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Which clippings match 'Interactive Multimedia' keyword pg.2 of 2
22 OCTOBER 2012

How Apple Invented The Future (and the iPad) in 1986

"While most attribute the iPad's success to Steve Jobs' genius, its roots extend much deeper into Apple's history of creativity and innovation. That's because Apple laid out an amazingly prescient vision of the iPad in 1987. That earlier effort was a guiding beacon for Apple's culture and research for a decade during Job's exile. It helped secure the ingredients that Jobs would mold into the world's most valuable company. And, it defined the personal computing model that technology titans, including Apple, Google, Amazon, and Microsoft, are fighting to deliver and dominate today."

(Chunka Mui, 24 October 2011)

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TAGS

1986Alan KayApple Computer • Bonnie MacBird • commodity enabler • computational power • Cray Inc • Cray XMP 48 • digitised information • Doris Mitch • envisioning • far-fetched idea • future casting • general purpose personal computer • Hugh Dubberlyinnovative technologyinteractive multimedia • John Sculley • knowledge applications • Knowledge Navigator (1988) • Moores Law • multidimensional objects • Pepsi Generation • percolating • processing power • real time manipulation • Siri • smart agents • speculative design • super computer • three-dimensional geometries • video simulation

CONTRIBUTOR

Simon Perkins
08 AUGUST 2012

Evocative Research in Art History and Beyond: Imagining Possible Pasts in the Ways to Heaven Project

"This article discusses a particular project that attempted to make art–historical research evocative as well as analytical by employing rich, interactive multi–media. This reliance on evocative material extended techniques practiced by television drama–documentaries and considered their legitimacy and potential within academic art history."

[...what might "evocative research" mean?]

3). Esche–Ramshorn, Christiane and Stanislav Roudavski (2012). "Evocative Research in Art History and Beyond: Imagining Possible Pasts in the Ways to Heaven Project", Digital Creativity, 23, 1, pp. 1–21

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15th century • 16th centuryAHRC • Armenia • Armenian history • art history • Christian Orient • Christiane Esche-Ramshorn • Digital Creativity (journal) • Ethiopia • Ethiopian history • European Renaissance • evocative enquiry • evocative researchGeorge Lakoffilluminated manuscriptinteractive multimediainteractive narrativeinteractive storytellinginterpretation • Isaac Newton Trust • Janet Murray • microhistory • multifaceted • new historicism • new mediapractice-based researchrenaissancerepresentationresearch methodologyresearch methods • Stanislav Roudavski • theory building • Ways to Heaven • world history

CONTRIBUTOR

Stanislav Roudavski
03 JULY 2011

Chris O'Shea @ Nottingham GameCityNights Episode 6

"Headlining Episode 6 is artist and designer Chris O'Shea, known internationally for his immersive, interactive multimedia work. Using Microsoft's Kinect, Chris will be talking us through the melding of videogames and play into contemporary art, with demonstrations of his previous and current projects."

(GameCityNights, 24 June 2011)

Fig.1 Chris O'Shea (2010). "Air Guitar prototype"

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2011 • 3D skeletal tracking • air guitar • applied research • artist and designer • artistic practiceBritish artistChris OSheaconceptualisationcorrelative analoguedesign researchdesign researcherdesignerdevice • Dr Sketchy • experimentationGameCity • GameCityNights • gamesgraphic representationguitarGuitar Hero • hand tracking • high-fidelity prototypehistogramimmersiveinteraction designinteractive multimediainteractive music gamesKinect • LibFreenect • MicrosoftNottingham • OfxKinect • OpenCVOpenFrameworks • OpenKinect • OpenNI • playingpractice-ledprototyperesearch project • Rock Band • speculative designtheory buildingUKusabilityvideogames and playvisualisationXbox Kinect

CONTRIBUTOR

Simon Perkins
29 JUNE 2010

Synesthesia as one of the effects achieved by hypermedia

"Synesthesia is a central conception in Marshall McLuhan's exploration of the relationship between media, culture, and the human sensorium. Jay David Bolter claims synesthesia as one of the effects achieved by hypermedia. However, McLuhan's notion of synesthesia as the simultaneous interplay of the senses in a ratio fostered by the particular medium or media involved is missing in the theoretics of hypermedia, which relegates all sensory phenomena to visual terms and overlooks the interplay between orality and literacy. Research into synesthesia in art, culture, language, and cognition supports McLuhan's conception of it as the normal process by which the brain reaches a new equilibrium when one of its functions is outered in a technology. While hypermedia thankfully falls short of mimicking natural synesthesia, interactive multimedia and virtual reality systems attempt to provide a false synesthesia that threatens the role of art and culture in achieving sensory balance."

(James C. Morrison, 2000)

Morrison, J. C. (2000). Hypermedia and Synesthesia. Media Ecology Association. 1.

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2000analogue correspondencecommunication • cool media • cool mediumculturedigital cultureequilibrium • hot media • human sensorium • hypermediainteractive multimedia • interplay • interplay of the senses • Jay David BolterMarshall McLuhanmedia • Media Ecology Association • multimedianew media • orality • representationsensessensory phenomenasimultaneoussynaesthesiavirtual realityvisual communication • visual terms • visualisation

CONTRIBUTOR

Simon Perkins
11 AUGUST 2009

Hyperland: 1990 fantasy documentary speculating about the future of interactive media

"In this one–hour documentary produced by the BBC in 1990, Douglas falls asleep in front of a television and dreams about future time when he may be allowed to play a more active role in the information he chooses to digest. A software agent, Tom (played by Tom Baker), guides Douglas around a multimedia information landscape, examining (then) cuttting–edge research by the SF Multimedia Lab and NASA Ames research center, and encountering hypermedia visionaries such as Vannevar Bush and Ted Nelson. Looking back now, it's interesting to see how much he got right and how much he didn't: these days, no one's heard of the SF Multimedia Lab, and his super–high–tech portrayal of VR in 2005 could be outdone by a modern PC with a 3D card. However, these are just minor niggles when you consider how much more popular the technologies in question have become than anyone could have predicted – for while Douglas was creating Hyperland, a student at CERN in Switzerland was working on a little hypertext project he called the World Wide Web..."
(douglasadams.com)

Adams, D. N. (1990). Hyperland. UK, BBC Two: 50 minutes.

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CONTRIBUTOR

Simon Perkins
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