Upverter is a web service, similar to GitHub that allows you to discover, share and work on hardware.
Taking full advantage of HTML5, the included editor has all the basics you have come to expect such as undo, redo, rotating, versioning, and sharing designs. Create your schematics on an infinitely large canvas and organize your designs how you want to. Also included is their crowd-sourced part library to choose your parts, or add your own. Get insight into what parts are the most popular and cost efficient.
Here is an embeded drawing of Arduino-Uno:
You can connect parts and flags together with nets. The app will intelligently warn you when you are doing the impossible, or prompt you when your actions are ambiguous. Leave comments on your designs for you and collaborators to explain why certain decisions where made, or to remind you about sections you need to look over later.
Try it here: http://upverter.com
- OFFF + CAN Workshop Collaborative 2011 [Cinder, oF, Js, Events] Earlier this year we have been thinking about the concept of "curated workshops", an opportunity to bring people together to work for a very short period of time and share their creations. These would include setting up a team, inviting few high profile individuals and opening up submissions for participation. When I was approached by Héctor Ayuso earlier this year to give a talk at OFFF, instead of talking about CAN, I thought this would be a great opportunity to do something more, a workshop, and use the workshop material as the content to drive the talk. Hector and I agreed, 'Workshop Collaborative' was born. What was the aim of “Workshop Collaborative”? 1. Initiate collaborations between those that share common interests. 2. Create a playing field, both physical and virtual. 3. Allow ideas to evolve by asking questions. When we announced the workshop back in January, we also opened to applications for participation. In total, 80 applications were submitted and 11 participants chosen by the team including Aaron Koblin, Ricardo Cabello - mr.doob, myself and Eduard Prats Molner. The participants included: Marek Bereza, Alba G. Corral, Andreas Nicolas Fischer, Martin Fuchs, Roger Pujol Gomez, Marcin Ignac, Rainer Kohlberger, Thomas Mann, Joshua Noble, Roger Pala and Philip Whitfield. Programme - Single Day 09:00 - 10:00 Introductions / Teams 10:00 - 13:30 Stage 1 13:30 - 14:00 Lunch 14:00 - 19:00 Stage 2 (Completion) Total creation time: 6.5 hours Few weeks before the workshop, Aaron and I decided four themes we should allow to influence the work we would be making. By allowing other participants to comment and feedback on these themes we would discover areas we all want to explore. The themes included: 1. Digital Ecosystem - Build an application, an organism of information, sound and visuals, a digital ecosystem that flows through different mediums and evolves. “living system - travelling through technology and mutates through tools. 2. Analogue Digital - Explores the notions of physicality in code. Using made objects as assets to code. Scan 3d objects, cut paper and cut-out, traditional 2d scans, 3d objects scanned using flatback scanners, etc.. 3. Projection Mapping - Address projection mapping conceptually. Moving away from technical demos, time to question what does it all mean; surface, source, angle, point projection, scale, form, interaction, animation. 4. Data re-embodied - Tell stories through the juxtaposition of data sources and their methods of representation. How can we create new meaning, understanding and value from reinterpretation of data. By no means this ment that we would have to choose one over the other. The purpose was to get the feel where the interest lies amongst the participants and set up, so to say, a 'playing field' and allow first ideas to develop. We knew that working together for a single day we would not be able to produce anything of "finish" quality, rather focus on the subjects themselves and see what comes out. Following the feedback, a number of keywords were derived, to summarise our interests: ecosystem, data, scan, evolution, input, mutation, osc, node, rhythm, pattern, touch, physical, language, viewport and mobility. Five projects developed during the 6.5 hours of work. These included Kinect > WebGL bridge, Kinect Image Evolved, Input Device, Data Flow and Receipt Racer. -- Kinect > WebGL This project was the work of mr.doob, Marcin and Edu although other people were involved also. The task was to create a bridge between the Kinect and browser, allowing the real time feed over the web. Although aspirations were much higher than the time allowed, instead of utilising node.js server - which I understand was 99% complete anyhow, the team setled for feeding downscaled image data from cinder application using standard http requests to the three.js script which was reading the images at about 10f/s. Several rendering styles are presented below. First one is just simple point cloud done by Marcin for debugging while the rest was done by mr.doob using his amazing Three.js engine. Download .js code here. -- Kinect Image Evolved Simultaneously while Ricardo was working on the .js part, Marcin was exploring different ways of kinect image representation. In attempt to get away from standard kinect point cloud, we developed idea of trying slitscan effect with the point cloud. What this means is that the kinect point cloud was dispersed along the time lapse, different bands representing different moment in time. Likewise, Macin also was exploring what happens if the point location was reversed when particular depth was reached. What you see in the videos below are both effects. Code available soon. Thomas and Andreas were also testing different tools to manipulate kinect image. Meshlab, Blender were used to pull kinect point clouds and convert them into meshes which could then be render, distorted, split, etc. -- Input Device Marcin was also working on ways to control the input, ie how one could interact with the Kinect point cloud. We were toying with the idea of being able to assign different devices over OSC to different kinect body parts. This would allow for each individual to be assigned unique element of te point cloud and to interact with it. The first step was to use simple gyroscope datam sent from an iPhone over OSC. The video below shows what is happening. Likewise, Rainer and Roger were working on the iPhone application that would send the OSC data. Rather than just utilising gyro or accelerometer, Rainer was exploring different forms of interaction with the device, seeing whether a language could be evolved, one that would somehow enhance emotional attachment the kinect body parts. The videos below show and instrument like application that also has audio feedback. Code available soon. -- Data Flow With all the data moving, Marek was wondering if the input and output are in same medium, you can compare them, apples for apples, what would happen. Marek looked at the process of the loop by examining the image obtained by subtracting the initial input from the output so we're just left with the parts that change. For the loop algorithm, jpeg compression was chosen because it was easily available in oF and ubiquitous enough to warrant investigation. The boxy images are a result of feeding the jpeg "high" quality compression back into itself and subtracting it from the original. The finer images are using the "best" compression setting. Then Marek tried the same thing with sound (using logic), using first the original sound, then the encoded and seeing what is left. You can hear all the sounds below. Original / OFFFCAN Workshop Collaborative by filipvisnjic Encoded / OFFFCAN Workshop Collaborative by filipvisnjic Difference / OFFFCAN Workshop Collaborative by filipvisnjic Code available soon. -- Receipt Racer The receipt racer combines different in and output devices into a complete game. It was made by Martin, Philip and Joshua utilising a receipt printer, a common device you can see at every convenient store, small projector, sony ps controller and a mac running custom openFrameworks application. Print is a static medium, that's why, Philip, Martin and Josh explain, it was an intriguing challenge to create an interactive game with it. First the team tried to do it only with the printer as the visual representation but that seemed rather impossible. But then Joshua Noble came up with a small projector, perfect to project a car onto a preprinted road. There is no game without an input device. So they were lucky enough as at least one of them always carries a gamepad around. The cables connect back to the laptop running an openframeworks application the team wrote parts of. The app was entirely programmed during the workshop. Internally it runs something like the basic js game. Only a car driving on a randomly generated race track. Then it broadcasts its components to the external devices, prints the street and guesses where the car's projection is supposed to be to perform the hit test. That's the trickiest part. Everything has to be in sync and needs some calibration in the beginning. The paper also has a little bit of a mind of it's own and tends to slide around or curl. But that's nothing some duct tape and cardboard can't fix. It was a lucky day. Somehow everything was just lying around, waiting to be used. Even the stand and this plastic thing you would normally use to put in your name on a conference. Even the timing was perfect. Right at the end of the workshop we finished adding the details like a little score and the YOU CRASHED TEXTS. Project Page (code available) -- On Saturday we presented the creations. Regardless of the fact that Erik Spiekermann was presenting in the other OFFF room, we had a full theatre (500 ppl estimate) including another room where our talk could be watched on a large screen. Photo above by Arseny Vesnin CAN would like to thank all the participants at the workshop as well as Aaron and Ricardo for taking time off their busy schedules to take part of the workshop. For more information on the workshop and all future information/code/links see creativeapplications.net/offf2011 Photos by Jason Vancleave We leave you with OFFF Barcelona 2011 Main Titles made for OFFF by PostPanic (full screen […]
- BigAssMessage [WebApp, Flash] This is truly one awesome messaging service created by Protein's boy Bjorn. The idea is simple, write text, choose style and save with the link to post to your friends. Big, bold, just the way we love it. Inspired by Barbara Kruger. (sorry about the language below but sh*t and cr*p seem to work best =]) http://bigassmessage.com/ (via Will of Protein OS) See also the awesome […]
- Daytum [iPhone, WebApp] Created by Nicholas Feltron and Ryan Case, Daytum for iPhone is complementary application for Daytum web app to track your daily activities. iPhone app allows you to add, edit and view entries to help collect and communicate the most important stats in your world. Daytum was originally conceived by Ryan Case and Nicholas Felton as an elegant and intuitive tool for counting and communicating personal statistics, inspired by Nicholas Felton's "Annual Reports" which he has been making since 2005. The iPhone app adopts the beautiful and familiar cyan and grey palette offering all the features you'd expect for inputting and tracking data on the go. Within the app, the entries page features an entry field and a list of recent entries. Tapping an item name or entry amount will link to their detail views. By swiping across an entry, you can quickly choose to re-add that item and amount at the current time, or choose to edit or delete the entry. The main item and category views are scrollable lists. Tap the button at the top of the page to add a new item or category. Click on an item or category to visit its detailed view, or swipe to quickly reveal edit and delete options. Not only can you add data quickly but also the app allows you to visualise the same data in beautiful graphs. Selecting an item or category from the list view loads the graph view. Dragging the handles below the graph allows for the default 2 week range to be adjusted. Drag over the graph to see the entry total for a specific day. In addition there is favourites view, a place to keep frequently referenced graphs. Save an item or category here by pressing the star icon on a graph. When it's blue, the graph has been saved to your favourites. As it can be expected, Nicholas and Ryan have done a wonderful job with the app. Although utilising in a lot of instances standard UIKit elements, there are tweeks and quirky elements that give the app unique feel. Some may miss the minimal feel of the web app, myself included, but the iPhone app seem to make the best of the two worlds. UI is light, fast and functional. Tracking your data requires discipline and persistence. My only concern with tools such as this has always been that they required 100% commitment which Nicholas is known for (see video below). I would love to see features added to the web app which allows you to pull activities from other sources such as RSS or Flickr, something that Momento does. The actual how this data can be filtered may be related to keywords or hashtags but never the less it would be great way to collect, analyse and reflect upon your activities. For the time being, Daytum relies much on your persistance to be able to reach a point and enought data is collected. With the knowledge that API is on it's way we can rest assured that most of the things I just mentioned are on the way. iPhone app is just the first step in that direction, using oAuth and undocumented and currently private API. To summarise, Daytum is a fantastic way to collect and track important stats. iPhone app is a wonderfully made and designed iPhone app to complement Daytum service. Considering it's free, including the web service which is also free, limited to 1000 entries giving you enough reason to try it. Should you feel this is something you'd like to continue using, a tiny fee of $4 a month should be no deterrent whatsoever. Platform: iPhone Version: 1.0 Cost: Free Developer: Daytum See also your.flowingdata […]
- edding 850 Font by Büro Destruct + Collaborative Realtime Text-Editor Couple of months ago Büro Destruct got a call from 'edding' – famous for their permanent markers - and they wanted BD to design a font for them based on the edding 850, their boldest marker. For those that have used the marker know the limitations and also the freedom and scale that comes with using one. The team started scribbling and doodling straight away with countless sheets and letters they abandoned the idea of doing a script they've preferred the idea of each letter becoming a logo by itself. The font evolved from two simple principles, the thick and the thin stroke, the basics of the marker depending on which way you draw, up/down. Ultimately these two stroke weights create a modular system which can be combined to produce most letters. Besides the font, the team also built a web app which is an endless whiteboard following the principle of edding marker - what has been written, can't be erased. The Type-for-type web application created in HTML5 allows you contribute something to the collaborative realtime text-editor. Once you’re done, the «edding 850» opentype font is available for download. It comes together with a PDF-magazine that features the most liked designs from the project gallery, basically the blog side of the site, where everybody can upload anything using the font. Try it here: Type-for-type | project […]
- NoKahuna [WebApp] NoKahuna is a webÂ applicationÂ developedÂ specificallyÂ for team work. The principle is that you create projects and within them you assign tasks to other team members. When a task is assigned, the user receives an email. He can then act on the task and mark it done or for example request more information by leaving a comment and reassigning that task to another team member. The principle is simple and that's the beauty of NoKahuna. No complicated projects, noÂ calendarsÂ just pure team work. The advantages are that all members can be assigned to a task but only one member is responsible for it, ie needs to act on it. When the task is complete, all other team members are notified by email. There is also an iPhone webapp available which allows you to manage your tasks on the go. The iPhone app reflectsÂ beautifullyÂ designed simple webapp interface.Â NoKahuna is in principle FREE. You only pay if the projects really take off (more than 30 open tasks). This totally seems fair. If you project is large and you are really making use of NoKahuna then a payment is due. We have been using NoKahunaÂ for few months now and I have to say it's the best team task manager out there. Give it a try, sign up for free today.Â Platform: WebApp (Mac/Windows/iPhone..) Cost: Free and $9 for 3 projects, $19 for 10 projects, $49 for 30 projects, $99 for 100 projects. Developer: NoKahuna NoKahuna [xrr […]
- CAN on Twitter [News] We love Twitter here at CAN and have a wonderful following too. Since CAN's launch, out twitter community has grown to incredible 1900+ followers and we areÂ extremelyÂ pleased. It's also great to see that our followers regularly participate in discussions and send us updates and feedback. Thank you all! On Twitter, we go beyond just apps. We post about Art, Architecture, Technology, Gadgets, iPhone news and everything else wonderful, geeky and quirky. Here are some feedback we received on Twitter which we are especially proud of: mightandwonder:Â This is a really fantastic resource for creative application developmentÂ http://www.creativeapplications.net themeekshall: @creativeapps any uk promo codes yet, your reviews areÂ costingÂ me ;) inspired12: anyone with an iphone/touch should check out @creativeapps and http://www.creativeapplications.net/ razorianfly:Â @CreativeApps. Great website dedicated to finding unique creativity on the App Store >Â http://creativeapplications.net oakkoa:Â Creative appsÂ http://www.creativeapplications.net/ Exactly the kind of site i was looking for, mix of art and programming :) Funkify:Â Sensacional:Â creativeapplications.net JamesChutter:Â I love it when Creative and Applications come together in collaboration. Hence , I love this blog.Â http://www.creativeapplications.net If you don't follow CAN yet, this may be the time to do so. All you need to do is register on twitter, follow CAN by clicking on this link and via yourÂ favoriteÂ client (many to choose from - our fav being DestroyTwitter) you can stay in touch with all creative andÂ wonderfulÂ we have to […]
Posted on: 22/11/2011
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