Interaction of Color and Light, LEDColourLab
January 20, 2010 by George Canciani · Leave a Comment
Two installations from the Zurich ColourLight Center that play with LED lighting and colored surfaces. This is an examination of design-relevant phenomena of the interaction between light and colour, developing knowledge and result-oriented methods for relevant research solutions.
Hypothetical simulation of Apple’s gesture touch system
January 12, 2010 by George Canciani · Leave a Comment
The finger gesture interface may add new levels of user interaction to Apple’s tablet and transform our tactile engagement with software programs. This test was simply based on Apple’s patented gesture drawings.
Samsung’s 14-inch transparent OLED Laptop screen
January 9, 2010 by George Canciani · Leave a Comment
First and largest transparent OLED Panel prototype. Designed for use in applications, smartphones, animated photo ID cards. Applied to tablets, with Augmented Reality apps would be a nice start.
Samsung Flexible AM OLED Technology as new design component
January 9, 2010 by George Canciani · Leave a Comment
OLEDs (organic light emitting diodes), are finally accessible, do not require a backlight to function, can display deep blacks, draw less power, and are thinner and lighter than LCD panels.
Foldable OLEDs have substrates made of very flexible metallic foils/plastics, are lightweight, durable, and their use in devices can reduce breakage issues. These flexible displays are ready to be applied to a whole new generation of imaginative applications. Another design tool for conceptual expression.
Intel’s Double-HD 2X MultiTouch Wall
January 8, 2010 by George Canciani · Leave a Comment
Hundreds of realtime web narratives accessed by MultiTouch from an undulating 3D tapestry, powered by a single i7 processor.
Navigation based on serendipity, and randomization. Laptop/Tablet controller has a range of controllable parameters for customized screen behavior.
Augmented Reality computing interface, iPhone app Parrot AR.Drone.
January 6, 2010 by George Canciani · Leave a Comment
AR Video Games use the world seen through your mobile device’s camera. The screen functions as a viewfinder, and as a layered computer screen. On location, GPS and on-board-compass allow superimposition of information/graphics on scenes in the viewfinder.
Sekai Camera, a Social Augmented Reality application, enables users to communicate by attaching digital info on top of the real world. In the AR.Drone demo, the iPhone is the remote controller, additional cameras on the flying drones let you see their POV and provide engagement with other drones.
Time for accelerated experimentation.
Designer Philippe Starck on the roots of “Why design?”
January 5, 2010 by George Canciani · Leave a Comment
This is a TED talk by designer Philippe Starck from a few years ago. He touches on perspectives necessary to expand our view of what we do in life and why it’s relevant, delivering playful evolutionary context to our role as a species.
Augmented Reality: Future Learning
December 30, 2009 by George Canciani · Leave a Comment
Realtà Aumentata – Augmented Reality from soryn on Vimeo.
Well produced Italian conceptual video on augmented learning by walking around and retrieving context with AR glasses.
(c. 2008)
Concepts for interactive reading devices
December 30, 2009 by George Canciani · Leave a Comment
This conceptual video is a collaborative research project initiated by Bonnier R&D into the experience of reading magazines on handheld digital devices.
This approach is still bound by the tablet’s form factor and traditional print journal layout conventions. The demo’s functionality is still linear, so it would make sense to explore a more node networked contextual navigation system.
The Ghostvillage Project
December 30, 2009 by George Canciani · Leave a Comment
The Ghostvillage Project from Agents Of Change on Vimeo.
The Ghostvillage Project was created over 3 days on the west coast of Scotland. 6 artists were given free reign to paint in an abandoned 1970s village. Working together on huge collaborative walls and individually in hidden nooks and crannies all over the site the artists realised long held dreams and were inspired by the bleakness and remoteness of the site.