"The Descriptive Camera works a lot like a regular camera—point it at subject and press the shutter button to capture the scene. However, instead of producing an image, this prototype outputs a text description of the scene. Modern digital cameras capture gobs of parsable metadata about photos such as the camera's settings, the location of the photo, the date, and time, but they don't output any information about the content of the photo. The Descriptive Camera only outputs the metadata about the content."
"Marquant une évolution logique de l’image à l’entrée du XXIe siècle, la 3D fait néanmoins l’objet d’une certaine méfiance auprès des différents acteurs de son développement. De sa création à sa distribution, le procédé ne séduit pas la majorité. Conséquence de cela, le doute s’installe face à l’émergence de l’image 3D et freine sa production. "
"reaDIYmates are fun Wi-fi paper companions that move and play sounds depending on what's happening in your digital life.
Assemble them in 10 minutes with no tools or glue, then choose what you want them to do through a simple web interface. Link them to your digital life (Gmail, Facebook, Twitter, Foursquare, RSS feeds, SoundCloud, If This Then That, and more to come) or control them remotely in real time from your iPhone."
"La notion-clef de l'analyse prédictive des données est effectivement celle d'anticipation, par opposition à celle de déduction. L'anticipation se situe dans une logique probabiliste, alors que la déduction s'ancre dans une logique déterministe. L'anticipation - étymologiquement «ante capere» c'est-à-dire le fait de prendre les devants - admet et assume une marge d'erreur. Elle comporte une dose d'hypothèses et de choix arbitraires, voire de fiction (le roman d'anticipation n'est pas un roman de déduction)"
"Many companies say it is beneficial and that their apps will help people forge new connections and meet someone they perhaps should know. App stores have been flooded with such tools in recent weeks. Kismet, Glancee, Highlight, Ban.jo, Meeteor, Pearescope, GetGauss, Intro, Qrious, Mingle and Sonar, hope to transform the smartphone into a social dowsing rod that delivers an alert when it detects other people nearby who share interests, friends or career goals."
generative re-interpretation based on statistical analysis of the ponctuation
"This paper presents a descriptive account of the social
practices surrounding the iTunes music sharing of 13
participants in one organizational setting. Specifically, we
characterize adoption, critical mass, and privacy;
impression management and access control; the musical
impressions of others that are created as a result of music
sharing; the ways in which participants attempted to make
sense of the dynamic system; and implications of the
overlaid technical, musical, and corporate topologies. We
interleave design implications throughout our results and
relate those results to broader themes in a music sharing
design space."
"Stuart Geiger puts this succinctly: “a non-vitalistic ethnography: an account of a culture devoid of life. Like with Latour and agency, once we show that life is not a necessary criterion for this thing called culture, then the fun really begins.”
This is why I am increasingly pro-Artificial Life. It’s why I follow bots like my good friend Tim Robinson on Twitter, and why I am distressed when Twitter’s algorithms auto-wipe a slew of them from history; if we keep erasing them, how will they ever achieve sentience? It’s why @horse_ebooks is such a delight."
"The Deleted City is a digital archaeology of the world wide web as it exploded into the 21st century (...) Geocities, a free webhosting provider that was modelled after a city and where you could get a free "piece of land" to build your digital home in a certain neighbourhood based on the subject of your homepage. (...) he homesteaders had left their properties vacant after migrating to Facebook, Geocities was shutdown and deleted. (...). The resulting 650 Gigabyte bittorrent file is the digital Pompeii that is the subject of an interactive excavation that allows you to wander through an episode of recent online history."
"Bundle was born from the idea that people need real insights and ratings on the places we go, not just subjective opinions. Bundle uses data from the U.S. government, from aggregated, anonymized spending transactions from Citi, and from other third party sources to derive personalized recommendations on restaurants, bars and shops. You can find out what type of people go to a place, how often people really go back to a place, and get recommendations on where you should go based on places you already like."
"1. Nobody actually holds the orthodox view of the magic circle. There is no circle jerk behind the curtain.
2. While it was based on a passing term Frank Lantz and I noticed in Homo Ludens, Katie Salen and I more or less introduced the concept of the magic circle as it is used today. Blame us for all the trouble, not Huizinga.
3. Keep in mind the discipline from which a work or idea originated. Don't dismiss concepts in one field of knowledge because it doesn't fit your own discipline. The onus is on each of us to translate ideas from the outside into our own areas.
4. The magic circle, as put forward in Rules of Play, is the relatively simple idea that when a game is being played, new meanings are generated. These meanings mix elements intrinsic to the game and elements outside the game.
5. In my opinion, design concepts (such as the magic circle as described in Rules of Play) derive their value from their utility to solve problems."
"Recent Chelsea College of Art & Design graduate Dan Cottrell has created a guide for the sole aim of getting lost. Pyschogeography is nothing new, but AWOL provides a beautifully simple design approach to the subject."
"GET LOST! asks people to become "disorienteers" losing their way and rediscovering wonder, helplessness, and imagination using tools they would normally use to find their way. The sense of calm that comes from knowing where you are at all times can be reassuring, but also a bit boring."
"How do robots see the world? How do they extract meaning from our streets, cities, media and from us? This is an experiment in found machine-vision footage, exploring the aesthetics of the robot eye."
"Why Build a Real-Time Geofencing Game? We wanted to create a game that allowed people to physically interact with the real world instead of a computer console like a first person shooter or a real-time strategy game.
We were inspired by playing a real-life version of Pac-Man called Pacmanhattan, invented by graduate students at the Interactive Telecommunications Program at NYU in 2004. We played it at Portland WhereCamp conference in 2008, and we wanted to see if we could make a GPS-based version of the game, as Pacmanhattan relied entirely on phone calls and physical maps."
Bruce Sterling about Anab Jain's work