Our friends at Technology Will Save Us have just launched a Kickstarter for “Bright Eyes”, their new DIY kit that inspires people to learn programming and look cool while doing it – Glasses with 174 LEDs!
It is a pair of glasses which have 174 LEDs (light emitting diodes) on them for you to program. These LEDs can play back graphics and videos off a micro SD card (video player), or be controlled using any microcontroller platform. Best of all, they are Arduino compatible! So, if you want to add a microphone or an ambient light sensor to make them more responsive – you’ll be able to.
All of the code will be open source and freely available. They are working on easy to navigate and understandable tutorials for programming the glasses in various ways. You can create standalone graphics, animations, or generative visuals. By adding sensors, you can literally have the glasses respond to music, or if you’re really keen, you can connect them to your twitter account and share your tweets!
So wait no more and support Technology Will Save Us! They’ve been doing amazing work over the years and need your support now!
- NeoLucida – A Portable Camera Lucida for the 21st Century – Kickstarter 19th-century "disruptive" optical drawing tool updated for the 21st century by Pablo Garcia & Golan Levin. Own a piece of media […]
- Tangible [Processing, Objects] New project by Georg Reil and Christoph Döring (previously: Fine Collection of Curious Sound Objects) comes in the form of an object that by physical touch and deformation alters animated graphics presented on a built in LED screen. Titled "Tangible - Experimental User Interface" Georg and Christoph explore experimental interface reacting to movement, rotation, tilt and pressure. Various applications created using Processing and Arduino are controlled via direct physical manipulation of the display - see video. Of course, as it can be expected from Georg and Christoph, […]
- Neurotic Armageddon Indicator (NAI) – Proximity to armageddon Created by Tom Schofield, Neurotic Armageddon Indicator (NAI) is an installation artwork which visualises the ‘Doomsday Clock’, a symbolic clock maintained by an academic journal since 1947, ‘The Bulletin of Atomic Scientists’. The Doomsday Clock represents the proximity to armageddon expressed as minutes to midnight where midnight represents nuclear holocaust. The closer the clock is to midnight, the closer the world is estimated to be to global disaster. The most recent officially announced setting — five minutes to midnight (11:55pm) — was made on 10 January 2012. Reflecting international events dangerous to humankind, the clock's hands have been adjusted twenty times since its inception in 1947, when the clock was initially set to seven minutes to midnight (11:53pm). The device is created in two pieces. One is a small computer programme running on a server which ‘scrapes’ the content of the bulletins home page as often as possible. The software checks the current status of the clock and then sends the results over the internet to the second part of the work, a small wall clock which displays the time of the Doomsday Clock on a red LED clock display. This process repeats as fast possible so that the device shows in near-real-time the status of the doomsday clock. The project was created at the Digital Media at Culture Lab, a practice-based research group located in Culture Lab that is part of Newcastle Institute of Creative Arts Practice (NICAP). Project […]
- The HyperCard Legacy [Theory, Mac] In 1963, my dad was looking for a job. Born in England and raised in Africa, he ended up in London after a few years of travel by ship and train. In those pre-pre-Craigslist days, people still searched for employment in newspapers, and an unusual listing in a London Newspaper caught his eye: a listing looking for computer operators. For my father, the listing raised two immediate questions: What is a computer? And how do you operate it? (A similar reaction would have come from job listings for auto mechanics in 1914 or web designers in 1994). Responding to that listing turned out to be a life-changing decision for my dad, who has spent the last 40 years working with computers and technology. A very similar directional moment came for me 24 years later, in 1987, when my dad arrived home from work with a Macintosh SE computer HyperCard, Revisited The Mac SE was actually not as important to my life (and career) as was the software that came with it for free - in particular, an unusual and innovative application called HyperCard. HyperCard was a tool for making tools - Mac users could use Hypercard to build their own mini-programs to balance their taxes, manage sports statistics, make music - all kinds of individualized software that would be useful (or fun) for individual users. These little programs were called stacks, and were built as a system of cards that could be hyperlinked together. Building a HyperCard stack was remarkably easy, and the application quickly developed a devoted following. HyperCard was the brain child of Bill Atkinson, one of Apple's earliest employees, and the software engineer responsible for (among other things) the drop-down menu, the selection tool, and tabbed navigation. Bill played a big role in making the Mac what the Mac was - a personal computer that made the whole process of computing easy for the general public. HyperCard represented perhaps the bravest part of this 'computing for the people' philosophy, as it enabled users to go past the pre-built software that came on the machines, and to program and build software of their own. Assuming that a typical computer would and could learn how to may program seem like a mad idea, but its one that has a long legacy. When personal computers were first envisioned in the 1960s, scenarios included the owners of these machines making their own software. The small group of people who were working in computing probably couldn't imagine why anyone would want a computer if they didn't know how to program it! With HyperCard, the learning process was facilitated by pre-built UI elements, and a simple drag & drop interface. Maybe most important, though, was HyperCard's unique, innovative, and very easy to use programming language, HyperTalk. Say That again, in English? Reading programming instructions written in some languages can be confusing. Statements in HyperTalk, on the other hand, tend to read like sentences in English. For example, if I wanted to create a variable called â€˜nameâ€™ with the string 'bob dole' in it, I would write this: put 'bob dole' into name If I wanted to put the last name into a list of last names that I had already created, I could do this: put the second word of name into last_names And if I wanted to display the name on screen, I would simply write: put name into field 'name_display' This type of plain-language programming makes sense, particularly in an application that was designed specifically for non-programmers. I have been teaching programming to designers and artists for nearly a decade, and I find the largest concern for learners to be not with the conceptual hurdles involved in writing a program, but with obscure and confusing syntax requirements. I would love to be able to teach HyperTalk to my students, as a smooth on-road to more complex languages like Java or ActionScript. HyperTalk wasn't just easy, it was also fairly powerful. Complex object structures could be built to handle complicated tasks, and the base language could be expanded by a variety of available externdal commands and functions (XCMDs and XFCNs, respectively), which were precursors to the modern plug-in. Programming for the People This combination of ease of use and power resonated with the HyperCard user base, who developed and shared thousands of unique stacks (all in a time before the web). A visit to a BBS in the late 80s and early 90s could give a modem-owner access to thousands of unique, often home-made tools and applications. Stacks were made to record basketball statistics, to teach music theory, and to build complex databases. The revolutionary non-linear game Myst first appeared as a HyperCard stack, and the Beatles even got into the scene, with an official stack A Hard Days Night. During the same time, developers made hundreds of extensions. Some let HyperCard stacks talk to other applications on your computer (opening the door to the first computer virus, 'Concept', in 1993). Other let you communicate to the outside world - BeeHive Technology's ADB I/) box was a kind of â€˜Arduino for the 80's, and let stack-makers connect to sensors and send commands to electronics. A large community formed around HyperCard, providing tips & resources as well as a distribution channel for home-brew software makers. The HyperCard Legacy Over the last few years, we've seen many exciting projects that work in the spirit of HyperCard - projects that offer free and simple ways to create custom software tools. Replace the word 'HyperCard' in the paragraphs above with 'Processing' and the word 'stack' with the word'sketch', and many of the innovations and advantages described can be moved 20 years into the future without much of a re-write. HyperCard was the first real hyper-media program, paving the way for the web, and everything that came with it. It was used by thousands of people, and by most accounts, seemed to have been a fairly successful piece of software. Which, of course, begs the question: What happened to HyperCard? A small project in the larger suite of Mac software, HyperCard never really saw the type of development commitment that it would need to remain current as the Mac OS advanced. The small, black-and white application looked more and more antiquated as screens got bigger and more colorful. To compound matters, the project was shuffled back and forth between Mac and its software subsidiary Claris and seemed never to get any kind of sure footing. Though a second version of Hypercard was released in 1990, the project had made few advances since its release five years earlier. Ultimately, HyperCard would disappear from Mac computers by the mid-nineties, eclipsed by web browsers and other applications which it had itself inspired. The last copy of HyperCard was sold by Apple in 2004. The Importance of Middle Ground In new media, practitioners are often identified with the specific tools that they use. I started out as a 'Flash guy' and over the last few years have been connected more and more with the open source software project Processing. Though I originally came to Processing to escape the Flash Player's then sluggish performance, I value the platform as much for its ease of use and its teachability as I do for its ability to quickly add floating point numbers. Lately, I've been asked the same question, over and over again: 'Why don't you move to OpenFrameworks? It's much faster!' It is true that projects built in OF run faster than those built in Processing. This question, though, seems to be missing a key point: faster does not always equal better. Does every pianist want to play the pipe organ because it has more keys? Is a car better than a bicycle? In my case, choosing a platform to work with involves as much consideration to simplicity as it does to complexity. I am an educator, and when I work on a project I am always thinking about how the things that are learned in the process can be packaged and shared with my students and with the public. Which brings us to the broader concept of accessibility. HyperCard effectively disappeared a decade a go, making way for supposedly bigger and better things. But in my mind, the end of HyperCard left a huge gap that desperately needs to be filled - a space for an easy to use, intuitive tool that will once again let average computer users make their own tools. Such a project would have huge benefits for all of us, wether we are artists, educators, entrepreneurs, or enthusiasts. HyperCard, Revisited Over the years, there have been several attempts to revive HyperCard, most recently on the web. TileStack is HyperCard for a social media world, a site in which users can build their own stacks, program them with HyperTalk, and share them with friends. It's a bit of a time capsule, with many classic HyperCard stacks available to satisfy any nostalgic cravings for B&W pixel art you may be harbouring. Unfortunately, HyperCard, as much as we might love it, is 25 years old. These big initiatives to revive it directly end up looking and feeling antiquated. I could imagine a new version of HyperCard being built from the ground up around its core functional properties: HyperTalk, easy to use UI elements, and a framework for extensions. It's the kind of open source project that could happen, but with so much investment already existing in other initiatives such as Processing and OpenFrameworks, it might not be the best use of resources. So, let's forget for now about a resurrection. Instead of thinking bigger, let's think smaller. HyperCard for the iPhone? It might not be as crazy as you think. Imagine having a single, meta app that could be used to make smaller ones. This 'App-Builder App', like HyperCard, could combine easy to use, draggable user interface elements with an intuitive, plain language scripting language. As a quick visit to the App Store will show you, many or most of the apps available today could be built without complex coding. You don't need Objective C to make a stock ticker, or a unit converter, or a fart machine. These home-made apps could be shared and adapted, cross-bred and mutated to create generation after generation of useful (and not so useful programs). By putting the tools of creation into the hands of the broader userbase, we would allow for the creation of ultra-specific personalized apps that, aside from a few exceptions, don't exist today. We'd also get access to a vastly larger creative pool. There are undoubtedly many excellent and innovative ideas out there, in the heads of people who don't (yet) have the programming skills to realize them. The next Myst is waiting to be built, along with countless other novel tools and applications. With the developer restrictions and extreme proprietism of the iPhone App Store, it's hard to remember the Apple of the 80s. Steve Jobs, Bill Atkinson and their team had a vision to not only bring computers to the people, but also to bring computer programming to the public - to make makers out of the masses. At Apple, this philosophy, along with HyperCard seems to have mostly been lost. In the open source community, though, this ideal is alive and well - it may be that by reviving some ideas from the past we might be able to create a HyperCard for the […]
- Collaborative Instrument [Objects] Created by Matt West, Collaborative Instrument is a music instrument that requires two people to play: one to control the pitch and the other to control the rhythm. Rather than attempting to engineer together mechanisms and parts of existing instruments, such as a keyboard, I'm using simple electronics to divide the two basic functions mentioned above. Then I'll design the casing, intending to extend the division of the two functions and experiment with how both musicians communicate with one another. Early prototype videos below. During his final year at Goldsmiths, University of London studying BA design, Matt designed objects that encourage musicians to aim for and achieve the small steps towards perfection by producing instruments that physically train, force collaboration and demand creativity. This work comes from a dissatisfaction with his own musical ability and commitment to rehearsing. Matt likes to work with objects, graphics and even food, with all projects stemming from personal interest, excitement and intrigue. (source) (via […]
- Olars [Objects] Olars by Lars Marcus Vedeler is an electronic interactive toy inspired by Karl Sims' evolved virtual creatures. Having thousands of varieties in movement and behaviour by attaching different geometrical limbs, modifying the angle of these, twisting the body itself, and by adjusting the deflection of the motorised joints, results in both familiar and strange motion patterns. The main objects, what you see indicated by both beige and blue colour contains an Arduino Duemilanove board together with 2x servo and switches. A simple configuration within beautifully crafted objects. See images + video below. Music by 'Toy'; "Golden Fish in Pool" Collaborative work with Ola Vågsholm Oslo School of Architecture and Design, spring […]
- Precious [Objects] Created by Breakfast, Precious is a bike, currently making it's way across the US to benefit LIVESTRONG®. Starting at the Atlantic and ending at the Pacific, Precious will spend 3 months riding across the country sharing his thoughts, experiences, body temperature and much more. Fitted with a brain of wires, circuits and whole lot of code, the bike will use it's new senses to share what it feels. To gather all of the data from the bike, the team developed a Arduino based device to capture temperature, humidity, grade, speed, cadence (pedal rotation), direction and GPS. The device takes several readings from each sensor, then sends the average values via text message using a cellular module. We utilized the Twitter API to receive and parse the text messages, which are then analyzed by our servers. In order to preserve battery life (we get 35+ hours on a single charge), the device wakes itself up every 5 minutes to check readings and submit data. The rider can also hit a button on the handlebars to trigger the device to report the data for that exact moment. Once all the information reaches our servers, the "brain" really kicks in. Our servers analyze the data: how many messages have been sent so far today, the time of day, etc. This helps to ensure that every message is appropriate, both in context and timing. The servers look for patterns 24 hours a day, and if they find anything interesting, e.g. it's been 80ºF with non-stop hills for two days, it will push a message expressing the bike's feelings on the matter. Check out the site or twitter to see what's happening now. Previously: iPad Controlled Blimp [iPad, […]
- Touch Vision Interface [openFrameworks, Arduino, Android] Created by Teehan+Lax Labs, Touch Vision Interface is a combination of software and hardware to allow realtime manipulation of content on a remote device via touch interface on a mobile device. Instead of purely using mobile device screen as an input, the user views the remote content and applies the content simultaneously, better know but not necessarily a form of AR. I can still recall the first time I saw an Augmented Reality demo. There was a sense of wonderment from the illusion of 3D models living within the video feed. Of course, the real magic was the fact that the application was not only viewing its surrounding environment, but also understanding it. AR has proven to be an incredible tool for enhancing perception of the real world. Despite this, I’ve always felt that the technology was somewhat limited in its application. It is typically implemented as output in the form of visual overlays or filters. But could it also be used for user input? We decided to explore that question by pairing the principles of AR (like real-time marker detection and tracking) with a natural user interface (specifically, touch on a mobile phone) to create an entirely new interactive experience. The translation of touch input coordinates to the captured video feed creates the illusion of being able to directly manipulate a distant surface. Peter imagines future applications of this technology both in the living room or in large open spaces. Brands could crowd-source easier with billboard polls, group participation on large installations could feel more natural. Likewise other applications could include music creation experience where each screen becomes an instrument. The possibilities become even more exciting when considering the most compelling aspect of the tool – the ability to interact with multiple surfaces without interruption. No need to switch devices through a secondary UI – simply touch your target. You could imagine a wall of digital billboards that users seamlessly paint across with a single gesture. Created using opencv-android, openframeworks and python/arduino for the led matrix. Touch Vision Interface (Thanks […]
Posted on: 02/11/2012
- Engineering Lead at Wieden+Kennedy
- Web Developer at the Minneapolis Institute of Arts
- Junior Production Assistant at Resonate
- WebGL/3D Creative Prototyping Devs at TheSupply
- Freelance Interactive Producers at Psyop
- Art Director/Senior Designer at Stinkdigital
- Creative Technologist, The ZOO at Google
- Jr. / Sr. Software Developer at Minivegas
- Web Developer at Minivegas
- Digital Producer at Minivegas
- 3D Technologist at INDG
- Creative Director at INDG