"For more than a decade, scientists have promised a world of devices and services that infuse the landscape of our daily lives with experiences that are designed to fit the needs of the situation. Beyond the laboratories, computing and communication technology has created a world in which people carry small, powerful, wireless computers and phones that are connected to the internet almost all of the time, from almost anywhere.
From gaming to outdoor displays, performance to public transport, pervasive media is delivered into the fabric of everyday life, tuned to the context at the moment of delivery. It sits at the emerging intersection of mobile computers, media technology, networks and sensors and offers significant opportunities for new types of digital media content and services, especially those linked to an awareness of place and location.
Pervasive Media is basically any experience that uses sensors and/or mobile/wireless networks to bring you content (film, music, images, a game...) that's sensitive to your situation - which could be where you are, how you feel, or who you are with. Oyster Cards are a simple pervasive device: so are audio guides at tourist attractions, which can give you extra information according to where you are and which bits you've been to already.
Pervasive Media is Digital Media delivered into the fabric of real life and based on the situational context at the moment of delivery"
(Pervasive Media Studio)
"Making 3D models should be an easy and intuitive task like Free-hand sketching. This paper presents iSphere, a 24 degree of freedom 3D input device. iSphere is a dodecahedron embedded with 12 capacitive sensors for pulling-out and pressing-in manipulation on 12 control points of 3D geometries. iSphere exhibits the top-down 3D modeling approach for saving mental loads of low-level machineries. Using analog inputs of 3D manipulation, designers are able to have high-level modeling concepts like push or pull the 3D surfaces. Our experiment shows that iSphere saved steps of selecting control points and going through menus and make subjects more focus on what they want to build instead of how they can build. Novices saved significant time for learning 3D manipulation and making conceptual models, but lacking of fidelity is an issue of analog input device."
(Jackie Lee, Yuchang Hu, Ted Selker, 2006, MIT Media Lab)
"Radiohead just released a new video for its song 'House of Cards' from the album 'In Rainbows'.
No cameras or lights were used. Instead two technologies were used to capture 3D images: Geometric Informatics and Velodyne LIDAR. Geometric Informatics scanning systems produce structured light to capture 3D images at close proximity, while a Velodyne Lidar system that uses multiple lasers is used to capture large environments such as landscapes. In this video, 64 lasers rotating and shooting in a 360 degree radius 900 times per minute produced all the exterior scenes."
(Google)
[In the search for new ways of 'telling the same story' Radiohead have managed to provide the necessary spectacle through their redeployment of surveying technology in their 'House of Cards' music video.]
Phidgets USA, A division of Trossen Innovations, LLC (Illinois, USA)
Phidgets can sense pressure, light, motion, and touch. Phidgets can also receive data from switches, sliders, knobs, other programmes, and more. For instance, if you want to interact with a persons hands waving around you can use motion sensors or light sensors to detect hand movement. If you want to interact with them touching a sculpture you can embed pressure sensors into the sculpture to detect where they are touching and how hard!
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Phidgets are communicated with via the Phidget Library which can be used as a COM object in common languages such as Visual Basic, C++, Java, Script Languages, and More.
Examples of School Projects created through using Phidgets.