wizard of oz

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where i work, at the medialab, we all know this one trick: whereas interactive technology demos break, movies of interactive demos are always reliable. we call this the ‘wizard of oz’ demo, where all of the ‘interaction’ is actually cued by the filmmaker(who usually is also the researcher). chriswoebken took this to an extreme with these beautifully produced videos about new concepts for interaction. in this case the stop-motion medium works perfectly to describe a future of smart materials made possible by nano-technology. the videos perfectly illustrate the interfaces and even though the ideas aren’t groundbreaking some of the clever details could one day become reality.

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squiggler

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jason nelson’s game, game and again game, is crazy. beautiful. squiggly.

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mini-people

tony oursler‘s video installations have haunted me since i first saw them in 1995 – by simply projecting animated video of faces onto dolls whole and disembodied the appearance of life is uncanny, especially when the dummy is under a rock, or miniature – it is by far the best augmented reality work i have ever seen. here are the only videos of his work i have found so far:

Posted in livingbreathing, soft/glowing, visualization | Comments closed

fake fire

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smokeview is a free application created by the national institute of standards and technology (nist) that can simulate the spread of a fire in any building. there are (at least) three ways to visualize the effect of fire, but only one can be perceived visually at a time: smoke, temperature and flame. to perceive these related phenomena smokeview uses particles, color-coded vectors and animated mesh. not only that, but it’s necessary to cut apart the building being investigated and then find the relevant slice to visualize, as in the section taken at the stove where the townhouse fire is supposed to have started. to get a real impression of everything a fire does, you would have to find all of the critical sections and watch them for the duration of the event.

Posted in 3d, animation, architecture, open objects, soft/glowing, visualization | Comments closed

immersive hyperspace

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for those of us working at the threshold of the physical and the digital, it can be frustrating when one just doesn’t match the other. as in hyperlinks, where one location or piece of data can be reached from a number of other places, without the concept of proximity or time-space continuity. virtual environments often suffer from the limitations of real physics; why would you go test drive a car on an island in second life when you can fly spacecraft on your game console? until now: the soon-to-come game portal really messes with your sense of space, and brings it closer to the information arrangement of the interweb. in this game, you have no weapons but you need to navigate impossible spaces, suppress enemy fire and defeat enemies with only a single tool: a portal gun that shoots an in- and an out- portal in your field of view. if you shoot a hole under a box and another over an enemy, the box will fall on the enemy. and so on… what’s inspiring to me about this game is that it finally approaches a physical metaphor for digital information. now time to work on physical portals.

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fusion ping

at siggraph we saw plasma pong, which is crazy because you are in a liquid playing field where you can add sources, sinks, reverse gravity and affect buoyancy – the game above is cool, but by farmy favorite is the sandbox application, where you can visualize these fluid dynamics on your own terms with simple mouse clicks. compared to the classicism of the original game, this new baroque speaks a lot about the aesthetic of today, including the complex ways that menus and graphics move in everyday applications. it would be great to be able to emit these kinds of force fields in real life. here are some of the things you can make in the sandbox app:

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slice of life

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much as columbus’ landing in the new world was once painted as a triumph against flat-earth dogma, historians have long claimed that a papal decree forbade dissection during the middle ages until vesalius boldly defied it by performing dissections in secret. in fact, no such decree ever existed, but the old bad pope, good scientist myth was reinforced. even though dissections weren’t so subversive it’s still useful that today we have the nih’s visible human, an open-source compendium of three-dimensional scans of male and female bodies with a plethora of visualization tools at our disposal:

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generosity

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Posted in conviviality, guerilla, marketing | Comments closed