2008年12月9日 星期二
2008年11月5日 星期三
MediaLab報告
勝文:
Camera Culture How to create new ways to capture and share our visual information.
Music, Mind and Machine How to build intelligent music systems out of interacting audio-processing agents.
智云:
Opera of the Future How musical composition, performance, and instrumentation can lead to innovative forms of expression, learning, and health.
Responsive Environments How sensor networks augment and mediate human experience, interaction, and perception.
宏榮:
Computing Culture How artists and engineers can refigure technology for the full range of human experience.
Tangible Media How to design seamless interfaces between humans, digital information, and the physical environment.
易霆:
Sociable Media How to create better online environments and interfaces for human communication.
正偉:
Object-Based Media How to create communication systems that gain an understanding of the content they carry and use it to make richer connections among users.
Design Ecology How to enhance understanding, enable creativity, and ease our interactions with the technological environment.
佩珍:
Ambient Intelligence How to integrate the world of information and services more naturally into our daily physical lives, enabling insight, inspiration, and interpersonal connections.
Smart Cities How buildings and cities can become more intelligently responsive to the needs and desires of their inhabitants.
奇齊:
Affective Computing How new technologies can help people better communicate, understand, and respond to affective information.
連結來源:
http://www.media.mit.edu/research/
Camera Culture How to create new ways to capture and share our visual information.
Music, Mind and Machine How to build intelligent music systems out of interacting audio-processing agents.
智云:
Opera of the Future How musical composition, performance, and instrumentation can lead to innovative forms of expression, learning, and health.
Responsive Environments How sensor networks augment and mediate human experience, interaction, and perception.
宏榮:
Computing Culture How artists and engineers can refigure technology for the full range of human experience.
Tangible Media How to design seamless interfaces between humans, digital information, and the physical environment.
易霆:
Sociable Media How to create better online environments and interfaces for human communication.
正偉:
Object-Based Media How to create communication systems that gain an understanding of the content they carry and use it to make richer connections among users.
Design Ecology How to enhance understanding, enable creativity, and ease our interactions with the technological environment.
佩珍:
Ambient Intelligence How to integrate the world of information and services more naturally into our daily physical lives, enabling insight, inspiration, and interpersonal connections.
Smart Cities How buildings and cities can become more intelligently responsive to the needs and desires of their inhabitants.
奇齊:
Affective Computing How new technologies can help people better communicate, understand, and respond to affective information.
連結來源:
http://www.media.mit.edu/research/
2008年10月21日 星期二
SLOW TECH_sketch_M9710304
2008年10月20日 星期一
M9710302 SLOW TECHNOLOGY-Sketch
Slow Technology
1. 每一層都會有一個LED燈代表一個路口的車流量,當車子經過某個路口時,就會把燈的位置向左或向右前推進,所以車子越多時它的轉速就會變快,相對的車流量少時轉速就會變慢。這是一個把地區中重要的路口車流量一層一層疊起來的裝置藝術。
2. 它是連結到網路上的裝置,擷取各種有關於笑的代表字句(如:哈哈、Hr、^^...等等),以語言方式分類顯示於LED的路馬燈上。當世界在笑的時候,這個裝置就像水從瀑布上流下來。
2008年10月18日 星期六
slow tech_sketch
想這個sketch前,我對這以下找了些資料︰
‧Quality (質) is more important than quantity (量)
如何表現?設定時間(固定的量),表現不同的質
‧相對:快速與緩慢
在表現時間的快與慢平常只是用秒數計時,以量的方法測得秒數,所以想了要如何在生理回饋上想了要怎麼表現,以手錶為例,使用心跳脈搏感測自己心跳的速率,用一分鐘相同的量走出不同的圈數,可能用LED或其他素材,或許在自己放鬆緩慢時能讓手錶的呈現上也是慢慢走的,出現一分鐘走好幾圈,可以體會到slow的時間差異性,在心跳很快的時後也能看見錶上一圈把一分鐘走完的急迫感,對於質的方面就能有所不同。
之後有想或許能在做在房間的時鐘,能用來做放鬆的一種裝置也能用在體適能上用來調節自己的一種方式,所以還有好多要想的…
因為最近對超人看平常的人的時間有興趣,所以想了這些,從平常人看超人他的動作是快速的是敏捷的,是因為我們處在時間緩慢的生活中,而超人看平常人從以前拍攝手法都以慢動作呈現在他的眼中是慢的容易控制的,但會不會因為平常人速度太慢,而超人看到的反應導致自己認知反應更慢?或許是個謬論,不過很有趣。

‧Quality (質) is more important than quantity (量)
如何表現?設定時間(固定的量),表現不同的質
‧相對:快速與緩慢
在表現時間的快與慢平常只是用秒數計時,以量的方法測得秒數,所以想了要如何在生理回饋上想了要怎麼表現,以手錶為例,使用心跳脈搏感測自己心跳的速率,用一分鐘相同的量走出不同的圈數,可能用LED或其他素材,或許在自己放鬆緩慢時能讓手錶的呈現上也是慢慢走的,出現一分鐘走好幾圈,可以體會到slow的時間差異性,在心跳很快的時後也能看見錶上一圈把一分鐘走完的急迫感,對於質的方面就能有所不同。
之後有想或許能在做在房間的時鐘,能用來做放鬆的一種裝置也能用在體適能上用來調節自己的一種方式,所以還有好多要想的…
因為最近對超人看平常的人的時間有興趣,所以想了這些,從平常人看超人他的動作是快速的是敏捷的,是因為我們處在時間緩慢的生活中,而超人看平常人從以前拍攝手法都以慢動作呈現在他的眼中是慢的容易控制的,但會不會因為平常人速度太慢,而超人看到的反應導致自己認知反應更慢?或許是個謬論,不過很有趣。
2008年10月17日 星期五
課堂作業~m9602122
2008年10月3日 星期五
Reading material
1. 聰明行動族 "器物覺知的年代" (Smart MOBS - The Next Social Revolution) , Howard Rheingold, 2003
2. "The Computer for the 21st Century" - Scientific American Special Issue on Communications, Computers, and Networks, Mark Weiser, September, 1991
3. Designing Calm Technology, Weiser and John Seely Brown , 1995
4. Slow Technology – Designing for Reflection , Lars Hallnas and Johan Redstrom, 2001.
5. In Search of Metaphors for Tangible User Interfaces , Dag Svanaes, 2000.
2. "The Computer for the 21st Century" - Scientific American Special Issue on Communications, Computers, and Networks, Mark Weiser, September, 1991
3. Designing Calm Technology, Weiser and John Seely Brown , 1995
4. Slow Technology – Designing for Reflection , Lars Hallnas and Johan Redstrom, 2001.
5. In Search of Metaphors for Tangible User Interfaces , Dag Svanaes, 2000.
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