May 20, 2010

The 3D Evolution: Part I, Introduction

The 3D Evolution: Part I, Introduction


I will be featuring topics related to 3D technologies in a series of future posts on the Innovative Interactivity blog.  Look forward to discussions on topics related to the history of 3D in films, virtual reality, and games.  I'll also touch on the history of 3D, including films, the evolution of 3D technologies, and the role of the virtual reality and gaming fields in this development.  I will also discuss how 3D technologies might impact the future of interactive multimedia, in education, in the home, and the web.



3D movies have been around for a very long time, but until the movie Avatar was released a few months ago, there was little to suggest that 3D would be a hot topic of discussion. Part of the reason is that we now have a variety of newer technologies that support the creation and viewing of 3D content. The most important change is that 3D displays are on the market for use in the home, opening up a new vista for multi-media advertisers and content developers, including educational programming.


Samsung and Panasonic recently unveiled 3D displays for home viewing of films such as Avatar.  Sony, Samsung, and Panasonic now offer Blu-ray disc players.   Very soon, there will be broadcasts of sports events in 3D.  3D projectors and glasses are making some headway into K-12 classrooms.


Before I dive into this topic, I want to share that I am one of the small percentage of people who do not tolerate immersive 3D experiences very well. In the past, all of my attempts at viewing anything in 3D has resulted in headaches and nausea.  Fortunately, there are some solutions to this problem that I am willing to try.  I will share them in a future post.







-CrunchGear (Panasonic 3D gear)


If you'd like to jump-start your journey into the topic of 3D technologies, I encourage you to take a look at some of the links below!



RELATED 

RELATED BLOGS AND POSTS

Almont Green's Blog (Stereoscopic Photographer)

3D Projectors in the Classroom: The kids are ready, but -- but what about the textbook-bound curriculum?
The Truth About 3D TV (Raising Digital Kids blog)
3D TV and Movies Look to Attract Viewers But Not Everyone Can ‘See’ What All the Hype is About (This article discusses stereoscopic vision deficiencies that prohibit some people from viewing 3D content, and how these deficiencies can be treated.)

May 14, 2010

Google Street View captured more than a shot of your house - it captured your wireless data "by mistake"!

Via Reuters:

Google says mistakenly got wireless data
Alexei Oreskovic, 5/14/10

"Google Inc said its fleet of cars responsible for photographing streets around the world have for several years accidentally collected personal information -- which a security expert said could include email messages and passwords -- sent by consumers over wireless networks....Google did not specify what kind of data the high-tech cars collected, but a security expert said that email content and passwords for many users, as well as general Web surfing activity, could easily have been caught in Google's dragnet."

Blog post from Google:
WiFi data collection:  An Update  5/14/10

Time to make sure your home WiFi network is secure - and don't forget to check your Facebook privacy settings!


RELATED
How to Password-Protect Your WiFi Network
https://ssd.eff.org/tech/wifi


Google Says It Collected Private Data By Mistake
Brad Stone, New York Times, 5/14/10

Please explain: why Google wants your Wi-Fi data
Louisa Hearn, The Sydney Morning Herald 5/13/10

Facebook and Privacy Issues: Reflections about the ever-changing interfaces of Facebook and the growing number of Facebook-connected websites (IMT)

Five Hidden Dangers of Facebook: Security Expert on Big Risks You Should Be Aware You're Taking When You Use the Site (CBS) 


Managing your privacy on Facebook;
Facebook downplays privacy criticism (Maggie Shiels)
BBC News, 5/14/10

Post Wimp Links (Link to Links)

Post Wimp Link to Links (Leads to a post on The World Is My Interface blog)






 
 
 

Quick Post/Link: digitalculturebooks: New Media Studies & Digital Humanities at University of Michigan

I graduated from the University of Michigan years ago and would have been thrilled to participate in a project such as the new "digitalculturalbooks".  Sadly, the my undergraduate education pre-dated the internet and the explosion of engaging technologies!  

Here is information about digitalculturebooks from the "about" section of the website, via graduate student Jonathan Tarr:


digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative work in new media studies and the emerging field of digital humanities. digitalculturebooks seeks to explore all aspects of new media and its impact on society, culture, and scholarly communication and will present work that exhibits and advances the understanding of the relationship between humanities and digital technologies. The imprint aspires to both investigate and demonstrate new forms of scholarly practice in the humanities.
digitalculturebooks is an experimental publishing strategy with a strong research component. By making our content available in print and online, we intend to:
  • develop an open and participatory publishing model that adheres to the highest scholarly standards of review and documentation;
  • develop a model for press/library collaboration at Michigan and elsewhere;
  • showcase and extend Michigan's leading role in the development of digital resources;
  • encourage and participate in a national dialogue about the future of scholarly communication.

May 13, 2010

Digital Media & Learning Competition Awards



2010 Digital Media and Learning Competition Winners (pdf)


"The Digital Media and Learning Competition, now in its third year, is an annual effort designed to find — and to inspire — the most novel uses of new media in support of learning. In May 2010, the Competition recognized 10 projects that employ games, mobile phone applications, virtual worlds, and social networks to create learning labs for the 21st Century — environments that help young people learn through exploration, interaction and sharing."
-MacArthur Foundation/HASTAC 


2010 Winners, 21st Century Learning Lab
CLICK! The Online Spy School: Engaging Girls in STEM Activities, Peer Networking, and Gaming- Emily Sturman, Carnegie Science Center, Pittsburgh, PA.
ECOBUGS- Stephen Sayers, Futurelab Education, Bristol, UK.
FAB@SCHOOL: A Digital Laboratory for the Classroom- Glen Bull, University of Virginia, Charlottesville, VA.
Hole-in-the-Wall: Activity Based e-Learning for Improving Elementary Education in India - Hole-in-the Wall Education Limited, New Delhi, India
Metrovoice: About/In/By Los Angeles - Ann Bray, LA Freewaves, Los Angeles, CA
Mobile Action Lab: Programming Apps for Collaborative Community Change- Elisabeth Soep, Youth Radio-Youth Media International, Oalkand, CA
NOX No More: Connecting Travel Logs with Simulation, Gaming, and Environmental Education- Rosanna Garcia, Northeastern University, Boston, MA
Conservation Connection: From the West Side to the West Pacific-Joshua Drew, The Field Museum, Chicago, IL
Scratch & Share: Collaborating with Youth to Develop the Next Generation of Creative Software- Mitchel Resnick, MIT Media LAb, Cambridge, MA
Youth Applab- Leshell Hately, Uplift, Inc. Washington, DC


About the Competition
Digital Media and Learning Competition

RELATED
Press Release Via Serious Games Market and the MacArthur Foundation

Global Competition Selects 10 Innovative Digital Media & Learning Projects to Share $1.7 Million (Digital Media & Learning, Press Releases- May 12, 2010)
Washington, DC) — Ten winners of the MacArthur Digital Media and Learning Competition were announced today at a celebration of National Lab Day in Washington, DC, to promote science, technology, engineering and math across the country. Funded by the John D. and Catherine T. MacArthur Foundation and administered by the virtual network of learning institutions HASTAC, the competition winners will share $1.7 million in funding to use games, mobile phone applications, virtual worlds, and social networks to create the learning labs of the 21st century. Winners include a project to show youth-produced videos on 2,200 Los Angeles city buses; the next generation of a graphical programming language that allows young people to create their own interactive stories, games, and animations; and an online game that teaches kids the environmental impact of their personal choices. 

“Digital technologies are helping us to re-imagine learning,” said Connie Yowell, MacArthur’s Director of Education. “In the digital age, the learning environment is turned on its head — it’s no longer just the dynamic of the student, the teacher and the curriculum. Today, kids learn and interact with others — even from around the world — every time they go online, or play a video game, or engage through a social networking site. This Competition is helping us to identify and nurture the creation of learning environments that are relevant for kids today and will prepare them for a 21st century workforce.”

Now in its third year, the Competition is an annual effort to find — and to inspire — the most novel uses of new media in support of learning. This year it was launched in collaboration with President Obama’s Educate to Innovate initiative, challenging designers, inventors, entrepreneurs, and researchers to create learning labs for the 21st century, digital environments that promote building and tinkering in new and innovative ways. 

Other winners of the global Digital Media and Learning Competition include:

Conservation Connection: Using webcasting, video blogging and social networking sites, this project connects kids from Chicago’s West Side with kids in Fiji to work together to protect Fijian coral reefs; 

Mobile Action Lab: Combining the expertise of social entrepreneurs and technologists and the knowledge and ideas of Oakland, CA-based teens, this project helps develop mobile phone applications that serve Oakland communities. 

Click! The Online Spy School: Designed to encourage girls engagement in the sciences, Click!Online is a web-based, augmented reality game for teen girls to solve mysteries in biomedical science, environmental protection, and expressive technology. 

•Download a complete list of the competition winners (PDF, 12 pages) »

This year’s application process included an opportunity for public comment, which allowed applicants to collaborate with others and improve their submissions prior to final review. Of the more than 800 applications from 32 countries, 67 finalists were asked to submit videos of their projects for a final round of judging. Winners were selected from this pool by a panel of expert judges that included scholars, educators, entrepreneurs, journalists, and other digital media specialists.

The Competition is funded by a MacArthur grant to the University of California, Irvine, and to Duke University and is administered by the Humanities, Arts, Science and Technology Advanced Collaboratory (HASTAC). The Competition is part of MacArthur’s digital media and learning initiative designed to help determine how digital technologies are changing the way young people learn, play, socialize, and participate in civic life. Answers are critical to education and other social institutions that must meet the needs of this and future generations.

"The winning projects exhibit a wonderful creativity in developing learning platforms and environments that promote participatory and collaborative engagements for kids to learn with and from each other in their everyday engagements,” said Cathy N. Davidson, of Duke University, Co-founder of HASTAC along with David Theo Goldberg, of the University of California Humanities Research Institute. “We are witnessing the profound transformation in how young people will be learning in the future, and these projects are helping to lead the way," noted Goldberg.

Winners of the Competition were drawn from two categories: 21st Century Learning Lab Designers ($30,000 to $200,000) and Game Changers ($5,000 to $50,000). Learning Lab Designer award winners, which were announced today, will share $1.7 million for learning environments and digital media-based experiences that allow young people to grapple with social challenges through activities based on the social nature, contexts, and ideas of science, technology, engineering and math. Game Changers awards, which are to be announced on May 25th at the 2010 Games for Change festival, will share $250,000 for creative levels designed with either LittleBigPlanet™ or Spore™ Galactic Adventures. The games offer young people learning opportunities as well as engaging play. Each category includes several Best in Class awards selected by expert judges, as well as a People’s Choice Award to be selected by the general public in late May. 

Detailed information about the winning projects and the Competition is available at http://www.dmlcompetition.net.

Gesture Vocabulary from N-Trig: "N-act Hands-on"

N-Trig is a company founded in 1999 that provides pen and multi-touch solutions that integrate into LCDs and other devices, and provides opportunities for independent software vendors (ISVs) and original equipment manufacturers (OEMs) to create new interactive and hands-on computing experiences, according to the company's profile. The latest news about N-Trig's interactive capabilities was outlined in a recent article by DanaWollman, in Laptop:


I found the following video from N-Trig on YouTube, released on 5/11/10, that shows the new gesture set that is supported by N-Trig:




The N-act Gesture Set (depicted in the video below)
N-act3SideSweep for browsing, use fingers together for browsing
N-act2+1 - select from a displayed menu
N-act3Tap- displays open windows in a 3D carousel
N-act3Hold-rotates the 3D carousel
N-act2Scroll- scroll through a document
N-act2Tap-minimizes the open window, displays the desktop
N-act1Touch- select an item on the screen
N-act4Tap-displays customized, relevant list of web page icons; selected text/item is pasted into the chosen app.
N-act4Zoom-magnifies a movable selected area of the screen
N-act4Select-selects an area and opens a context sensitive menu

avitalntrig
Here is the promotional information from the YouTube video:
"This video demonstrates the N-trig N-act Gesture Vocabulary, a set of true multi-touch gestures for two plus one, three- and four-fingers, enabling users to perform an action directly on the screen, and providing a rich set of hand movements that enhance the overall user experience, enabling a whole new approach to how we interact with our computing devices, for a true Hands-on computing experience."


RELATED

Dana Wollman, 5/1/10, Laptop

www.n-trig.com
N-trig DuoSense Technology
The Future is Now:  Creating and Developing a Touch-Enabled World (pdf)
N-trig N-act Hands-On Gesture Vocabulary (N-Trig website)
Better Multi-Touch Displays Coming 
Mike Miller, Forward Thinking Blog, PC Mag (3/3/10)
DuoSense: Creating a Multi-touch Enabled World (November 2009)