Chris Gregg (Tufts University Computer Science Department) converted a 1960s Smith Corona Sterling Automatic 12 typewriter into a printer using solenoids, Arduino, and code.
17 articles from 16 contributors to tell the story of a future where technology will change – for the better – the relationship between human beings and work:
Technology is reshaping the world of work. These stories investigate how new tools can help us be happier, more creative, and more productive in our pursuits.
The New York Subway can feel like a maze. Even more so for the blind. Lantern is beacon-based project that aims to help the blind to independently navigate the subway.
Lantern was conceived by Eugene Gao as part of a class on mobile advertising. Still a mere concept, the video offers an overview of how the service could work in a real environment.
Sidekick is a new project by NASA and Microsoft to empower astronauts aboard the International Space Station (ISS) using commercial virtual reality technology. Microsoft HoloLens will provide virtual aid to astronauts working off the Earth, for the Earth.
HoloLens and other virtual and mixed reality devices are cutting edge technologies that could help drive future exploration and provide new capabilities to the men and women conducting critical science on the International Space Station,” said Sam Scimemi, director of the ISS program at NASA Headquarters in Washington. “This new technology could also empower future explorers requiring greater autonomy on the journey to Mars.
Jazz.Computer – by Yotam Mann and Sarah Rothberg– is an interactive song you can “mess” with by simply scrolling. Changes, chords, arrangement are controlled live by the direction and position of your scrolling in the browser view.
Found on Creativeapplications.
In this post, Philipp Zupke discusses how games work and what makes them so engrossing. Based on the works of Raph Koster’s “Theory of Fun” And Daniel Cooks’ “Feedback System”, his analysis offers an insight on fun and learning, loop, strategies, goals and player agency.
Jarno M. Koponen (@ilparone) writes: “Personalization algorithms influence what you’ve chosen yesterday, what you choose today and what you’ll be choosing tomorrow […its] image of us is like looking yourself in the funfair’s house of mirrors […it] caricaturizes us and creates a striking gap between our real interests and their digital reflection. Because of the personalization gaps and internal paradox, personalization remains unfulfilling and incomplete. It leaves us with a feeling that it serves someone else’s interests better than our own.“
“Subtle motion happens around us all the time, including tiny vibrations caused by sound. New technology shows that we can pick up on these vibrations and actually re-create sound and conversations just from a video of a seemingly still object. But now Abe Davis takes it one step further: Watch him demo software that lets anyone interact with these hidden properties, just from a simple video”.
“Make it seem like they’ve always been there”. According to David Sims – The Atlantic – this was the secret weapon advertisers used in 1977 to convince people to open the door of their homes to the first personal computers.
The article offers an insight on computer related ads of the era following Apple and IBM and their efforts to establish a consumer market for personal computers. At least once those devices became “small enough to fit in the home and intuitive enough to use without a programming degree”.
“Apple ads” – writes Sims – “offered straightforward, striking imagery, emphasizing clarity rather than elaborate claims on behalf of its wares—an approach it maintains to this day.” Indeed, “Today, Apple makes a habit of stripping its advertising of everything but the most essential details to let the product speak for itself.”
A research published on Journal of Applied Psychology explains the connections between age perception and productivity in playful working spaces.