manipulators (Waldo Controls)
9. You've Got Mail is Always Good News
10."This is Unix, It's Easy"
Posted by
Lynn Marentette
Oct 14, 2009
Near Interaction Multi-touch Tables and Displays: London College of Fashion & More
Near Interaction is a company based in Lisbon, Portugal, and London, England. They are a team of interaction and media designers, focsuing on interactive physical and digital installations. Here is a sample of their work:

Information about the Fashion Graduate Exhibition 2009 from NearInteraction's Vimeo site:
"The London College of Fashion Graduate Exhibition 2009 displays six multi-touch tables with integrated object recognition to unveil the 570 student portfolios. From a wide choice displayed on the three walls, visitors can make a selection of their preferred cards. Activating once a card is placed on the tables, visitors can move, zoom and rotate by touching the surface of the table a variety of portfolio images representing the chosen student...London College of Fashion Graduate Exhibition 2009 was designed and produced by NearInteraction in association with Paul Albert and John Nussey."
London College of Fashion Graduate Exhibition 2009
NearInteraction at the London College of Fashion Graduate Exhibition 2009 from nearinteraction on Vimeo.
Tangible Multi-touch Connectivity
Tangible Multi-touch Connectivity from nearinteraction on Vimeo.
"As part of Future Labs - Visual Experiences of the Future at FPC, Tangible Multi-touch Connectivity explores the multi-touch gestural concepts of touch to activate, pinch to enlarge and scroll to select within a multi-user environment, combined with the interaction concepts of user-identity, networks, and behavioural lifespan through a metaphorical game."
NearInteraction Playtecture: Physical + Digital + Kids + Play
NearInteraction at Habitar Portugal | Playtecture from nearinteraction on Vimeo.
Interesting, evolving work!
Information about the Fashion Graduate Exhibition 2009 from NearInteraction's Vimeo site:
"The London College of Fashion Graduate Exhibition 2009 displays six multi-touch tables with integrated object recognition to unveil the 570 student portfolios. From a wide choice displayed on the three walls, visitors can make a selection of their preferred cards. Activating once a card is placed on the tables, visitors can move, zoom and rotate by touching the surface of the table a variety of portfolio images representing the chosen student...London College of Fashion Graduate Exhibition 2009 was designed and produced by NearInteraction in association with Paul Albert and John Nussey."
London College of Fashion Graduate Exhibition 2009
NearInteraction at the London College of Fashion Graduate Exhibition 2009 from nearinteraction on Vimeo.
Tangible Multi-touch Connectivity
Tangible Multi-touch Connectivity from nearinteraction on Vimeo.
NearInteraction Playtecture: Physical + Digital + Kids + Play
NearInteraction at Habitar Portugal | Playtecture from nearinteraction on Vimeo.
Interesting, evolving work!
Oct 12, 2009
Multi-Touch Stereotronic Multi-Synth Orchestra on a Table (Fashionbuddha)
Stereotronic Multi-Synth Orchestra from fashionbuddha on Vimeo.
Here is the info from the YouTube version:
"Fashionbuddha's submission into Microsoft's Surface developer challenge. Robert Lewis did the design and I ported it over to C# from an application we developed with Zach Archer of Z Industries. This new one is not only built on the XNA framework, but it also reads TUIO data from OSC -encoded XML packets over UDP. This means it can work with either Surface or DIY tables without any configuration...I'm using DirectSound for the synthesis. Not shown in this video is the pitch control, which truly warps everything out nicely. :D"
Slideshow
They didn't have this sort of thing when I took computer music technology back in 2003!
RELATED
Fashionbuddha's Interactive Reel
Fashionbuddha Interactive Reel from fashionbuddha on Vimeo.
Fashionbuddha's Animation Reel
Fashionbuddha Animation Reel from fashionbuddha on Vimeo.
Posted by
Lynn Marentette
Sep 26, 2009
Update-Intersection of Art and Technology: Link to the Bridge Project
Link to post on "The World Is My Interface" blog:
Intersection of Art and Technology: Cleveland's Bridge Project; 36 Views of a Bridge
Video Update: 36 Views of a Bridge at The Bridge Project
36 Views of a Bridge at The Bridge Project from Chris Yanc on Vimeo.
Additional information can be found on the Cristopher Yanc's website.
Intersection of Art and Technology: Cleveland's Bridge Project; 36 Views of a Bridge
Video Update: 36 Views of a Bridge at The Bridge Project
36 Views of a Bridge at The Bridge Project from Chris Yanc on Vimeo.
Additional information can be found on the Cristopher Yanc's website.
Sep 20, 2009
Interactive Digital Art/Music at the Gray Area Foundation for the Arts
This video gives some background about the Gray Area Foundation for the Arts, and also provides a glimpse of some interesting interfaces and interaction.
forward/slash: The Gray Area Foundation for the Arts Story from GAFFTA on Vimeo.
"Gray Area Foundation for the Arts (GAFFTA) is a San Francisco-based nonprofit dedicated to building social consciousness through digital culture. Guided by the principles of openness, collaboration, and resource sharing, our programs promote creativity at the intersection of art, design, sound, and technology. By making digital culture accessible, substantive and inspiring, we aim to help realize the greatest power of technology: to bring us closer, faster. For more information and how you can be a part of our vision, please visit gaffta.org"
Thanks to Seth Sandler for the link!
(This is a cross-post.)
forward/slash: The Gray Area Foundation for the Arts Story from GAFFTA on Vimeo.
"Gray Area Foundation for the Arts (GAFFTA) is a San Francisco-based nonprofit dedicated to building social consciousness through digital culture. Guided by the principles of openness, collaboration, and resource sharing, our programs promote creativity at the intersection of art, design, sound, and technology. By making digital culture accessible, substantive and inspiring, we aim to help realize the greatest power of technology: to bring us closer, faster. For more information and how you can be a part of our vision, please visit gaffta.org"
Thanks to Seth Sandler for the link!
(This is a cross-post.)
Posted by
Lynn Marentette
Sep 17, 2009
Interactive Touchscreen Displays at the Chicago Botanic Gardens
"15 letters, a Chicago-based interactive design company developed eight interactive, educational touch-screen kiosks that will enable Garden visitors to get a hands-on experience in understanding the essential role plants play in every day life and the critical role garden scientists are playing to preserve and better manage natural plant communities."
“Each of the eight interactive touch-screen exhibits in the new Rice Plant Conservation Science Center is dedicated to a specific lab in the facility,” Rattin continued. “We created interactive game-like simulations that will allow visitors to manipulate an environment and see the outcomes of their actions. This hands-on approach to education is becoming more commonplace as museums and research centers are encouraging the development of the next generation of scientists.”
Research laboratories featuring interactive kiosks include:
• Harris Family Foundation Plant Genetics Laboratory
• Economic Botany Laboratory
• Reproductive Biology Laboratory
• Dixon Tallgrass Prairie Seed Bank Preparation Laboratory and Seed Bank
• Herbarium
• Population Biology Laboratory
• Soil Laboratory
• Abbott Ecology Laboratory
For more information, there are a number of videos regarding the Chicago Garden Interactive Kiosk Project
Plant Conservation Science Center Fly-through Simulation
I plan on visiting Chicago again, and I'll make sure I visit the Chicago Botanic Gardens!
Posted by
Lynn Marentette
Sep 10, 2009
CONCAVESCREAM: Soundtrack for a book interactive music and visuals,nice and relaxing on a touch screen!
I found a link to an interesting audio-based interactive website today. The Concave Scream "Soundtrack for a Book" is a promotional website for the band's new album of the same name. I never heard of this band before, but I'm impressed with the touch screen interactivity that the website provides!
It was awarded the FWA (Favorite Website Award) earlier this year.
It was awarded the FWA (Favorite Website Award) earlier this year.
Posted by
Lynn Marentette
Sep 7, 2009
Interactive Light and Dance Installations using Flexible OLED's: You Fade to Light
Dance and Interactive Light Installation: You Fade to Light/ edit 1 (rAndom International, Kristin Knappstein, Royal Philips Electronic' Luminblade team)
You Fade To Light / edit 1 from rAndom International on Vimeo.
"Lumiblade OLED's are large area diffuse light sources made from extremely thin glass and feature a perfect mirror finish. OLED's are very close to the quality of natural light."
Installation and Art Direction by rAndom International
Choreography: Laïla Diallo in collaboration with Khamlane Halsackda
Performance: Laïla Diallo and Khamlane Halsackda
Film Production and Director of Photography: Mark Purnell at Hogarth Worldwide
Related versions can be found on the rAndom International Vimeo site.
Photos of the making of You Fade to Light
Chris O'Shea created the software for You Fade to Light using C++, openFrameworks, and openCV. There was a hidden camera embedded in the installation that generated video for the software to process and also generate video files as output. The hardware drivers were created by rAndom International and through the software, controlled the brightness of each OLED.
Chris is the author of the Pixelsumo blog, and also is behind This Happened, a "series of events focusing on the stories behind interaction design", with the purpose of encouraging interaction designers to become more open in their methods and ideas.
For more information about interactive OLED, read the NY Time's article:
Panels of Light Fascinate Designers
Eric A. Taub, New York Times, 9/6/09
Thanks to Celine Latulipe for the link to the NY Times article!
Posted by
Lynn Marentette
Aug 30, 2009
Links to Accessibility Posts: 1, Hello Haptic Flash Cards; 2. Samsung Braille TouchPhone Prototype is Cool, uses Electric Active Plastic
Here are the links to the posts:
Samsung Braille TouchPhone Prototype is Cool: Uses Electric Active Plastic
Hello Haptic Flash Cards
More about the camera for the visually impaired/blind later!
Aug 29, 2009
Natural User Interface Surfaces: TouchCo - IFSR technology company, founded by NYU Media Reseach Lab's Ken Perlin and Ilya Rosenburg
Earlier this year, I had a very vivid dream about haptic touch-screen overlays. That's how things go for me sometimes. At any rate, the dream inspired a blog post, "Last night I dreamt about haptic touch-screen overlays...". Since this is one of my interests, I try to keep up with developments in this field when I can.
It is amusing to see how seemingly unrelated things have similar roots. Today I came across information about a cool mobile phone concept for the visually impaired, designed by Samsung. The touch technology involved in the concept phone incorporated something called Electric Activating Plastic, or EAP.
This sparked my curiosity, and while searching for more information, I came across an article in MIT's Technology Review that caught my eye:
A Touch of Ingenuity: Inexpensive pressure-sensitive pad could make surfaces smarter
(Kate Green, MIT Technology Review September/October 2009)

"..Now that more and more smart phones and MP3 players have touch-screen interfaces, people have grown accustomed to interacting with gadgets using only taps and swipes of their fingers. But on the 11th floor of a downtown Manhattan building, New York University researchers Ilya Rosenberg and Ken Perlin are developing an interface that goes even further. It’s a thin pad that responds precisely to pressure from not only a finger but a range of objects, such as a foot, a stylus, or a drumstick. And it can sense multiple inputs at once."
Ken Perlin and Ilya Rosenberg developed this system as part of their human-computer interaction work at NYU's Media Research Lab, and with the success of their work, went on to start a new company, Touchco, to commercialize and market this concept, known as IFSR (Interpolating Force-Sensitive Resistance) technology.
"The IFSR sensor revolutionizes the field of multi-touch human-computer interaction by out-performing existing solutions in both price and capabilities. Unlike traditional capacitive sensors, our patent pending system can detect any object - not just a finger - and can determine how much pressure is being applied to every point on a sensor simultaneously. IFSR sensors are natively multi-touch, use less power than capacitive sensors, and are much less expensive to produce, making them a highly disruptive technology with widespread market applications."
The Touchco website has a wealth of information regarding this technology. (Update: The TouchCo website was taken down in February 2010)
Other members of Touchco include Nadim Awad, Fang Cheng, Julien Beguin, and Christopher Nam.
SOMEWHAT RELATED
I know of Ken Perlin through his Games for Learning work, and also through his on-line application, Responsive Face, which I use in my work with students who have autism.

Ken Perlin's Blog
Games for Learning Institute
TechPsych Post:
Samsung Braille TouchPhone Prototype is Cool: Uses Electric Active Plastic for functional tactile feedback.
It is amusing to see how seemingly unrelated things have similar roots. Today I came across information about a cool mobile phone concept for the visually impaired, designed by Samsung. The touch technology involved in the concept phone incorporated something called Electric Activating Plastic, or EAP.
This sparked my curiosity, and while searching for more information, I came across an article in MIT's Technology Review that caught my eye:
A Touch of Ingenuity: Inexpensive pressure-sensitive pad could make surfaces smarter
(Kate Green, MIT Technology Review September/October 2009)
UPDATE: As of 2/2010, TouchCo no longer exists. It was bought by Amazon:
"..Now that more and more smart phones and MP3 players have touch-screen interfaces, people have grown accustomed to interacting with gadgets using only taps and swipes of their fingers. But on the 11th floor of a downtown Manhattan building, New York University researchers Ilya Rosenberg and Ken Perlin are developing an interface that goes even further. It’s a thin pad that responds precisely to pressure from not only a finger but a range of objects, such as a foot, a stylus, or a drumstick. And it can sense multiple inputs at once."
Ken Perlin and Ilya Rosenberg developed this system as part of their human-computer interaction work at NYU's Media Research Lab, and with the success of their work, went on to start a new company, Touchco, to commercialize and market this concept, known as IFSR (Interpolating Force-Sensitive Resistance) technology.
"The IFSR sensor revolutionizes the field of multi-touch human-computer interaction by out-performing existing solutions in both price and capabilities. Unlike traditional capacitive sensors, our patent pending system can detect any object - not just a finger - and can determine how much pressure is being applied to every point on a sensor simultaneously. IFSR sensors are natively multi-touch, use less power than capacitive sensors, and are much less expensive to produce, making them a highly disruptive technology with widespread market applications."
The Touchco website has a wealth of information regarding this technology. (Update: The TouchCo website was taken down in February 2010)
Other members of Touchco include Nadim Awad, Fang Cheng, Julien Beguin, and Christopher Nam.
SOMEWHAT RELATED
I know of Ken Perlin through his Games for Learning work, and also through his on-line application, Responsive Face, which I use in my work with students who have autism.
Ken Perlin's Blog
Games for Learning Institute
TechPsych Post:
Samsung Braille TouchPhone Prototype is Cool: Uses Electric Active Plastic for functional tactile feedback.
Posted by
Lynn Marentette
Aug 25, 2009
MT-50 Multi-touch Table: Ideum + NUITech = Interactive Delight
Here are a couple of kids on Ideum's MT-50 multi-touch, multi-user table. You can see the delight!
The picture was taken from the videoclip below:
According to information from the video, the MT-50 screen provides a higher resolution than Microsoft's Surface. It comes with bundled with GestureWorks, a software development kit that works with Adobe's CS4, and NUITech's multi-software product, Snowflake Suite.
The MT 50 is designed for use in interactive museum exhibits, but in my opinion, holds great potential for use in public libraries and K-12 media centers (libraries), and even in classroom settings.
RELATED
Ideum's Press Release (pdf)
Ideum's MT-50 Table Specs (pdf)
Multi-touch Snowflake Suite trial, downloadable from the NUITech website
Aug 22, 2009
Interactive Music on the Web: Part One - Ishkur's Guide to Electronic Music
I'm updating my resources about interactive music on the web, and thought I'd devote a post or two to the subject from time-to-time. Many of the links I've collected over the years no longer exist, so I thought I'd start from the beginning of my quest:
In 1998?, I was taking a kickboxing class and couldn't stand the electronic dance music that blasted us through our moves. I knew there had to be something better, but I wasn't sure exactly how to find it.
As working mom, living in suburbia, I wasn't living a lifestyle that was suited to clubbing until dawn. I knew about Air, Boards of Canada, Moby, and older groups such as Tangerine Dream, but that was about it.
What to do? I searched the Web, and stumbled upon Ishtur's Guide to Electronic Music.
I was overwhelmed at the complexity reflected in the guide. Ishkur provides a sample of the roots of today's electronic music, with examples of Musique Concrete and the avant-garde music of the 50's. Some of the music is...awful, but if you search around, you might find some gems.
If you visit Ishtur's Guide, visit the tutorial first.
Be forewarned that this guide is NOT scholarly. Ishkur has strong opinions, and uses strong language that corresponds to his views... often tongue-in-cheek.
(To put Ishkur's Guide in perspective, read "The Truth Behind Ishkur's Guide : "For those who like epic/anthem and uplifting trance, don’t be misled by what Ishkur has to say. Again, he states his own bias– his word is not fact. Don’t be afraid to form your own opinion on things, based on what you observe.")
Below are a couple screenshots from his guide:
House

Downtempo

If you click a node, it will play an example of the music, and the description of the sub-genre displays in the text box, along with a few other examples, in a row of numbers at the bottom of the text box:

Ishtur's Guide to Electronic Music will keep you entertained and amused for hours, if you have them to spare. Even if you don't like electronic music!
UPDATE:
Version 3 is coming soon. For a video-montage preview, with music, take a look at http://www.ishkur.com/music/edmguide.html

In 1998?, I was taking a kickboxing class and couldn't stand the electronic dance music that blasted us through our moves. I knew there had to be something better, but I wasn't sure exactly how to find it.
As working mom, living in suburbia, I wasn't living a lifestyle that was suited to clubbing until dawn. I knew about Air, Boards of Canada, Moby, and older groups such as Tangerine Dream, but that was about it.
What to do? I searched the Web, and stumbled upon Ishtur's Guide to Electronic Music.
I was overwhelmed at the complexity reflected in the guide. Ishkur provides a sample of the roots of today's electronic music, with examples of Musique Concrete and the avant-garde music of the 50's. Some of the music is...awful, but if you search around, you might find some gems.
If you visit Ishtur's Guide, visit the tutorial first.
Be forewarned that this guide is NOT scholarly. Ishkur has strong opinions, and uses strong language that corresponds to his views... often tongue-in-cheek.
(To put Ishkur's Guide in perspective, read "The Truth Behind Ishkur's Guide : "For those who like epic/anthem and uplifting trance, don’t be misled by what Ishkur has to say. Again, he states his own bias– his word is not fact. Don’t be afraid to form your own opinion on things, based on what you observe.")
Below are a couple screenshots from his guide:
House
Downtempo
If you click a node, it will play an example of the music, and the description of the sub-genre displays in the text box, along with a few other examples, in a row of numbers at the bottom of the text box:
Ishtur's Guide to Electronic Music will keep you entertained and amused for hours, if you have them to spare. Even if you don't like electronic music!
UPDATE:
Version 3 is coming soon. For a video-montage preview, with music, take a look at http://www.ishkur.com/music/edmguide.html
Posted by
Lynn Marentette
Aug 15, 2009
Games to lift stress away: Flower, flOw, (and Cloud), from thatgamecompany
As I set out to revisit some of my early posts on this blog, I came across a link to a review the Flower game, created for the Playstation 3 by Jenova Chen, Kellee Santiago, and other members of thatgamecompany. It is good to know that this group continues to work towards the goal of creating innovative games that provide gaming experiences that are calming, pleasant to use, and are unlike most game genres.

Flower (Credit: IGN)
"Supported HD Output: 720p, 1080i, 1080p- From the same developers that brought you the serene flOw comes Flower, whose gameplay has players guiding a flower petal across gorgeously rendered fields and plains, replete with individually modeled leaves of grass that blow and sway in the wind. Colorful, peaceful, and exhillerating, Flower is a difficult game to describe, and simply must be experienced in all it’s HD beauty to truly be appreciated. A real gem."
(Flower is played with the Sixaxis wireless game controller that can sense motions and provide precision in interactive game play. The Sixaxis was recently replaced by Duoalshock 3, which provides motion sensing and rumble. I'm not sure if the new controller works with Flower.)
The following video review by Pete Dorr won't give enough details about the game to spoil it for you. Go ahead and watch the review!
Since I don't have a PS3 (yet), I'm sharing a couple of reviews of Flower that I found on the IGN website:
"thatgamecompany's mellow, beautiful adventure through the dreams of plants starts out so disarmingly pleasant that one would be forgiven for assuming it's just a game about flying around and picking up flower petals. It's not until one experiences the couple-hour experience from beginning to end (preferably with 5.1 audio, the lights off and no human distractions) that the game really gets its emotional hooks into you. Without ever introducing a single line of dialogue, any characters (at least in the traditional sense) or clear goals, Flower takes you on a ride that's over far too soon, yet somehow seems just right for what it's trying to do: suck you into a world without the usual video game trappings while playing with your emotions in a way no amount of manufactured tear-jerk dialogue or surprise deaths ever could. It really is unlike anything else you'll ever play and stands as one of the best (if not the best) examples of SixAxis motion controls on the PS3."
"thatgamecompany has depicted something that I never once imagined: what would a flower's dream look like if we could see it? Flower, a PS3 downloadable that comes as a spiritual successor to flOw, is one of the most beautiful games that I've ever played. Not just because the visuals are entirely breathtaking, but also because the experience of playing it offers more enjoyment, emotion and enlightenment than any game I've tried in years."
"Before you read on, keep in mind that Flower isn't quite for everyone. There will be those that experiment with it but won't see the point, as it strays so far from the traditional spectrum of gameplay systems, but it's truly worth playing...Flower is a poem, where you as the player participate in the dreams of flowers confined to the ever-changing landscape of a colorless city. Each dream, or stage, revolves around a different theme and gameplay objective, but your method of control remains the same: tilt the controller to direct a series of flower petals through beautiful environments. Press any button to stir up a wind that will coax them along. As you begin with one flower petal, you'll soon touch other flowers and gather more petals, generally influencing the environment in a way that pleases the dreamer. This setup works amazingly well to create varying tasks for you to enjoy..."
Flower was listed as one one of the best games for the Playstation 3 for HDTV, along with a flOw, a 2006 game from the same company:
Best Playstation 3 Games For Showing Off Your New HDTV

flOw
"Supported HD Output: 720p, 1080i, 1080p- Calm, serene, and beautiful in it’s simplicity, flOw was one of the first PSN titles released when the Playstation 3 launched in November 2006, and it’s still a gorgeous work of art. From the calming music, to the simple gameplay, flOw proves that you don’t need high resolution textures and thousands of animations to produce a beautiful image."
"FlOw is a game about piloting an aquatic organism through a surreal biosphere where players consume other organisms, evolve, and advance their organisms to the abyss."
I came across Cloud about four years ago, when I was looking for non-violent games that could support relaxation and stress-reduction. Cloud was created by some of the members of thatgamecompany when they were students at UCS.
I later posted about how I used the game in in my work as a school psychologist:
Below is a video of the Cloud game, which was designed for use on a computer. It still appears to be available for free from the USC website.
FlOw was Jenova Chen's MFA Thesis, built upon Mihaly Csikszenmihalyi's Flow Theory:
"being completely involved in an activity for its own sake. The ego falls away. Time flies. Every action, movement, and thought follows inevitably from the previous one, like playing jazz. Your whole being is involved, and you're using your skills to the utmost."
The game went on to become an award-winning PS3 game. The early web-based version of flOw is free, and some of the gameplay can be done using your finger on a touch screen. The music is relaxing, almost hypnotic.
Why this is important:
There is a need for games that can be used for relaxation, as most commercial games focus on action and thrills, often delivered through violence.
(Pictures and videos are from the IGN website, YouTube, and related websites.)
Flower (Credit: IGN)
"Supported HD Output: 720p, 1080i, 1080p- From the same developers that brought you the serene flOw comes Flower, whose gameplay has players guiding a flower petal across gorgeously rendered fields and plains, replete with individually modeled leaves of grass that blow and sway in the wind. Colorful, peaceful, and exhillerating, Flower is a difficult game to describe, and simply must be experienced in all it’s HD beauty to truly be appreciated. A real gem."
(Flower is played with the Sixaxis wireless game controller that can sense motions and provide precision in interactive game play. The Sixaxis was recently replaced by Duoalshock 3, which provides motion sensing and rumble. I'm not sure if the new controller works with Flower.)
The following video review by Pete Dorr won't give enough details about the game to spoil it for you. Go ahead and watch the review!
Since I don't have a PS3 (yet), I'm sharing a couple of reviews of Flower that I found on the IGN website:
"thatgamecompany's mellow, beautiful adventure through the dreams of plants starts out so disarmingly pleasant that one would be forgiven for assuming it's just a game about flying around and picking up flower petals. It's not until one experiences the couple-hour experience from beginning to end (preferably with 5.1 audio, the lights off and no human distractions) that the game really gets its emotional hooks into you. Without ever introducing a single line of dialogue, any characters (at least in the traditional sense) or clear goals, Flower takes you on a ride that's over far too soon, yet somehow seems just right for what it's trying to do: suck you into a world without the usual video game trappings while playing with your emotions in a way no amount of manufactured tear-jerk dialogue or surprise deaths ever could. It really is unlike anything else you'll ever play and stands as one of the best (if not the best) examples of SixAxis motion controls on the PS3."
"thatgamecompany has depicted something that I never once imagined: what would a flower's dream look like if we could see it? Flower, a PS3 downloadable that comes as a spiritual successor to flOw, is one of the most beautiful games that I've ever played. Not just because the visuals are entirely breathtaking, but also because the experience of playing it offers more enjoyment, emotion and enlightenment than any game I've tried in years."
"Before you read on, keep in mind that Flower isn't quite for everyone. There will be those that experiment with it but won't see the point, as it strays so far from the traditional spectrum of gameplay systems, but it's truly worth playing...Flower is a poem, where you as the player participate in the dreams of flowers confined to the ever-changing landscape of a colorless city. Each dream, or stage, revolves around a different theme and gameplay objective, but your method of control remains the same: tilt the controller to direct a series of flower petals through beautiful environments. Press any button to stir up a wind that will coax them along. As you begin with one flower petal, you'll soon touch other flowers and gather more petals, generally influencing the environment in a way that pleases the dreamer. This setup works amazingly well to create varying tasks for you to enjoy..."
Flower was listed as one one of the best games for the Playstation 3 for HDTV, along with a flOw, a 2006 game from the same company:
Best Playstation 3 Games For Showing Off Your New HDTV
flOw
"Supported HD Output: 720p, 1080i, 1080p- Calm, serene, and beautiful in it’s simplicity, flOw was one of the first PSN titles released when the Playstation 3 launched in November 2006, and it’s still a gorgeous work of art. From the calming music, to the simple gameplay, flOw proves that you don’t need high resolution textures and thousands of animations to produce a beautiful image."
"FlOw is a game about piloting an aquatic organism through a surreal biosphere where players consume other organisms, evolve, and advance their organisms to the abyss."
I came across Cloud about four years ago, when I was looking for non-violent games that could support relaxation and stress-reduction. Cloud was created by some of the members of thatgamecompany when they were students at UCS.
I later posted about how I used the game in in my work as a school psychologist:
Cloud is a relaxing, nonviolent game, created by graduate students at USC. The character, a child, flies around, collecting clouds and putting them into puzzles in the sky. The music is very soothing. The game is free and can be downloaded through the website. This game could be used to help relax students with anxiety disorders, Asperger syndrome, etc., develop coping strategies. Here is the link to the Cloud video trailer.
(I use the Cloud Game as a form of crisis intervention with students undergoing high level of agitation and stress at the middle and high school level.)Below is a video of the Cloud game, which was designed for use on a computer. It still appears to be available for free from the USC website.
FlOw was Jenova Chen's MFA Thesis, built upon Mihaly Csikszenmihalyi's Flow Theory:
"being completely involved in an activity for its own sake. The ego falls away. Time flies. Every action, movement, and thought follows inevitably from the previous one, like playing jazz. Your whole being is involved, and you're using your skills to the utmost."
The game went on to become an award-winning PS3 game. The early web-based version of flOw is free, and some of the gameplay can be done using your finger on a touch screen. The music is relaxing, almost hypnotic.
Why this is important:
There is a need for games that can be used for relaxation, as most commercial games focus on action and thrills, often delivered through violence.
(Pictures and videos are from the IGN website, YouTube, and related websites.)
Posted by
Lynn Marentette
Aug 7, 2009
Touch Screens and Interactive Displays Biz News, Part III: Transforming the Kiosk Concept
Kiosks have been around for a while, but with the increase interest in anything "touch", it looks like business is going well. As you can see from the pictures below, there has been a push to innovate the design and function of the utilitarian kiosks we've come to love (or hate) over the years:









As you can see, kiosks are multiplying and finding homes in all sorts of places. One example is TouchMate's SchoolDefender kiosk, designed for K-12 settings:

"TouchMate’s SchoolDefender is an interactive touch-screen kiosk system designed for use by K-12 schools to implement Visitor Management policies. After the visitor registers, the kiosk provides a stick-on badge that shows his name and picture, what areas of the school he may visit and when the badge expires."
You can even read the news on a touch-screen kiosk. Forget about newspapers or your Kindle!

And here is a pest management kiosk:

Here are some kiosks featured at IBM e-business centers, created by Imaginary Forces in collaboration with Design Office:





Note: Design Office is now known as Jason King Associates, as George Yu, Jason King's partner, passed away, sadly, at a young age. George Yu was highly regarded as a pioneer in the field of digital architecture.
"On his own, and in partnership with Jason King, Yu completed more than 65 projects, many of them for companies involved in new media and innovative design technologies. This felicitous pairing of clients and architect meant that each could learn from and teach the other. For example, in a trio of “e-business centers” for IBM, located in Chicago, New York City, and Atlanta, Yu and King—whose firm was called Design Office—designed a conference table that used projected images and interactive technologies developed by IBM. In a more recent project, the Honda Advanced Design Studio in Pasadena, California, Yu borrowed an innovative fabrication technology from the automotive industry and used it to create a sensuously curved interior wall."
As you can see, kiosks are multiplying and finding homes in all sorts of places. One example is TouchMate's SchoolDefender kiosk, designed for K-12 settings:
"TouchMate’s SchoolDefender is an interactive touch-screen kiosk system designed for use by K-12 schools to implement Visitor Management policies. After the visitor registers, the kiosk provides a stick-on badge that shows his name and picture, what areas of the school he may visit and when the badge expires."
You can even read the news on a touch-screen kiosk. Forget about newspapers or your Kindle!
And here is a pest management kiosk:
Here are some kiosks featured at IBM e-business centers, created by Imaginary Forces in collaboration with Design Office:
Note: Design Office is now known as Jason King Associates, as George Yu, Jason King's partner, passed away, sadly, at a young age. George Yu was highly regarded as a pioneer in the field of digital architecture.
"On his own, and in partnership with Jason King, Yu completed more than 65 projects, many of them for companies involved in new media and innovative design technologies. This felicitous pairing of clients and architect meant that each could learn from and teach the other. For example, in a trio of “e-business centers” for IBM, located in Chicago, New York City, and Atlanta, Yu and King—whose firm was called Design Office—designed a conference table that used projected images and interactive technologies developed by IBM. In a more recent project, the Honda Advanced Design Studio in Pasadena, California, Yu borrowed an innovative fabrication technology from the automotive industry and used it to create a sensuously curved interior wall."
Posted by
Lynn Marentette
Jul 24, 2009
Haptic/Tactile Interface: Dynamically Changeable Physical Buttons on a Visual Display -
I came across an interesting video clip while researching haptic and tactile interfaces.
Chris Harrison , a Ph.D. student, and Scott E. Hudson, his advisor, are researchers at Carnegie-Mellon's Human-Computer Interaction Institute. They've been working on a variety of methods to provide tactile properties for visual displays
The paper can be accessed on Chris Harrison's website.
This work was also highlighted in a recent article in Popular Science:
Your Next Touchscreen Might Bulge With Inflatable Buttons: Latex overlays inflate to provide the tactile sensation of pressing a button -Dan Smith, 7/21/09
I'm not very fond of buttons, but if something like this could be configured for my remote control, I could control my TV effortlessly while viewing in the dark!
Chris Harrison , a Ph.D. student, and Scott E. Hudson, his advisor, are researchers at Carnegie-Mellon's Human-Computer Interaction Institute. They've been working on a variety of methods to provide tactile properties for visual displays
The paper can be accessed on Chris Harrison's website.
This work was also highlighted in a recent article in Popular Science:
Your Next Touchscreen Might Bulge With Inflatable Buttons: Latex overlays inflate to provide the tactile sensation of pressing a button -Dan Smith, 7/21/09
I'm not very fond of buttons, but if something like this could be configured for my remote control, I could control my TV effortlessly while viewing in the dark!
Posted by
Lynn Marentette
Jul 19, 2009
Global Imagination's Magic Planet: An Interactive Digital Sphere
Global Imagination's Magic Planet is getting around. It is an interactive digital sphere that has been featured in a variety of museum exhibits, but has also been used for promotions and in educational settings.
According to the Global Imagination website, "Global Imagination® makes the Magic Planet® digital video globe - the digital display with a sphere-shaped screen. We also supply software, content and services that enable you to present global information and promotional media in the most compelling and interactive way possible."
"The Magic Planet: a digital video globe that displays real-time weather and earthquake information and a dramatic animation of the shifting continents from today back 400 million years".
For a closer look at the Magic Planet, visit Global Imagination's picture gallery page. The products page provides pictures and descriptions of Global Imagination's hardware and extensive range of software choices, including touch screen templates, end-user applications, and developer tools. You can also download the Magic Planet brochure.
The video of the Magic Planet from 2007, from the Asian Tsunami Exhibit at Yale, can can be viewed on YouTube.
For your convenience, here are links to the companies that partner with Global Imagination:









According to the Global Imagination website, "Global Imagination® makes the Magic Planet® digital video globe - the digital display with a sphere-shaped screen. We also supply software, content and services that enable you to present global information and promotional media in the most compelling and interactive way possible."
"The Magic Planet: a digital video globe that displays real-time weather and earthquake information and a dramatic animation of the shifting continents from today back 400 million years".
For a closer look at the Magic Planet, visit Global Imagination's picture gallery page. The products page provides pictures and descriptions of Global Imagination's hardware and extensive range of software choices, including touch screen templates, end-user applications, and developer tools. You can also download the Magic Planet brochure.
The video of the Magic Planet from 2007, from the Asian Tsunami Exhibit at Yale, can can be viewed on YouTube.
For your convenience, here are links to the companies that partner with Global Imagination:
Posted by
Lynn Marentette
Jul 16, 2009
Interactive Multimedia Technology Themes -Update on Travel Technologies
Over the next month or so I will be re-organizing this blog. I'll be analyzing the various themes that have emerged since I started this on 4/11/06, over three years ago, as part of an assignment for a class about distance education and on-line communication tools.



My first topic was "Games, Simulations, and Virtual Worlds". Although I continue to focus on those themes, I mostly center around off-the-desktop interactive, collaborative, and emerging technologies that support interaction and activities in public spaces.
One theme that interests me is technology that supports travel experiences. Since I've had the opportunity to travel a great deal (before the economy started to go downhill), I've had a chance to explore this arena as a participant-observer*, and have documented my findings through photographs and video.
It is a joke in my family that if I disappear from the tribe, I can usually be found nearby, poking at an interactive touch screen, photographing something related to technology, or sneaking in a few shots of other people interacting with technology, and sometimes even talking to strangers as they use technology. (I usually ask permission to take pictures of people who are in my view finder, but sometimes they just happen to be in my line of sight.)
It is amazing what an earful you can get about technology as a fellow traveller!
I came across the work of Nanonation when I was on a Royal Caribbean cruise ship, and was a little disappointed with the touch-screen content and interaction around the ship. From what I can tell from the NanoNation website, the applications have been improved somewhat, especially the way-finding application on the Freedom of the Seas:
Wayfinding Application, Freedom of the Seas
Nanonation was also involved in the development of a "Discovery Wall" at the Umpqua bank. This system incorporates tangible icons that sit on a shelf located near the Discovery Wall that trigger an interactive flash presentation on a screen. The icons represent various bank products, and are RFID enabled.
Discovery Wall, Umpqua Bank
Back to the topic of cruise ship/travel technology:
When I was on the Ruby Princess cruise in December of 2008, I was impressed with the "Movies Under the Stars" set-up. At night, the sunning decks are transformed into out-door movie viewing spots, where you can lounge around, basking under the stars at you watch the gigantic silver screen and excellent sound system.
During the day, the system is used to display games that people play on the Wii, which provides the non-playing sunbathers additional entertainment.
I recently learned that the Movies Under the Stars system was developed and installed by FUNA, an international company that focuses on marine-related industries, as well as land-based industries.
Take a look to my "Wii-OOH" Flickr set slideshow to see the Wii in action on the large screen of the Ruby Princess, and on smaller screens in the food-court of the Concord Mills (NC) mall:
(Note, the mall pictures were taken with my cell phone.)
I want to go back!
HCI Note
*I was trained in the use of participant observation long ago, when I was studying social science
and psychology at the University of Michigan. It is a method that was developed early on by anthropologists
and sociologists, and adopted later by researchers in other fields. Some human-computer interaction
researchers use this method, and related techniques, such as ethnography, in their work.
Posted by
Lynn Marentette
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