An interesting use of VR to get folks excited about parks and the outdoors. I would argue whether this topic really captures folks’ interest?
The design/development team argue that most people in the world will never get to visit or experience the Brooklyn Bridge, which may be true. It’s also a good case study/example of the power of VR to expose people to new places.
This reminds me of other VR introduction projects I have seen, and appreciate using VR for sites that are far away from populated areas, or are too fragile to experience first hand for most folks. Arguably creating VR videos makes folks more aware and interested in spaces, so choosing a location that can handle more traffic is also a safe bet.
I think it’s just my personal opinion I would rather see this kind of video for a national park that’s off the beaten path, or lesser known spots around NY that folks could “discover” via VR. But all in all cool project.
If you are on your phone reading this page, simply click on this URL and watch it in your YouTube mobile app: https://www.youtube.com/watch?v=nQ2geeXMThI (please note that this video will not work in your mobile browser)
Be sure to turn around while watching so you can see all angles of the park!
There has been a lot of focus recently about designing and updating cities through technology, rethinking old infrastructures, and so on. IDEO put out some of its own ideas, and the one that stuck out for me the most (no surprise), was Nazlican Gosku’s take on the value of play in a city’s ecosystem:
Play! In the last year, I have started chasing and capturing playful moments in the streets— from graffiti, to a group of kids playing in the water from a broken pipe, to lovers dancing on a street corner. This journey of capturing playfulness in the streets made me more aware and even obsessed with the idea of how we can design the right conditions for playfulness in the city. Why playfulness? Because playing means engaging, engagement brings care. If we are more caring and careful about the streets of the cities we live in, we might build stronger connections for healthier communities. Being playful on the streets requires courage, builds trust, allows for discovery, create communities. Playfulness is fundamental to our social nature, so it’s a useful framework for thinking through how we can build stronger cities and communities.
Thank you Ms. Gosku! So much yes in this!
If we are playing with something, we are engaging and care about it, or will care about it more.
Humans use play as the framework for our social structures, both in hunter-gatherer groups and on the children’s playfield.
Play builds trust and community.
It therefore also develops “buy-in” from communities who are more willing to invest in their cities.
Play NEEDS to be part of community planning, whether it is a small community or a huge metropolis!
I promise these guys are not paying me to promote this event. It just sounded cool and I thought I would share with other art, nature, and science lovers.
Electric Sky is an art and tech weekend campathon June 8-11th 2017, bringing together artists, technologists, designers, hackers, makers, and friends to collaboratively engage with the environment in new and exciting ways. Electric Sky is a cross between an artists’ retreat and a hackathon, where you’ll spend several days in the woods, on the river, in our outdoor creativity lab, making stuff with people like you. You may arrive with well-developed ideas and half-finished projects, or you may arrive with no idea what you want to do but are game to jump in on a collaborative project.
This is a community-oriented event, and there’s plenty of space for camping, with lots to do in the area. In addition, we will have workshops appropriate for kids, so they too may experience the joys of creating with technology in the woods.
If you are excited by the idea of creating an individual or collaborative project around our theme the Wondering Woods, we invite you to apply to be a supported participating artist or creative technologist, to receive free tickets and funds to support your project.
They are taking applications for projects until May 1. Hosted in Skykomish in Western Washington. Check out the event page to learn more.
I have been fascinated with the incredible popularity of Pokemon Go. Some people are seeing it as an “annoying” new game, but I see it as an amazingly powerful tool to trick people into exercising and getting outside, and as author Mark Wilson observes, discovering your city.
In our collective hunt for silly cartoon monsters, Pokémon Go players are discovering history and architecture left and right. Users described their discoveries over the weekend, from Korean pagodas, to a Donner Party memorial in California, to the urban landscape of Perth at night, all documented on Twitter.
Looking to have a little fun with your walk? Now you can use mapping technology to do so…
The Trace app will let you turn a sketch on your smartphone into a physical walking route around a city. You can share your route with a friend, and the recipient gets step-by-step directions. Eventually, the app will reveal the shape on a map.
The walk creator can add signposts along the way—images, audio recordings, messages—which will pop-up at specific places in-route. Walkers can begin their walk anywhere in the city, and pick the duration of their walk. The app adjusts the size of the shape accordingly.
Sixteen walkers in Seattle, Boston and Chicago tested out Trace for a week, drawing over 150 shapes. They sent the walks to friends or tried the routes themselves. The results were presented in a study in Seoul, at the Association for Computing Machinery’s CHI conference last month.
Learning is fun. Or at least it should be fun. Little kids are always exploring, experimenting, asking “why, why, where, when, why?!” (can you tell I have a toddler at home?). This is a great example of trying to keep learning fun.
Coding is a great skill for kids to learn but it can be a lonely, sedentary endeavor. Hackaball, a new toy created from a partnership between the design agencies MAP and Made By Many, promises to get kids off their butts and playing outside—all while teaching basic coding skills and empowering kids to invent their own kind of play.
It’s a lot to ask from one product which is why Hackaball had to be meticulously designed. The ball is bigger than a baseball but smaller than a soccer ball, and it comes with several simple parts that can be put together using basic instructions, so kids understand what’s inside, and get the chance to start creating from the get-go. Once it’s put together, the toy can glow different colors, make noises, and even vibrate. As for how to use it? The kids get to decide.
Using a space-themed app, kids write if-then rules, learning the syntax of basic coding. An example: if you drop a ball, then it turns red. Or if the ball hits something, then it will make a noise. These games can be as complicated or as simple as kids want.
People seem pretty sick of the idea of “Gamification” of things. But here’s the rub: a lot of jobs need to be more fun. And can be made more fun. And technology can have a strong hand in doing that.
One of the best pieces of advice a boss of mine ever received, he said, was that “people like getting points.” Even if the points don’t culminate in anything, just having the most points on a forum board or in an app is a great feeling for people.
Ambition (for example) focuses specifically on gamifying the performance of sales teams. Its software provides customers with a dashboard full of real-time metrics, such as calls made or leads generated or emails opened.
Through Ambition dashboards, employees (and of course, their managers) can track performance in relation to individual and team goals on their computers and mobile devices. The software syncs with a company’s CRM technology, as well as phone systems and spreadsheets and any other tools an organization might use. The cost is between $20 and $30 per employee per month.
Using whatever metrics a client wants to track, the software creates an Ambition Score, which is an aggregate of all the metrics. A score of 100 means an employee or team has reached every benchmark for a given time period.
Mapping apps help us find the fastest route to where we’re going. But what if we’d rather wander? Researcher Daniele Quercia demos “happy maps” that take into account not only the route you want to take, but how you want to feel along the way.
Coincidentally, another researcher is also working on this problem, and creating maps that find the most relaxing routes based on people’s brainwaves:
MIT Media Lab’s Arlene Ducao is hoping to shed some light on which biking routes promise a more relaxing ride with her Mindreader Map. The project is a continuation of Ducao’s 2012 experiments involving a mind-controlled bicycle helmet that flashes different colors depending on the stress levels of the rider.
Using this type of data city planners could conceivably better plan bike lanes and traffic signals with an understanding of where the most stressful, and potentially dangerous, areas for cyclists are.
Art has the power to soothe, to heal, to empower, to raise awareness and to move people to action. Using technology to enable people to express themselves through art is great, whether it’s for a cause, or a brand in this case.
To raise awareness for their brand, an art supply company created this viral campaign featuring real people using technology to create beautiful abstract art. Sixteen disabled individuals in China (home to the world’s largest disabled population) were invited to participate in the project, which involved using advanced brainwave scanning technology in conjunction with detonator-equipped, paint-filled balloons. The video seems to show that by concentrating really hard, the participants were able to trigger the colorful explosions, resulting in some very unique pieces.
We know children tend to be wiggly, but we’ve also seen them sit stone still when they are engaged in a good book or toy or enraptured by a movie. A hospital in the UK is tapping into that enraptured engaged stillness.
Many adults find the procedure of having a brain scan, which involves having to lie still for an hour or more while images are analysed, an unsettling experience.The process is no less daunting for young children, who are usually given a general anaesthetic when they have the procedure.
However, a pilot scheme at University College Hospital in London is helping young people have a scan without being sedated, by teaching them about it through play.