søndag 10. januar 2010

e-paper

Utviklingen innen e-paper har utviklet seg enormt- og blir mindre og mer fleksible. Teknologien forsøker å "kopiere" papirets egenskaper- spesielt for gjengivelse av tekst. Kommene genereasjoner av teknologien vi gi interessante muligheter innen de fleste områdene der man i dag skal presentere tekst/ grafikkbasert informasjon.




fredag 8. januar 2010

Trinity Lamp

Lampedesign av FurnID, prototype. www.furnid.com

Lighting Kaleidoscope

Heftig effekt med LEDpanel (BOKY 3 (128 Panel), BOKY MISTY (64 Panel)). Fra COEX, Seoul, Korea.
Boksen reagerer interaktivt med de besøkende og skaper former, lyd og bevegelse som skifter farge.

http://zcell.kr/project/project_view.php?idx=22

Ceramic Speakers By Joey Roth

http://www.treehugger.com/files/2010/01/ceramic-speakers-joey-roth.php

EDEN PROJECT

Lysinstallasjon av Bruce Munro på gresstaket til besøksenteret til Eden Project in Cornwall.
http://www.fieldoflight.co.uk




Siftables

Et annet interessant konsept, der det er tatt frem fysiske klosser som kan kommunisere med hverandre
og som skaper en naturlig interaksjonsform som er veldig lekent.
http://sifteo.com/

Reactable

Dette er en stund siden, men verdt å "minnes" på i forhold til måte å ha interaksjon mellom fysiske
objekter og skape digital musikk.

Starbrick/Your chance encounter- Olafur Eliasson

Lysskulptur i 21st Century Museum of Contemporary Art, Kanazawa/JP av Olafur Eliasson i samarbeid med Zumtobel. 127 Starbrick moduler er satt sammen til en lysskulptur.

Plopp-stol til å blåse opp?

Plopp| HAY er designet av Oskar Zieta. Ser ut som oppblåsbar plast, men er stål!
To ultratynne stålplater som er kuttet i ønsket form og sveiset rundt kanten.


AVL- SKULL



AVL - Skull fra Atelier Van Lieshout er en interessant personlig arbeidsplass. Den er bygget av to polyester deler som danner et rom der man kan sitte uforstyrret og samtidig ha kontakt med verden! FIn kontrast med de industrielle materialene på konstruksjonen og det varmt treverk på arbeidsflaten.
http://www.lensvelt.nl

torsdag 7. januar 2010

CAVE technology was yesterday. Deep Space is right now.


Experience a new dimension of travel through space and time. Immerse yourself into breathtaking 3D stereo universes featuring jumbo-format, high-definition images that will absolutely blow you away!

In Deep Space, you can experience far-away, unknown and historical places. You’ll see what used to be invisible. Your perceptions of familiar sights will undergo a radical shift, and you’ll be amazed by previously hidden details revealed by perspectives that are impossibilities in the real world. The spectrum of projects on display in Deep Space ranges from artistic works that utilize a wide array of graphic techniques and approaches all the way to interactive storytelling, from architectural and art historical visualizations to images shot by state-of-the-art cameras positioned in outer space. The technological heart of Deep Space consists of eight 1080p HD- and Active Stereo-capable Barco Galaxy NH12 projectors. The images are projected onto mammoth 16x9-meter displays mounted on the wall as well as in the floor. A great vantage-point view and a dizzying shift of perspective is available from the Deep Space Platform set up at an altitude of about five meters.

The technology installed in Deep Space makes it possible to produce uniform displays with a resolution measuring 2,160 pixels high and 3,840 pixel wide. Through the use of edge blending, the images projected next to each other on the wall and floor can be merged together pixel by pixel until the areas of overlapping are ultimately undetectable.

Behind the scenes, there’s some very sophisticated computer technology at work, which makes the most highly effective environment available for each of the respective applications in Deep Space.

LevelHead


“LevelHead” is a spatial memory game that uses a hand-held solid plastic cube as its only interface. On-screen, it appears each face of the cube contains a little room, each of which is logically connected by doors. In one of these rooms is a character. By tilting the cube, the player directs this character from room to room in an effort to find the exit. Some doors lead nowhere and will send the character back to the room he started in, a trick designed to challenge the player's spatial memory. Which doors belong to which rooms? There are three cubes (levels) in total, each of which is connected by a single door. Players have the goal of moving the character from room to room, cube to cube in an attempt to find the final exit door of all three cubes. If this door is found the character will appear to leave the cube, walk across the table surface and vanish. The game then begins again.

Honorary Mention in Interactive Art category at Prix Ars Electronica 2008

Asimo, Honda Robot i aksjon

Honda Tv reklame- Roboter blir mer og mer "humane".