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Post-Digital Writing. Originally given as the keynote lecture at the Electronic Literature Organization conference, West Virginia University, Morgantown, WV, June 22, 2012 Disclaimer: This lecture was written after having been out of touch with the field of electronic literature as it is represented by the ELO for half a decade. The author’s work has shifted from literary studies to applied design research, and towards modes of electronic publishing where the experiment lies in production and distribution, such as in Libre Graphics and open source book sprints. Nevertheless, this might help to reframe electronic literature within larger cultural developments in writing and publishing. By the mid–1990s, thanks to the pioneering work at Brown University, electronic literature had established itself as a field in Pierre Bourdieu’s sense, i.e. as an area of production and discourse with intrinsic distinctions and authorities.

By the 2000s, net.art had become just as historical as hyperfiction. Internet of Things (IoT): The Third Wave. The Internet of Things (IoT) is the network of physical objects accessed through the Internet. These objects contain embedded technology to interact with internal states or the external environment. In other words, when objects can sense and communicate, it changes how and where decisions are made, and who makes them. For example Nest thermostats.

The Internet of Things (IoT) is emerging as the third wave in the development of the Internet. The 1990s’ Internet wave connected 1 billion users while the 2000s’ mobile wave connected another 2 billion. IoT has key attributes that distinguish it from the “regular” Internet, as captured by Goldman Sachs’s S-E-N-S-E framework: Sensing, Efficient, Networked, Specialized, Everywhere. Source: Goldman Sachs Global Investment Research. A number of significant technology changes have come together to enable the rise of the IoT. Advantages and Disadvantages of IoT Roberto I. References. VIDEO CIRCUITS.

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Perception homepage. Welcome to the Perception website Announcement: From issue 1 next year (2014) we will be using APA reference and citation style, so please style new submissions accordingly. Editors' guidelines (opens Word document) Perception is a scholarly journal reporting experimental results and theoretical ideas ranging over the fields of human, animal, and machine perception. Make Your Own World With Programmable Matter.

Several executives listen attentively to a sharp-suited sales rep making his pitch. Suddenly, a miniature car emerges from a vat of gray goop in the center of the conference table. The salesman proceeds to reshape this model using nothing more than his hands, flattening the car’s roofline and adjusting the geometry of its headlamps. Finally, he transforms the car from its initial haze gray to fire-engine red, its “atoms” twinkling in close-up with Disney-movie magic as their color changes. Yes, it’s just a video done with special effects. But it comes from researchers at Carnegie Mellon University, in Pittsburgh, who are developing technology intended to enable not just the instant creation of complex objects—far beyond what today’s 3-D printing can achieve—but also their transfiguration on command.

Such a capability could change society even more profoundly than the Internet has. But do such wild notions bear any relation to what might actually be possible over, say, the next 50 years? Wearable Computers Will Transform Language. In August of 1961, fabled mathematicians Edward O. Thorp and Claude Shannon, of MIT, walked into a Las Vegas casino. They intended to try their luck at roulette, a game in which players bet on where a whirling ball will land after falling from an outer stationary track onto an inner spinning wheel. But they weren’t typical gamblers. They worked as a team. Shannon watched the wheel, clandestinely clocking the speeds of the rotor and the ball by flipping microswitches in his shoe with his big toe. The signals coursed through wires that ran up his pant leg to a small computer strapped to his waist. The machine calculated the ball’s final resting position and then transmitted this prediction wirelessly to a receiver under Thorp’s shirt.

“We will get to a point when we stop thinking of technologies as external to our bodies,” says Desney Tan, an expert in computer interfaces at Microsoft Research, in Redmond, Wash. At first glance, it seems the problem gets worse with wearables. New Augmented Reality Prototype Can Make Any Object A Touch-Sensitive Visual Display. From music apps to Oculus Rift developments, it's no question that augmented reality is continuously forcing its way into popular consciousness. Yet one of the technological questions to be answered about the increasingly-omnipresent format is the range and scope of how humans will interact with the innovation. Whether it's smart glasses or other tech products, voice command has proven to be one of the more popular system preferences for AR-human interaction, but what other alternatives are out there?

Enter startup Metaio: a company that is invested in the fusion of augmented reality and thermal technology. Metaio has recently created augmented reality tech with a set-up called Thermal Touch technology, a thermal imaging-driven user interface that could turn any surface into a touch screen with visual effects. The company claims they can turn "any physical object around you a touchable objects, so the world becomes a touch screen. " Related: Slow TV: desafiando la hiperestimulación del entretenimiento comercial.

Quizá estamos finalmente cansados de la sobreestimulación que nos ofrece el entretenimiento mainstream. Intrigantes arcos narrativos desdoblados a ritmo trepidante, secuencias cortas, una hábil edición y mucha acción –tanto física como emocional–, han acostumbrado a nuestras mentes a discursos relativamente fáciles y que privilegian el traslape de estímulos por sobre la digestión reflexiva. Esta tendencia narrativa, recurrente en los más populares shows televisivos, consagrada gracias a los blockbusters de Hollywood y replicada por los comerciales y la retórica marketingera, apuesta por la emoción sin reflexión. Capta nuestra atención a través de la construcción acelerada de situaciones y contextos, literalmente, espectaculares –para lo cual aprovecha extraordinarios efectos visuales y un ritmo narrativo que mantiene nuestra mente al borde de la ansiedad.

How to Tell a Story with Data - Jim Stikeleather. By Jim Stikeleather | 11:00 AM April 24, 2013 An excellent visualization, according to Edward Tufte, expresses “complex ideas communicated with clarity, precision and efficiency.” I would add that an excellent visualization also tells a story through the graphical depiction of statistical information. As I discussed in an earlier post, visualization in its educational or confirmational role is really a dynamic form of persuasion. Few forms of communication are as persuasive as a compelling narrative. So how does a visual designer tell a story with a visualization?

Find the compelling narrative. Kinematics turns any 3D shape into a foldable form for 3D printing. Nov.26, 2013 3D printing at home on a budget is great, but most 3D printers are limited to only printing objects smaller than themselves. How can you create large objects quickly on a desktop 3D printer? Since last May, Nervous System has been working on its new project: Kinematics. Different from its earlier projects that start with a natural inspiration, Kinematics was focused making the most of the limitations of low-cost 3D printers. Kinematics is a system for 4D printing that creates complex, foldable forms composed of articulated modules. Kinematics allows you to take large objects and compress them down for 3D printing through simulation. Nervous System announces today the releasing of a jewelry collection and two applications: Kinematics and a simplified version called Kinematics @ Home which is completely free to use.

Jewelry design Each Kinematics jewelry design is a complex assemblage of hinged, triangular parts that behave as a continuous fabric in aggregate. Two Kinematics apps. Manifiesto del ingeniero crítico. El Ingeniero Crítico considera que la Ingeniería es el lenguaje más transformador de nuestro tiempo, configurando nuestra manera de movernos, comunicarnos y pensar. La función del Ingeniero Crítico es estudiar y explotar ese lenguaje, revelando su influencia.

Desfile de computadoras en Berlín, 1987 En el amanecer de esta revolución tecnológica, los usuarios seguimos comprometiéndonos con cualquier tecnología que nos facilite la vida sin sopesar sus implicaciones. La construcción de una nueva realidad programada en códigos fuentes demanda el desarrollo de nuevas teorías, métodos, y aparatos críticos que nos permitan interpretar y sabotear la operatividad de las máquinas, evidenciar sus políticas inmanentes. Su injerencia en nuestra cotidianidad supone una serie de paradigmas que conciernen lo mismo a las matemáticas que a la sociología, a la bibliotecología que a la economía. 0. Traducido al español por Marta Peirano, Pedro Soria Bretones y Loreto Barranco. Tal vez también te interese: Manifiesto de estudios glitch. “Regocíjate en la estética crítica y transmediática de los artefactos glitch. Utiliza los glitches para llevar cada medio a un estado crítico de hipertrofia, para (subsecuentemente) criticar sus políticas inherentes”.

Son pocos los privilegiados capaces de leer los códigos informáticos que hacen funcionar a las tecnologías que usamos a diario. Comprender este lenguaje, como ocurre con cualquier otro, nos permite entender el mundo en otra amplitud. Hay un código detrás de las imágenes. El manifiesto de Rosa Menkman que a continuación presentamos, forma parte de un ensayo más extenso que nos permite adentrarnos con lucidez en el tema en cuestión. 1) La dominante, continua búsqueda por un canal sin ruido ha sido —y siempre será— no más que un lamentable y mal logrado dogma. Augmented Reality in Education - home. Wizualizacje. Hiroshi Ishii. 20130928-083955.mov <p>JavaScript required to play <a hreflang="en" type="video/mp4" href=" I dropped by the lab of my old colleague Professor Hiroshi Ishii at the MIT Media Lab and was wowed by one of his new projects. Hiroshi is the Doug Engelbart of our generation — a true user-interface pioneer that keeps inventing the next paradigms for manipulating information remotely.

Like this: Like Loading... Italo Calvino on Distraction, Procrastination, and Newspapers as the Proto-Time-Waster. By Maria Popova “Every day I tell myself that reading newspapers is a waste of time, but then … I cannot do without them. They are like a drug.” In the early 1980s, shortly before Saul Bellow lamented “the distracted public,” another literary titan, Italo Calvino — a sage of the written word, feminist, keen critic of America, man of heartening New Year’s resolutions — considered the role of distraction in his own life. In his short meditation titled “Thoughts Before an Interview,” prompted by his 1982 Paris Review interview, Calvino contemplates the art of procrastination in his day, adding to the peculiar habits of famous writers: Every morning I tell myself, Today has to be productive — and then something happens that prevents me from writing… Something always happens.

While I am out I also do errands such as the daily shopping: buying bread, meat, or fruit. In theory I would like to work every day. Donating = Loving Brain Pickings has a free weekly newsletter. Share on Tumblr. Buckminster Fuller Presages Online Education, with a Touch of TED, Netflix, and Pandora, in 1962. By Maria Popova A prophetic vision for mobile, time-shifted, tele-commuted, on-demand education. In 1962, Buckminster Fuller delivered a prophetic lecture at Southern Illinois University on the future of education aimed at “solving [educational] problems by design competence instead of by political reform.” It was eventually published as Education Automation: Comprehensive Learning for Emergent Humanity (public library) — a prescient vision for online education decades before the web as we know it, and half a century before the golden age of MOOCs, with elements of TED and Pandora mixed in.

Fuller begins by tracing his own rocky start in traditional education and his eventual disillusionment with the establishment: I am a New Englander, and I entered Harvard immaturely. I was too puerilely in love with a special, romantic, mythical Harvard of my own conjuring — an Olympian world of super athletes and alluring, grown-up, worldly heroes. Donating = Loving Share on Tumblr. BBC World Service - Click, Wearable Technologies. Extrasensory : TED Radio Hour.

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__//** New Media. Social Networks. Social Complexity. Ars Electronica | News. We make money not art. 8bitpeoples. Videogramo. CV Dazzle: Camouflage From Computer Vision by Adam Harvey. The Cyberpunk Project. Unspeakableness. Link Editions, Beyond New Media Art. ArtBase. The ArtBase is Rhizome's archive of digital art, freely accessible to the public online. The Rhizome ArtBase was founded in 1999 to preserve works of net art that were deemed to be "of potential historical significance. " Encompassing a vast range of projects from artists all over the world, the ArtBase provides a home for works that employ materials such as software, code, websites, moving images, games, and browsers.

Until 2008, the ArtBase accepted open submissions for consideration, but currently works are added to the collection by curatorial invitation and through Rhizome's commissioning and exhibition programs. Modern computers are unable to perform many of the artworks as they were originally experienced. This inability demonstrates a significant crisis in digital social memory that Rhizome is responding to with its Digital Preservation program, led by Dragan Espenschied. CreativeApplications.Net | Apps That Inspire... :: Realität :: Learning Processing: A Beginner's Guide to Programming Images, Animation, and Interaction by Daniel Shiffman.