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The Wub Machine

The Wub Machine
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DESIGN SQUAD . String Thing Come play again later! Come play again tomorrow! The Infinite Jukebox « Music Machinery - Nightly Another Music Hack Day weekend … this time in Boston hosted at MIT. It was a pretty awesome event. The space at MIT was perfect for hacking, with the best network connectivity I’ve ever seen at a hacking event. For my weekend hack, I took the idea from my Iceland hack (Infinite Gangnam Style), and made it work with any song. The result is The Infinite Jukebox. With The Infinite Jukebox, you can create a never-ending and ever changing version of any song. To accompany the playback, I created a chord diagram that shows the beats of the song along the circumference of the circle along with with chords representing the possible paths from each beat to it’s similar neighbors. I did have to adapt the Infinite Gangnam Style algorithm for the Infinite Jukebox. Overall, the results sound good for most songs. Some of my favorite listener contributed tracks: Like this: Like Loading...

Three Interactive Maps If you’ve ever spoken to onto the DL team about a project there’s a fair chance we’ve tried to get a map into it somewhere. We like maps. We like the way they can provide scale, context, and navigation in one view. Those are hard things to design for interactive interfaces. Below are three maps that we’ve built over the past year. Simple Animated Map View live demo > This map was developed as part of the International Women’s Development Agency’s 2016 digital annual report. It uses d3.js to animate the map and was fully customised in-house. Interactive Data Map View live demo > This was an internal sample project that used Victorian road traffic accident data from the Australian Bureau of Statistics. The contrast here is between simple charts detailing demographics on the left and the complex spread of data points and nodes on the map. 3D Global Trade Routes Map View live demo > We have a couple more mapping projects coming up and we look forward to sharing them with you.

Stereomood - turn your mood into music - free playlist for every mood in your life The Geo-Archaeological Information Applications Lab Till Nagel – TileMill for Processing This tutorial describes how to create beautiful custom maps, and use them in a Processing sketch. We are going to use TileMill to style our maps, export it, and load the rendered map tiles into PImages. There are two ways of doing that. Basic A single image as static map. Advanced An interactive tile-based map, where users can zoom and pan. Custom map adapted to style of a visualization. Designing custom maps In the last years, there have been tremendous changes in the digital cartography field. Fortunately, in 2009 the CloudMade editor was launched, in which users can select various properties and style maps based on OpenStreetMap by themselves. Now, say hello to the new kid in town: TileMill – A map design studio TileMill is a map design environment, which – as they put it – “enable[s] artists to design maps”. It is a bit more complicated to setup, though, and only available for Mac OS X, Ubuntu and other Linux/Posix systems. Single image as static map Interactive tile-based map

Dubstep Music: Here to remind you why it's cool to have ears The Classroom Might Remain Relevant While the institution of school incentivizes control and predictability, the irony is that relevant skills result from autonomy and self-direction. As an early career teacher in a tight job market, I’ve struggled to find consistent job opportunities. I‘ve had to be enterprising in the five years since I received my teaching certificate, moving from a fringe private school to an outdoor leadership camp, from a foreign language school to daily substituting, and to my current role as a long term occasional. I’ve worked in three school districts, dozens of high schools, and shared face-time with thousands of teenagers. Walk around any public high school. While every classroom is its own unique space, I’ve noticed three recurring trends: Kids are either bored or institutionalizedTeachers are either tired or ambivalentAdministrative incentives maintain the status quo Meanwhile, there’s a lot of talk about engagement. None of this is new. The barriers to satisfy these interests are falling.

Till the Cat, Père au Foyer Trap Music: Here to remind you why it's cool to have ears The Atlas of Rural Settlement in England GIS Since its publication by English Heritage in 2000, Brian Roberts and Stuart Wrathmell’s An Atlas of Rural Settlement in England has become a key point of reference for understanding the development of rural settlement in England. The maps of 19th century settlement and terrain from the Atlas are now available as data that can be used in Geographic Information Systems (GIS) software and viewed in ‘geobrowsers’ like the Google Earth* mapping service. Andrew Lowerre's paper on the Atlas GIS has been awarded the inaugural Computer Applications and Quantitative Methods in Archaeology (CAA) Recycle Award. The CAA award recognises those who 'breathe new life into old data,' by applying digital technologies or techniques that were not envisaged by the original creators of the data, enabling new discoveries or increasing the value of the data to researchers and/or the general public. Atlas of Rural Settlement Andrew Lowerre also prepared detailed documentation and metadata (ie data about the data).

Timothy Goodman’s Posters for the Institute of Play The Institute of Play is a New York City–based nonprofit that designs “experiences that make learning irresistible”—a mission that encompasses everything from digital game research to a pair of innovative public schools in New York and Chicago. Now the Institute is trying to amp up after-school learning through its Off the Wall Learning series. ”The curriculum for after-school programs tends to be written for teachers,” explains Criswell Lappin, the Institute’s creative director. “We thought it would be interesting to create a mechanism to allow students to do self-directed projects. We’re trying to create richer, more visual opportunities for interaction for teens.” To foster these self-directed projects, the Institute decided to commission posters that basically act as giant visual lesson plans. Above and below: Timothy Goodman’s two posters for the Off the Wall Learning series. Can you tell me a bit about the brief you received from the Institute of Play? Definitely.

Sworly Trois lois de la robotique Un article de Wikipédia, l'encyclopédie libre. Les Trois lois de la robotique, formulées par l'écrivain de science-fiction Isaac Asimov, sont des règles auxquelles tous les robots positroniques qui apparaissent dans ses romans doivent obéir. Énoncé[modifier | modifier le code] Un robot ne peut porter atteinte à un être humain, ni, en restant passif, permettre qu'un être humain soit exposé au danger.Un robot doit obéir aux ordres qui lui sont donnés par un être humain, sauf si de tels ordres entrent en conflit avec la Première loi.Un robot doit protéger son existence tant que cette protection n'entre pas en conflit avec la Première ou la Deuxième loi. Au cours du cycle des livres sur les robots, une loi zéro, qui prendra une importance considérable, sera instituée par deux robots, R. Histoire[modifier | modifier le code] Extrait du dessin-animé Superman: The Mechanical Monsters (1941). On remarquera cependant des récits de science-fiction qui suivent la même inspiration qu'Asimov. « 1.

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