Aug 23, 2008

Natural User Interface new website shares information about the company's innovative multi-touch solutions...



Frequent visitors to this blog know that I've been following the development of the NUI multi-touch system since it was in the gestational stage, a university project of Harry van der Veen. I'd like to mention that as the NUI multi-touch table has evolved, so has the NUI website.

Take a look at the user-friendly, visually appealing website that showcases the Natural User Interface company's accomplishments, new products, and services. Here is some information from the site:

  • "Natural User Interface (NUI) is an innovative emerging technology company specializing in advanced multi-touch software and service solutions. NUI's solutions can convert an ordinary surface into an interactive, appealing and intelligent display that creates a stunning user experience."

  • "NUI provides both standardized as well as customized horizontal, vertical and angled multi-touch hardware solutions. With the wide variety of market leading suppliers and partner, NUI gives warranty on all our products."

For those of you who can't wait to dive into programming multi-touch, collaborative applications, take a look at NUI's Snowflake 1.0 software for OEM partners:

  • "NUI Suite 1.0 Snowflake is an easy to use, robust, fast and reliable gesture recognition, computer vision, image processing, motion sensing multi-touch software package.It has been tested and developed for over 1,5 year and valued as best in the industry by our global hardware partners."

Aug 20, 2008

The Hidden Geometry of Hair: Computer Generated "Hollywood Hair" Unveiled at SIGGRAPH 2008








I came across a link to an article in the UCSD School of Engineering News today and just had to post it.

"HOLLYWOOD HAIR IS CAPTURED AT LAST: DETAILS IN SIGGRAPH 2008 PAPER"

Technology now exists that will enable animators, video-game makers, and film-makers the opportunity to capture images of real hairstyles that look and behave realistically. Below is a series of side-by-side comparisons of computer generated heads of hair and the real thing.

From the article:

"By determining the orientations of individual hairs, the researchers can realistically estimate how the hairstyle will shine no matter what angle the light is coming from. “You can’t just blend the highlights from two different angles to get a realistic highlight for a point in between,” said Chang.
“Instead of blending existing highlights, we create new ones.”


....One possible extension of this work: making an animated character’s hair realistically blow in the wind. This is possible because the researchers also developed a way to calculate what individual hair fibers are doing between the hairstyle surface and the scalp. They call this finding the “hidden geometry” of hair.

“Our method produces strands attached to the scalp that enable animation. In contrast, existing approaches retrieve only the visible hair layer,” the authors write in their SIGGRAPH 2008 paper. An animation of a hairstyle is available as a download from the “hair photobooth” Web site created by Sylvain Paris: http://people.csail.mit.edu/sparis/publi/2008/siggraphHair/

What we need is a real-life hair photobooth. Have a bad hair day? No problem. Walk in, "zap!", and walk out with real Hollywood hair. Maybe the hair scientists are working on it....


SIGGRAPH 2008 Paper citation: “Hair Photobooth: Geometric and Photometric Acquisition of Real Hairstyles,” by Sylvain Paris and Wojciech Matusik from Adobe Systems, Inc., Will Chang, Wojciech Jarosz and Matthias Zwicker from University of California, San Diego; and Oleg I. Kozhushnyan and Frédo Durand from Massachusetts Institute of Technology


Aug 18, 2008

Digital Storytelling, Multimodal Writing, Multiliteracies...

Digital storytelling, multimodal writing, and multiliteracies are overlapping concepts that weren't around during my first round as a university student. As more people of all ages create and share digital content on the web in new and imaginative ways, teachers and university scholars have taken notice. Is there a consensus that the printed word, as we've known it, is in the middle of a digital transformation?

Let's start out with digital storytelling.

By now, everyone knows about YouTube and vlogs as new means of communication. There is more to digital storytelling than uploading a few hastily put-together video clips from the family camcorder, or slapping together a PowerPoint presentation with a few bells and whistles. There are now some standards. Digital storytelling is an art.


The following definition is from an article from EduCause, 7 things you should know about Digital Storytelling.:

  • "Digital storytelling is the practice of combining narrative with digital content, including images, sound, and video, to create a short movie, typically with a strong emotional component. Sophisticated digital stories can be interactive movies that include highly produced audio and visual effects, but a set of slides with corresponding narration or music constitutes a basic digital story. Digital stories can be instructional, persuasive, historical, or reflective. The resources available to incorporate into a digital story are virtually limitless, giving the storyteller enormous creative latitude. Some learning theorists believe that as a pedagogical technique, storytelling can be effectively applied to nearly any subject. Constructing a narrative and communicating it effectively require the storyteller to think carefully about the topic and consider the audience’s perspective."

Petter Kittle, from the Northern California Writing Project, Summer Institute 2008, touches on the topic of multimodal writing in Multimodal Texts: Composing Digital Documents. Related to this is the concept of digital writing.

"
Multiliteracies is an approach to literacy which focuses on variations in language use according to different social and cultural situations, and the intrinsic multimodality of communications, particularly in the context of today's new media."

  • "...it is no longer enough for literacy teaching to focus solely on the rules of standard forms of the national language. Rather, the business of communication and representation of meaning today increasingly requires that learners are able figure out differences in patterns of meaning from one context to another. These differences are the consequence of any number of factors, including culture, gender, life experience, subject matter, social or subject domain and the like. Every meaning exchange is cross-cultural to a certain degree." -from Kalantzis and Cope's Multiliteracies website
Here is a short list of resources:
The Center for Digital Storytelling
Multimedia Storytelling
What are multimodality, multisemiotics, and multiliteracies?
(Ben Williamson, Futurelab)
Reading Images: Multimodality, Representation, and New Media
(Gunther Kress)
New Learning: Elements of a Science of Education
(Mary Kalantzis & Bill Cope)
Multiliteracies
The Multiliteracy Project
Multimodal Writing
http://multimodalwriting.com/
(new website, under development)
Multimedia Blogging
(a post from 2004, worth reading for historical context)
Thinking about multimodal assessment
(Digital Writing, Digital Teaching)
Standards related to digital writing
(from Teaching Writing Using Blogs, Wikis...)

I conclude this text-based post with a promise to incorporate more multimedia experiences in my upcoming posts....stay tuned.


Aug 16, 2008

MellaniuM: Virtual Reality, History, and Digital Heritage

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Joe Rigby, from MellaniuM, focuses on the use of interactive virtual reality technology to create environments that support the learning of history. This concept is also known as "Digital Heritage". Applications are in the works that combine high-polygon modeling with scaled photo-realistic textures, incorporating multi-user avatar interaction within 3D archaeological visualizations.

MellaniuM will be presenting at VSMM' 08: Conference on Virtual Systems and Multimedia Dedicated to Digital Heritage. Instead of a PowerPoint presentation, participants will be provided with a walk-through of the Theatre of Pompeii.

A future workshop, sponsored by ADSIP, the Applied Digital Signal and Image Processing Research Centre, will feature an EONREALITY multi-wall immersive system to display the latest version of the Theatre of Pompeii district.
Public VR and Anne Weis ,from the Department of Art History at the University of Pittsburgh, are collaborating on this project.

The original Pompeii Project, was built at Carnegie Mellon's Studio for Creative Inquiry, during the mid-1990's. Links to the Virtual Theater District (VMRL) and 3D models can be found at http://artscool.cfa.cmu.edu:16080/~hemef/pompeii/project.html

If you have an interactive whiteboard, download the 3D models of Pompeii. You'll have to install a free VRML plug-in in order to view them on a web browser.

Wouldn't it be great if all students could learn about history via interactive virtual reality someday?



Microsoft Surface's Hotel Concierge Application: Let's see an affordable Surface, deployed in classrooms and libraries!

Microsoft Surface at the Sheraton Hotel:



Think how this could play out in classrooms, libraries, information centers, and other public spaces.

Need I say more?

(Cross posted on TechPsych and Technology-Supported Human-World Interaction blogs)

Microsoft Research project: MouseMischief - Multi-user, Multi-Mice Interaction on Large Displays

This is an interesting demonstration of the use of multiple mice, controlled by children on an interactive whiteboard. The collaborative application uses Microsoft's Multi-Point technology. For more information and free downloads, go to MouseMischief.org.