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February 14 2012

The Relative Size of Old Nature

scale of the universe

Created by Cary Huang, this interactive scale of the universe shows the relative sizes of everything from quarks to the Hoover Dam. Be prepared for some cosmic gee-whiz moments when you get out to the nebulas. The objects are complimented with cheeky facts such as “If you were to stretch your skin over Vatican City, the coating would be 200 nanometers thick.” Just a reminder that there’s still an incomprehensibly huge amount of ‘old nature’ out there left to explore.

The Scale of the Universe

January 21 2012

Rule #7: Respect Social Standards

clippy suicide

Part 7 of the 11 part series Golden Rules of Anthropomorphism and Design

Anthropomorphic products enter the human social space. Humans have the most complex social behavior of any organism on Earth. Anyone or anything trying to join in should be careful to do it right. Although an anthropomorphic product may function perfectly, if it crosses social boundaries it will still tick people off. This can cause the product to become a social reject, which won’t do sales much good. Luckily, it’s not hard to figure out why things go wrong. Imagine a scenario where a person and a product interact, then replace the product with a second person. If the actions of the second person and the product don’t match up, then there’s something off about the product’s design.

Image via Anvari. For other parts in the series, see part 1part 2part 3part 4part 5 and part 6.

January 18 2012

Playing With Pigs

Click here to view the embedded video.

Besides children and pets, it turns out that pigs are also attracted to interactive interfaces. Pig Chase is a computer game in which pigs and people can play together. The aim of the project is to entertain pigs in the bio-industry and to research the relationship between the cognitive capacities of pigs and people.

So, how does the game work? A screen with light effects in the pigs’ pen is connected to an iPad. Pigs are fascinated by the movement of light and attracted to new light spots on the surface. The iPad user controls a ring of light, which the pig follows with its snout. The human participant leads the pig’s snout to a target. When the target is reached, the pig is rewarded with a display of fireworks.

Pig Chase is developed by The Utrecht School of the Arts (HKU) and Wageningen University. Video and more information on Playing with Pigs. Via Mashable.

December 08 2011

When Siri met Siri…

Click here to view the embedded video.

Like with pets and babies, we seem to like it when devices mimic our behaviour and social patterns. In the process of domesticating technology, we teach products to behave like ourselves. But we all know that almost every learning process starts with copying…

Earlier this year we have written about Siri, a relatively new feature in Apples iOS that allows users to control their iPhones with their voices in a quite convincing way. Especially the ‘intelligent’ answers Siri gave to questions stole many users hearts.
But what happens if speaking devices start having conversations with each other? In the nineties, there was the Furby a furry toy animal that could talk. Some lucky owners of these fantastic creatures reported having sleepless night after their toy friends got stuck in a feedback loop of nocturnal conversations. Of course, this only happened between products of the same technological species (batteries included).

The short movie featured in this post is also an example of this ‘Furby-effect’. The movie is funny, but why exactly? Which one of the phones dp you feel most sympathy for? Do we even see some character development over here?

We have become radically dependent on the technology we have created ourselves. But the opposite is also true. We have a symbiotic relationship with the things we create. So, at the same thing, the whole thing is a little bit sad: it shows how helpless the products are, without us interacting with them.

Yet, it points out to a future when the devices around us lead whole social lives, without us being involved. One day, you might find your mobile phone and your refrigerator gossiping about you…

 

Click here to view the embedded video.

Thanks Coralie Vogelaar

November 17 2011

Flap to Freedom

flap-to-freedom-3

It works like this. Position yourself with a friend in front of a battery hen and flap your arms as fast as you can when the music sets in. The harder you flap the faster your bird will move towards a hole in the chain fence – which means freedom!

This installation was displayed at the Village Fete at the Victoria & Albert Museum, where young British designers show their talents. One of them, the creator of Flap to Freedom, is Chris O’Shea, an artist and designer who uses technology to create interactive environments.

O’Shea’s work shows that machines and technology can respond to human needs in a fun and playful way.  However, Flap to Freedom doesn’t work like a rollercoaster or DVD player. Through the interaction emerges a certain connection between human and machine that could change our perception of them. It stands in the tradition of Philippe Starck’s design, which is intended to give the object a place in the human environment. The device becomes our companion and colleague.

Watch the video here.

November 15 2011

A Bug’s Afterlife

collector afterlife

When fruit flies die, they don’t go to heaven, but they do get to go to outer space. At least that’s the conceit of artist HsienYu Cheng’s Collector: Afterlife, which zaps bugs with high voltage and then reincarnates them in a Space Invaders-style video game. Each dead fly translates to one extra life for the onscreen hero. When the lives run out, the player has to wait around for more flies to wander into the trap’s deadly blue light. It’s a digital age update on the concept of rebirth, or just a new take on the spider and its web.

Via Mediamatic

October 06 2011

Steve Jobs 1955 -2011

Steve Jobs, former Apple CEO, passed away on Wednesday October 5th after a long battle with pancreatic cancer. Technology conceived from his vision has changed the world dramatically over the past 14 years. He kissed the snake; we ate the fruit. The Next Nature garden has entered a new era.
image source

September 27 2011

Gamers Solve Enzyme Riddle

fold-it-protein-game

In a vivd example of the blur between culture and nature, players using an online game called Foldit have helped solve complex questions for researchers about enzyme models. The solution, which eluded researchers for more than 10 years was solved by gamers in only a few days, contributing towards research into anti-AIDS drugs. Giving credit where it’s due, researchers have named the gamers as co-authors in the study published in the journal Nature Structural and Molecular Biology.

Read the full story on BBC.com.

September 25 2011

Phone camouflage

In twenty years, the mobile phone has become man’s closest utensil. Can you imagine living without this umbilical box? Too bad it’s often still a box that we hold to our ears…
Not if it’s up to the CollabCuped-shop: Its jolly Phone camouflage wraps the technology into a second skin. Hold it like if you are scribbling your cheek.

June 07 2011

Real women advertise RealDolls

alektra blue

At the 2011 Adult Entertainment Expo in Las Vegas, a photograph of a flesh-and-blood woman advertises a RealDoll, the life-sized sex mannequin made for people with a fetish for the uncanny valley.   This image is a strange mix of the next natural phenomena ‘people becoming products’ and ‘products becoming people.’  The woman in the advertisement has been photoshopped to perfection, valuable and desirable precisely because she is a product.  The doll, in contrast, is valuable and desirable because she is a person, or at least a convincing simulacrum of one.  Is the doll meant be like the woman, or is the woman meant to be like the doll?  There’s certainly a metaphor being boomeranged here, but I’m stumped as to which direction it’s flying.  Peculiar image of the week.

Image via 88 Miles West.

June 05 2011

Manko & The Children

manko9

As they went down the elevator shaft, going deeper underground, neither Nada nor Manko spoke a word. To Manko it seemed to take forever.

In his mind, he went over the long conversation they had had at dinner. Zero had finally explained the reason for Manko to be invited. It was almost too crazy to believe, but here he was all the same, on his way with Nada, about to be introduced to these children. The first human beings to live forever, born eight years ago, living two miles underground.

These kids did not know any better than having dinner without food and days without sunlight. Surely, they were not going to miss what they never had. But dealing with a lack of death was going to be another matter. Nada had explained that it’s normal for a child to not have a sense of their its mortality yet. So it was up to Nada to help the children deal with their limitless lives once they would stop aging at maturity.

Manko had agreed to help out in devising a plan for this. The first idea was to come up with rituals for the children, borrowing ideas from both psychology and art. Zero had flattered him when he had said that Manko’s thinking, based on the lack of things, would definitely inspire these rituals. Manko did not question that Nada was a key figure in dealing with the future psychological issues these children might have, yet he wasn’t sure yet how an artist like himself would be just as valuable.

He loved thinking about rituals though. He remembered a research project in Art School that could prove helpful. He had been studying some rituals that ancient tribes had created for youngsters reaching their adolescence. For girls, menstruation provided a natural introduction to womanhood, yet for boys they had to be invented. One ritual that had captivated his imagination was one where an adolescent boy, ready to become a responsible man in his tribe, went into the forest with his grandmother and grandfather.

Grandparents and child visited a young tree that had been planted there at the day the boy was born. They split open the thin stem vertically and opened up the slit, representing an open vagina. Then the grandmother would lift up the boy and pass him through the opening to his grandfather on the other side. This ritual of passage into the world of adulthood would then be rounded off by closing up the stem again, tying it firmly so it could heal quickly and continue to grow. The grandparents would then tell the boy the stories of his tribe and how to be a man. Manko loved that ritual and had always felt that in the society he was raised in, these meaningful rituals were lacking.

The elevator door opened with a hiss. Nada stepped into the dimly lit space first. Manko followed. This dome was huge. Nada winked at him and blinked four times. He followed her example.

The first thing that caught Manko’s eye were the luminous drawings on the ceiling of the dome. They reminded him of prehistoric cave paintings. He recognized the signature of children, not much different than that of any child anywhere in the world. There were drawings of people, of domes and cubes and even one of a cat. Staring at the ceiling he could swear he could even hear the purr of a cat until he noticed a real cat rubbing against his leg.

Nada: ‘Meet James, our first test subject.’

Manko: ‘So, I suppose he has more than nine lives?’

Nada: ‘An infinite number of lives indeed. And he stays playful for life. The children love him.’

The room itself was filled with colorful virtual objects, constituting a labyrinth of some sorts.

Nada: ‘Okay, let’s find our way through this. Be careful not to walk through these objects. That would be cheating.’ She laughed: ‘The good thing about Augmented Reality is that it doesn’t matter that they don’t clean up their room.

Manko: ‘Don’t the others ever come down here?’

Nada: ‘Oh yes they do, but they can easily monitor this place from where they are and they don’t want to bother me too much with my work down here.’

Nada touted her lips, whistled and called out gently: ‘Come out, come out wherever you are. You know I’m going to find you!’

Manko could hear muffled giggling.

Nada: ‘This is their favorite game. And they’re good at it too, changing the maze while we’re in it.’

They tried to find the children, but to no avail. The vast maze kept reconfiguring itself constantly. In the dark dome, the neon colored objects moved in and out of view. They walked around the corner of what looked like a huge pink nose. Manko shrieked. In front of them a giant creature got up on its back legs and towered over them. It beat its chest and wildly shook its horned head and as it leaned forward it froze in this position.

Manko heard kids cheering. His heart pounded heavily. Nada let her hand wave through the creature’s head.

Nada: ‘Sorry, I forgot to tell you about the minotaur. If the minotaur finds you before you find the kids, you lose.’

The labyrinth and the minotaur disappeared and further down the dome the children emerged from the shadows.

Nada: ‘Come on, don’t be shy. This is Manko and he would like to meet you.

Six children came at them, three couples, holding hands.

Nada:’ They’re all twins. Always a boy and a girl. Bokor said they have to be a backup plan for each other. Don’t ask me what all that means. Zero, Bokor and Gill started this operation ten years ago and I have been here only two. There’s a lot I do not fully understand yet. The youngest ones are Edan and Mimir. Then there’s Lif and Lifra and the oldest ones are Askr and Embla.’

The children looked quite ordinary. Manko had expected them to be pale from the lack of sunlight, but their skin looked tanned and healthy. The wonders of Nanotechnology, no doubt.

The children introduced themselves to Manko, a bit shy still but very curious at the same time.

Nada: ‘You had better not underestimate these kids. They may seem very well mannered but they’re real scoundrels.’

She winked at them. The children smiled broadly, showing Manko their unnatural white teeth.

All of a sudden, in the middle of the room, a huge virtual red ball appeared and started pulsating. Then Manko, Nada and the kids jumped up as an electric shock went through their bodies. Manko was instantly focused and full of adrenaline.

Manko: ‘Is this another game?’

Nada: ‘No that’s our alarm. Highest emergency frequency. Something’s terribly wrong. We better contact the others immediately and find out what’s wrong.’

The elevator opened and Gill burst into the dome: ‘Nada, we have to leave now! We’re in terrible danger. Bokor lost control in the Lab and Zero’s dead!’

Nada: ‘Zero is dead? What happened?’

Gill: ‘No time to explain. The whole place is filling up with something deadly and I don’t wanna be around when it hits this level.’

Nada: ‘We should try to contact Bokor first. Was it an accident?’

Gill: ‘No accident. I think Bokor killed Zero on purpose. We better get out of here and take the children with us. Manko, you better follow us. I’m sorry about all this, but you’re going to have to trust me. We’re going to leave right now!’

March 19 2011

Pump My Ride

Lovely image of a really fat car by Austrian artist Erwin Wurm. This image is for a Belgian eco-awareness campaign.

March 14 2011

Robo-teacher

engkey

Say hello to teacher Engkey!

The city of Daegu — South Korea, introduced 29 robot teachers in 19 elementary schools as part of a large scale project to robotize teaching. The ambitious effort envisioned robots in all 8,400 kindergartens in Korea by 2013. Source: Tim Hornyak for news.cnet.com

Click here to view the embedded video.

Kids at Hakjung Elementary School seemed thrilled to interact with robots like the globular Engkey. It’s about 3.2 feet tall and rolls around the classroom on wheels, asking questions in English and dancing to music.

Developed by the Korea Institute of Science and Technology (KIST) at a cost of some $1.39 million, Engkey is a telepresence bot, controlled by teachers in the Philippines. It has two-way video and audio for interaction with students, and can move its arms around to make a point. The LED shows the teacher’s face or an animated CG face.

The machines will mostly be used in after-school programs as they can only handle about eight kids at a time. Last month, however, TIME magazine suggested the machines may threaten the jobs of some of the 20,000 to 30,000 foreign English teachers in Korea.

“We will continue to study to improve its teaching ability until it’s very close to that of real human teachers,” Kim Mun-sang of KIST was quoted as saying by the Korea JoongAng Daily.

March 01 2011

Video Game Logic Wins This Round

Bullet Bill

Adapting video games to real life has become a fairly common, jokey way of exploring the games’ surreal aspects.  I saw kids with balloons playing Mario Kart on my college campus, and costumed Pac-Man re-enactors running around New York.  What seems perfectly rational in video games is absurd when removed from its virtual context.  Rooster Teeth‘s series Immersion, played for laughs, does a better job than most of exposing the ruptures between real and virtual logic.

Some of their experiments have unremarkable results.  An actual soldier can’t carry dozens of weapons in his inventory; stale food left lying around on castle floors doesn’t have miraculous healing effects.  More interesting is their research that alters their subjects’proprioceptive or kinesthetic senses.  These senses regulate the body’s feeling of place, motion, and the relation of body parts to one another.  Proprioception is why you can still touch your toes in a pitch-black room.

In one Immersion episode, the ‘scientists’ rig up special glasses so that the participants can only see themselves and their environment from the perspective of a side-scrolling game.  The test subjects stumble around an obstacle course that would be comically simple for even the most inexperienced Mario Brothers player.  In real life, four-inch platform is terrifying.  A fast-moving Bullet Bill completely catches a player off guard.  The experimenters get similar results forcing drivers to see their car from the third-person viewpoint of games like Grand Theft Auto.

Click here to view the embedded video.

A side-scroller using your own body or an actual car, should be more, not less, intuitive than using a controller.  The controller’s buttons only represent the notion of movement, the body actually experiences movement.  No doubt the subjects would get better with practice, but what is unremarkable for the projected body, the avatar, is extraordinary for the situated body.  We instantly grasp that in side-scrollers, going right equals going forward, whereas in real life, going right means turning in circles.

The logic of Homo Ludens is not the logic of Homo Sapiens.  When we try to merge the natural and the virtual body, the results are disorientating.   Two methods of interacting with physical spaces, both logical on their own terms, are shown in the end to be non-complimentary systems.

Video Game Logic Wins This Round

Bullet Bill

Adapting video games to real life has become a fairly common, jokey way of exploring the games’ surreal aspects.  I saw kids with balloons playing Mario Kart on my college campus, and costumed Pac-Man re-enactors running around New York.  What seems perfectly rational in video games is absurd when removed from its virtual context.  Rooster Teeth‘s series Immersion, played for laughs, does a better job than most of exposing the ruptures between real and virtual logic.

Some of their experiments have unremarkable results.  An actual soldier can’t carry dozens of weapons in his inventory; stale food left lying around on castle floors doesn’t have miraculous healing effects.  More interesting is their research that alters their subjects’proprioceptive or kinesthetic senses.  These senses regulate the body’s feeling of place, motion, and the relation of body parts to one another.  Proprioception is why you can still touch your toes in a pitch-black room.

In one Immersion episode, the ‘scientists’ rig up special glasses so that the participants can only see themselves and their environment from the perspective of a side-scrolling game.  The test subjects stumble around an obstacle course that would be comically simple for even the most inexperienced Mario Brothers player.  In real life, four-inch platform is terrifying.  A fast-moving Bullet Bill completely catches a player off guard.  The experimenters get similar results forcing drivers to see their car from the third-person viewpoint of games like Grand Theft Auto.

Click here to view the embedded video.

A side-scroller using your own body or an actual car, should be more, not less, intuitive than using a controller.  The controller’s buttons only represent the notion of movement, the body actually experiences movement.  No doubt the subjects would get better with practice, but what is unremarkable for the projected body, the avatar, is extraordinary for the situated body.  We instantly grasp that in side-scrollers, going right equals going forward, whereas in real life, going right means turning in circles.

The logic of Homo Ludens is not the logic of Homo Sapiens.  When we try to merge the natural and the virtual body, the results are disorientating.   Two methods of interacting with physical spaces, both logical on their own terms, are shown in the end to be non-complimentary systems.

February 11 2011

White Blood Cell War/Game

BloodWars

Blood Wars is an art-science installation that will pit white blood cells from two different people against each other in a “tournament” that aims to see which person has the strongest immune system.

The piece — by artist Kathy High — forms part of a new experimental exhibition between research laboratory SymbioticA and Dublin’s Science Gallery, called Visceral. Visceral explores the boundaries between art and living systems, bringing together more than a decade of work developed through SymbioticA’s art-science residency programme at The University of Western Australia. The aim is to show the tension between art and science and the cultural, economic and ethical implications of biosciences today.

via Wired.co.uk. Thnx Zack Denfeld

February 07 2011

Playing with Microbes – Biotic Games

biotic_games

Stanford researchers are developing ‘biotic games’ involving paramecia and other living organisms. So far, they have created three games that mimic classic video games.

The “biotic games” involve a variety of basic biological processes and some simple single-celled organisms. One game in which players guide paramecia – the single-celled organisms used in countless biology experiments from grade school classes to university research labs – to “gobble up” little balls, a la PacMan, was named PAC-mecium. They’ve also created Biotic Pinball, POND PONG and Ciliaball, named after the tiny hairs, called cilia, that paramecia use in a flipper-like fashion to swim around – and in the game enables kicking a virtual soccer ball.

The basic design of the games involving paramecia consists of a small fluid chamber within which the paramecia can roam freely. A camera sends live images to a video screen, with the ‘game board’ superimposed on the image of the paramecia. Finally there is a microprocessor tracks the movements of the paramecia and keeps score. The installation shown in the image stores the living organisms used in the biotic games.

The player attempts to control the paramecia using a controller that is much like a typical video game controller. In some games, such as PAC-mecium, the player controls the polarity of a mild electrical field applied across the fluid chamber, which influences the direction the paramecia move. In Biotic Pinball, the player injects occasional whiffs of a chemical into the fluid, causing the paramecia to swim one direction or another.

The researchers emphasize that paramecia, being single-celled organisms, lack a brain and the capacity to feel pain.

Click here to view the embedded video.

Read the research paper. Via Tweakers, Via ScienceDaily. Thanks Sijme Geurts.

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