The Tech Virtual (http://www.thetechvirtual.org) presentation from Virtual Worlds@Work program on virtual worlds and museums Oct. 9, 2009 at SRI Business Consulting (http://www.sric-bi.com).
Symposium: Virtual Reality for Science & EducationRobin de Lange
This document outlines the key findings from an elective research course exploring the potential of virtual reality (VR) for science and education. Students found that VR shows promise for many fields of study by allowing experiential learning through simulations and visualizations. However, VR is not suitable for every subject and available educational content is still limited. Creating VR content requires expertise combining fields like instructional design, programming, and multimedia production. Further experimentation with educational VR was deemed worthwhile.
As a professor in “Revolution in the Manufacturing Industry”, Peter examines the impact of new, direct digital manufacturing technologies and methods ( such as Fab Labs and 3D printing) for design and manufacturing.
MW2010: Slavko Milekic, Gaze-tracking and museums: current research and impli...museums and the web
A presentation from Museums and the Web 2010.
Eye- and gaze-tracking has firmly established itself as a valuable tool for market and Web-design. However, until recently the technology was fairly exclusive and expensive. This paper will present current research on the topic, using economical, commercially available components (Web cams, open source software) for building applications that use eye- and gaze-tracking. Implications for museums are far reaching and include: (a) improvement of Museum Web site designs, (b) development of specific museum Web-based applications that will be sensitive to users’ intentions and preferences, (c) collecting data for museum studies, and (d) enhancing ‘knowledge dissemination’ via Web-based applications.
The author of the paper was recently (Summer 2009) granted a US patent for an original way of interacting with a display using eye- and gaze-tracking.
Session: Actionable Research [research]
see: http://www.archimuse.com/mw2010/abstracts/prg_335002170.html
Rewiring the Ivory Tower? Digital Universities and the Evolution of Open ScienceMarkus Neuschäfer
The evolution of Digital Universities and Open Science is driven by several factors. The high connectivity of the digital age has made it easier than ever before to work collaboratively and share research with a global audience. In a knowledge society, the demand for well-grounded information is rising, as it fosters cultural participation, economic prosperity and social mobility. But not every method of dissemination is equally successful or sustainable. Sharing PDF files online is not enough: Community building, the adoption of digital skills and the development of new filters for online publications have become a vital part of open science. With open data and an evolving set of digital tools, researchers can connect to a wider pool of inspiration. The talk will highlight current trends in Open Science, introducing methods and platforms to participate in its growth.
The document summarizes a presentation given at Utrecht University on September 29, 2011 about the 7scenes mobile storytelling platform and some example projects created with it. The presentation included a general introduction about the Waag Society research institute and 7scenes, demonstrations of example 7scenes projects like an educational mobile game and a photographic treasure hunt, an introduction to the features of the 7scenes platform, and design strategies for getting inspiration from other projects on the 7scenes and Best Scene in Town websites.
The document describes an HVAC system design project for the Drake Well Museum, which is undergoing renovations. The project aims to develop an energy efficient HVAC system that meets the owner's requirements of maintaining temperature and humidity control for collection spaces. Key constraints include complying with ASHRAE standards and achieving a LEED Silver rating. The team analyzed heating and cooling loads, considered various system options, and selected a variable refrigerant flow system. Ductwork and piping were sized, equipment was selected, and the design process was documented.
The document discusses standards that can benefit museums and cultural institutions. It introduces Collections Trust and their programs including Collections Link, Culture Grid, and Excellence in Collections. It discusses how Collections Trust helps institutions improve practices through standards like SPECTRUM 4.0 and benchmarks. The standards are meant to help institutions become more efficient and sustainable while increasing impact through a framework focused on mission, collections care, use, learning and development.
Helsinki Guggenheim Museum Design WinnerParesh Rathod
The document discusses a proposed design for the Helsinki Guggenheim Museum located in the Helsinki South Harbor. It includes images of the design concept courtesy of the Solomon R. Guggenheim Foundation and is authored by Paresh Rathod, presenting a photo album of the museum design plans.
Symposium: Virtual Reality for Science & EducationRobin de Lange
This document outlines the key findings from an elective research course exploring the potential of virtual reality (VR) for science and education. Students found that VR shows promise for many fields of study by allowing experiential learning through simulations and visualizations. However, VR is not suitable for every subject and available educational content is still limited. Creating VR content requires expertise combining fields like instructional design, programming, and multimedia production. Further experimentation with educational VR was deemed worthwhile.
As a professor in “Revolution in the Manufacturing Industry”, Peter examines the impact of new, direct digital manufacturing technologies and methods ( such as Fab Labs and 3D printing) for design and manufacturing.
MW2010: Slavko Milekic, Gaze-tracking and museums: current research and impli...museums and the web
A presentation from Museums and the Web 2010.
Eye- and gaze-tracking has firmly established itself as a valuable tool for market and Web-design. However, until recently the technology was fairly exclusive and expensive. This paper will present current research on the topic, using economical, commercially available components (Web cams, open source software) for building applications that use eye- and gaze-tracking. Implications for museums are far reaching and include: (a) improvement of Museum Web site designs, (b) development of specific museum Web-based applications that will be sensitive to users’ intentions and preferences, (c) collecting data for museum studies, and (d) enhancing ‘knowledge dissemination’ via Web-based applications.
The author of the paper was recently (Summer 2009) granted a US patent for an original way of interacting with a display using eye- and gaze-tracking.
Session: Actionable Research [research]
see: http://www.archimuse.com/mw2010/abstracts/prg_335002170.html
Rewiring the Ivory Tower? Digital Universities and the Evolution of Open ScienceMarkus Neuschäfer
The evolution of Digital Universities and Open Science is driven by several factors. The high connectivity of the digital age has made it easier than ever before to work collaboratively and share research with a global audience. In a knowledge society, the demand for well-grounded information is rising, as it fosters cultural participation, economic prosperity and social mobility. But not every method of dissemination is equally successful or sustainable. Sharing PDF files online is not enough: Community building, the adoption of digital skills and the development of new filters for online publications have become a vital part of open science. With open data and an evolving set of digital tools, researchers can connect to a wider pool of inspiration. The talk will highlight current trends in Open Science, introducing methods and platforms to participate in its growth.
The document summarizes a presentation given at Utrecht University on September 29, 2011 about the 7scenes mobile storytelling platform and some example projects created with it. The presentation included a general introduction about the Waag Society research institute and 7scenes, demonstrations of example 7scenes projects like an educational mobile game and a photographic treasure hunt, an introduction to the features of the 7scenes platform, and design strategies for getting inspiration from other projects on the 7scenes and Best Scene in Town websites.
The document describes an HVAC system design project for the Drake Well Museum, which is undergoing renovations. The project aims to develop an energy efficient HVAC system that meets the owner's requirements of maintaining temperature and humidity control for collection spaces. Key constraints include complying with ASHRAE standards and achieving a LEED Silver rating. The team analyzed heating and cooling loads, considered various system options, and selected a variable refrigerant flow system. Ductwork and piping were sized, equipment was selected, and the design process was documented.
The document discusses standards that can benefit museums and cultural institutions. It introduces Collections Trust and their programs including Collections Link, Culture Grid, and Excellence in Collections. It discusses how Collections Trust helps institutions improve practices through standards like SPECTRUM 4.0 and benchmarks. The standards are meant to help institutions become more efficient and sustainable while increasing impact through a framework focused on mission, collections care, use, learning and development.
Helsinki Guggenheim Museum Design WinnerParesh Rathod
The document discusses a proposed design for the Helsinki Guggenheim Museum located in the Helsinki South Harbor. It includes images of the design concept courtesy of the Solomon R. Guggenheim Foundation and is authored by Paresh Rathod, presenting a photo album of the museum design plans.
The document discusses using multimedia in museums in several ways:
1. Multimedia can provide orientation information for visitors through interactive kiosks near entrances that overview the exhibition.
2. It can serve as a visitor guide within galleries through distributed access points that provide additional learning support.
3. Multimedia exhibits can act as explainers by illustrating essential points about exhibition content through clear storylines and easy-to-use interfaces.
4. Advanced technologies can create emotive triggers through virtual reality and simulations to heighten visitor interest.
5. Multimedia is best isolated from galleries when unrelated to content or disruptive, but can enhance experiences when directly relevant and non-intrusive.
Design for Participation: Three Lessons from MuseumsNina Simon
A presentation about participatory design techniques that can be applied to reduce participation inequality, increase the quality of user-generated content, and support social interaction among users. Presented by Nina Simon of Museum 2.0 at the BayCHI program on March 9, 2010.
The document provides information about Design Ventura, a project run by the Design Museum that aims to increase the skills, confidence, and ambition of young people. It discusses the goals of developing design and enterprise skills by working on a brief. Students create innovative product ideas in teams that are celebrated and potentially exhibited at the museum. The 2011 brief challenges students to design a product for the Design Museum shop on the theme of "Play".
Alex Haw Lecture - 140212 - Design Museum - Atmos Works -589Atmos
This document appears to be a presentation by Alex Haw of their design studio Atmos. It includes sections titled Installations, Designs, and Homes which feature various projects by Atmos. The projects span a wide range of scales and types, including installations, spaces, maps, products, and homes. Images are included to showcase examples of Atmos' work across these different categories.
The document discusses the accessible museum design approach of inclusive design. It advocates designing exhibits, facilities, digital experiences, and products from the outset with all audiences and abilities in mind. An inclusive design methodology is used, including input from an advisory council. The museum has implemented this approach through exhibits, digital installations, mobile apps, and facilities that go beyond building codes to be as accessible as possible. An iterative process of prototyping and testing ensures continued evolution and improvement. The greatest success is inclusive design becoming a key part of the museum's culture.
This is a power point intended to allow groups to talk about space considerations when building or changing their museum building. It is only an orientation and not a complete one but gets staff to understand that architectural space planning is really a common sense narrative that they can accomplish with the aid of a sympathetic architect.
The Museum possesses the largest collection of the world famous Gandhara Sculptures after Lahore. There is also a well appointed library in the Museum, which meets the needs of the scholars and students through its stock of 4600 books and references of arts and allied subjects.
The document summarizes the existing conditions of the road network, land use patterns, built environment, and public spaces in Hackney central, London. It finds that the area has busy streets with traffic congestions and unclear pedestrian links, making it difficult to get around. It also has strong local landmarks like churches that provide clarity. However, the overhead railway line obstructs views and isolates some spaces. The pedestrian links and public spaces lack signage and have unsafe crossings, while green spaces are underdeveloped and underutilized.
This document describes an open source toolkit project for interactive art and design. The project investigates and develops open source software through tutorials, libraries and demonstration videos. It aims to enable creative coders to learn state-of-the-art software skills for areas like computer graphics, interaction design, and physical computing. Key outputs include peer-reviewed tutorial books, software libraries, and demonstration videos distributed through various platforms.
Technologies, Places, Business Models for Open Design @ Pixelversity, Helsink...Massimo Menichinelli
The document discusses technologies, places, and business models for open design. It begins by describing various digital fabrication technologies like 3D printing, laser cutting, and CNC milling. It then discusses makerspaces, hacker spaces, and fab labs as places where open design projects can be made. Finally, it explores potential business models for open design like crowdfunding, selling services, and dual licensing of open and proprietary designs and software. The overall focus is on how designers can engage with both open technologies and business opportunities.
using Open Source Hardware and Rapid Prototyping in Arts OrganisationsBrian Degger
presentation given at Art of the Digital about how organisations could use open source hardware in their organisations based upon what other people are doing.
The document discusses the Creative Commons organization and its mission to create legal and technical tools that enable reasonable copyright through "some rights reserved" licenses, as an alternative between ignoring copyright and fair use. It provides an overview of Creative Commons' six main licenses and how they can be read by humans, lawyers and machines. It also addresses criticisms of digital rights management and argues that Creative Commons aims to encourage sharing and cultural participation rather than restrict copying.
Creative Re-Use of Cultural Heritage: Europeana CreativeMax Kaiser
This document summarizes the Europeana Creative project, which aimed to promote reuse of cultural heritage content through various initiatives. It describes the project goals of providing a critical mass of reusable digital content and infrastructure like Europeana Labs. It outlines the project details including partners, budget, and timeline. It also summarizes the key activities of developing a content reuse framework, running pilots in different themes, and hosting challenge events to incubate viable projects between cultural institutions and creative industries.
The document describes an online 3D virtual environment called the Arts Metaverse being developed at the University of British Columbia. It aims to provide an immersive collaborative space for students to reconstruct and experience ancient civilizations. The environment uses Open Croquet, an open-source platform, allowing students to build virtual models piece-by-piece and review each other's work. The goal is to enhance experiential and visual learning about history, culture, and artifacts through a participatory virtual community.
The document summarizes an ICEC2012 tutorial on open source software for entertainment. The tutorial covered inspiration from art and technology, open source software tools like Processing and Arduino, and experiences running maker workshops. The goal was to inspire participants to experience open software practices and tools through creative sessions divided into technical, artistic, and open sub-goals. Participants would cooperate, learn new media prototyping tools, and explore the relationship between open source software and entertainment. The intended audience was software engineers, researchers, and PhD students interested in creative technologies and processes.
100 days to launch the First School about Opensource Hardware for YoungstersHabib Belaribi
100 days
6 countries in Europe
15 opensource hardware workshop for newbies
Goal : open the first school dedicated to build opensource hardware projects (first in France by March, 2015)
Visionaire project learning in 3D virtual worlds, enabling vacademia in caveMikhail Fominykh
My invited presentation "Learning in 3D Virtual Worlds, enabling vAcademia in CAVE" at the VISIONAIR General Assembly and Open Forum. VISIONAIR is an EU project that provides Trans National Access (TNA) to visualization and virtual reality facilities in European universities.
The document discusses using multimedia in museums in several ways:
1. Multimedia can provide orientation information for visitors through interactive kiosks near entrances that overview the exhibition.
2. It can serve as a visitor guide within galleries through distributed access points that provide additional learning support.
3. Multimedia exhibits can act as explainers by illustrating essential points about exhibition content through clear storylines and easy-to-use interfaces.
4. Advanced technologies can create emotive triggers through virtual reality and simulations to heighten visitor interest.
5. Multimedia is best isolated from galleries when unrelated to content or disruptive, but can enhance experiences when directly relevant and non-intrusive.
Design for Participation: Three Lessons from MuseumsNina Simon
A presentation about participatory design techniques that can be applied to reduce participation inequality, increase the quality of user-generated content, and support social interaction among users. Presented by Nina Simon of Museum 2.0 at the BayCHI program on March 9, 2010.
The document provides information about Design Ventura, a project run by the Design Museum that aims to increase the skills, confidence, and ambition of young people. It discusses the goals of developing design and enterprise skills by working on a brief. Students create innovative product ideas in teams that are celebrated and potentially exhibited at the museum. The 2011 brief challenges students to design a product for the Design Museum shop on the theme of "Play".
Alex Haw Lecture - 140212 - Design Museum - Atmos Works -589Atmos
This document appears to be a presentation by Alex Haw of their design studio Atmos. It includes sections titled Installations, Designs, and Homes which feature various projects by Atmos. The projects span a wide range of scales and types, including installations, spaces, maps, products, and homes. Images are included to showcase examples of Atmos' work across these different categories.
The document discusses the accessible museum design approach of inclusive design. It advocates designing exhibits, facilities, digital experiences, and products from the outset with all audiences and abilities in mind. An inclusive design methodology is used, including input from an advisory council. The museum has implemented this approach through exhibits, digital installations, mobile apps, and facilities that go beyond building codes to be as accessible as possible. An iterative process of prototyping and testing ensures continued evolution and improvement. The greatest success is inclusive design becoming a key part of the museum's culture.
This is a power point intended to allow groups to talk about space considerations when building or changing their museum building. It is only an orientation and not a complete one but gets staff to understand that architectural space planning is really a common sense narrative that they can accomplish with the aid of a sympathetic architect.
The Museum possesses the largest collection of the world famous Gandhara Sculptures after Lahore. There is also a well appointed library in the Museum, which meets the needs of the scholars and students through its stock of 4600 books and references of arts and allied subjects.
The document summarizes the existing conditions of the road network, land use patterns, built environment, and public spaces in Hackney central, London. It finds that the area has busy streets with traffic congestions and unclear pedestrian links, making it difficult to get around. It also has strong local landmarks like churches that provide clarity. However, the overhead railway line obstructs views and isolates some spaces. The pedestrian links and public spaces lack signage and have unsafe crossings, while green spaces are underdeveloped and underutilized.
This document describes an open source toolkit project for interactive art and design. The project investigates and develops open source software through tutorials, libraries and demonstration videos. It aims to enable creative coders to learn state-of-the-art software skills for areas like computer graphics, interaction design, and physical computing. Key outputs include peer-reviewed tutorial books, software libraries, and demonstration videos distributed through various platforms.
Technologies, Places, Business Models for Open Design @ Pixelversity, Helsink...Massimo Menichinelli
The document discusses technologies, places, and business models for open design. It begins by describing various digital fabrication technologies like 3D printing, laser cutting, and CNC milling. It then discusses makerspaces, hacker spaces, and fab labs as places where open design projects can be made. Finally, it explores potential business models for open design like crowdfunding, selling services, and dual licensing of open and proprietary designs and software. The overall focus is on how designers can engage with both open technologies and business opportunities.
using Open Source Hardware and Rapid Prototyping in Arts OrganisationsBrian Degger
presentation given at Art of the Digital about how organisations could use open source hardware in their organisations based upon what other people are doing.
The document discusses the Creative Commons organization and its mission to create legal and technical tools that enable reasonable copyright through "some rights reserved" licenses, as an alternative between ignoring copyright and fair use. It provides an overview of Creative Commons' six main licenses and how they can be read by humans, lawyers and machines. It also addresses criticisms of digital rights management and argues that Creative Commons aims to encourage sharing and cultural participation rather than restrict copying.
Creative Re-Use of Cultural Heritage: Europeana CreativeMax Kaiser
This document summarizes the Europeana Creative project, which aimed to promote reuse of cultural heritage content through various initiatives. It describes the project goals of providing a critical mass of reusable digital content and infrastructure like Europeana Labs. It outlines the project details including partners, budget, and timeline. It also summarizes the key activities of developing a content reuse framework, running pilots in different themes, and hosting challenge events to incubate viable projects between cultural institutions and creative industries.
The document describes an online 3D virtual environment called the Arts Metaverse being developed at the University of British Columbia. It aims to provide an immersive collaborative space for students to reconstruct and experience ancient civilizations. The environment uses Open Croquet, an open-source platform, allowing students to build virtual models piece-by-piece and review each other's work. The goal is to enhance experiential and visual learning about history, culture, and artifacts through a participatory virtual community.
The document summarizes an ICEC2012 tutorial on open source software for entertainment. The tutorial covered inspiration from art and technology, open source software tools like Processing and Arduino, and experiences running maker workshops. The goal was to inspire participants to experience open software practices and tools through creative sessions divided into technical, artistic, and open sub-goals. Participants would cooperate, learn new media prototyping tools, and explore the relationship between open source software and entertainment. The intended audience was software engineers, researchers, and PhD students interested in creative technologies and processes.
100 days to launch the First School about Opensource Hardware for YoungstersHabib Belaribi
100 days
6 countries in Europe
15 opensource hardware workshop for newbies
Goal : open the first school dedicated to build opensource hardware projects (first in France by March, 2015)
Visionaire project learning in 3D virtual worlds, enabling vacademia in caveMikhail Fominykh
My invited presentation "Learning in 3D Virtual Worlds, enabling vAcademia in CAVE" at the VISIONAIR General Assembly and Open Forum. VISIONAIR is an EU project that provides Trans National Access (TNA) to visualization and virtual reality facilities in European universities.
Hybrid Publishing Lab - Scholarly Communication in the Digital AgeChristian Heise
The Hybrid Publishing Lab analyzes and implements new concepts and technologies for digital scholarly publishing. It develops open source software and business models through projects like the Hybrid Publishing Consortium, which aims to provide affordable publishing solutions for small cultural and academic publishers. The lab also explores new forms of scholarly communication and knowledge dissemination through projects like HyperImage, which allows researchers to annotate and link details within and across images. The goal is to make academic knowledge more openly accessible and support innovative approaches to publishing and research communication in the digital age.
This document provides advice and recommendations for computing students at university, focusing on extracurricular activities, projects, networking, and career development. It encourages students to get involved in societies, attend hackathons and meetups, develop projects and publish their work on GitHub, participate in activities like iDEA that boost skills and resumes, and overcome imposter syndrome through blogging and giving back to others. The presenter provides their own experiences and roles in various computing societies to demonstrate ways students can make the most of their time at university.
What can we obtain if we merge the ideas of "Open Innovation", "Collaborative Innovation Network" and, why not, "crowdsourcing"? The results are virtual environments, opened to everybody, aimed to create innovation throught e-collaboration tools and methods. The presentation analyze two case studies and lead to the definition of Collaborative Knowledge environment
The document describes a workshop on open design. The morning session includes introductions, case studies, design tools, and activities to understand users. The afternoon session includes wrapping up the first activity, presenting derivative design concepts, low-fidelity prototyping, sharing activities, and wrapping up. Participants will learn about the open source ecosystem, levels of configuring open interactive products, open licenses, and skills/knowledge transfer from designers to users. Open products are discussed as platforms that provide information and tools for users to access, produce, modify, and create new products built on the platform. The tasks of designers are to provide user-friendly interfaces and design toolkits to transfer skills and access to openness.
Would you, or teachers you know, like to discover free online resources including images, video and audio that you can use in class without falling foul of Copyright laws? This session will cover how and where to easily find high quality openly licensed media for teaching, learning, and developing curriculum resources.
Presented at the Naace Strategic Conference March 2015
Licence: CC BY SA
This document outlines a proposal for an Eclipse project called AGILE. The proposal discusses establishing an open source IoT platform hosted by the Eclipse Foundation. The first year would involve formalizing the platform's scope and connections to other projects, and creating the initial AGILE open source project. Subsequent time would be spent publishing new components, improving existing ones, and growing the community. The document reviews Eclipse's development process phases and provides a template for project proposals, highlighting what should be included such as background, scope, description, licensing, and key people involved.
The Archives Forum - The National Archives - 02 March 2011David F. Flanders
The document summarizes a presentation given by David F. Flanders about digital infrastructure innovation and the future of archives. It discusses how archives can innovate with limited budgets in the short term by improving search engine optimization, using application programming interfaces, and engaging communities. In the medium term, archives can prepare for increased budgets by crowdsourcing content and metadata from communities. Long term innovations may include addressing why digitization is endless, understanding how context is missing from the web, embracing open licensing, and preparing for technologies like augmented reality.
Creative Re-Use of Cultural Heritage: Europeana CreativeMax Kaiser
The document discusses the Europeana Creative project, which aims to increase reuse of cultural heritage content available through Europeana. It provides details on the project structure and goals of key work packages focused on developing Europeana Labs as a space for content reuse, technical infrastructure to support reuse, business models, pilots of reuse applications, and challenges to incubate new projects. Examples of pilots and challenges are described for history education, natural history education, social networks, tourism, and design. Lessons learned emphasize the need for high quality, reusable content and engaging with communities.
Similar to SRI VIRTUAL WORLDS@WORK SESSION ON MUSEUMS 2009 10 09 (20)
This document summarizes an exhibit prototyping project for museums called Exhibit Prototyping for the Real World. The project was funded in 2007 and aims to apply new collaboration tools and communities to help museums construct physical exhibits from virtual prototypes designed on Second Life. Some key points:
- Museums are social institutions and this project aims to leverage volunteer contributions.
- Designers can receive monetary awards from $200-$5,000 for successful virtual exhibit designs.
- Examples of exhibit topics include the water cycle, water conservation, and places of invention.
- The places of invention topic explores elements that spark creativity and innovation in places like New England in 1850s or Silicon Valley in 1970s.
The document discusses using free and shared online tools to enhance museum content creation. It proposes tapping ideas from specialists and amateurs through online collaboration. Museums could obtain content, design ideas, and feedback to prototype and test exhibits virtually before implementing them. Specific tools mentioned include design platforms, 3D modeling software, virtual worlds, and online collaboration networks to bring more voices into the exhibit development process in a free, accessible way and leverage the potential of online communities.
Douglas Engelbart & Collective IntelligenceTechVirtual
In the early 1950s, Douglas Engelbart was inspired by Vannevar Bush's ideas to use computers as thinking tools to augment the human intellect. In 1968, after six years of work at the Augmentation Research Center, Engelbart demonstrated the NLS (oN-Line System), the world's first interactive computing system, at the FJCC in San Francisco. The system pioneered technologies like word processing, hyperlinks, and the computer mouse. In 2008, the Program for the Future conference commemorated the 40th anniversary of Engelbart's demonstration by launching a design challenge to develop new tools for collective intelligence.
This document is a presentation by Hiroshi Ishii from the MIT Media Laboratory given in 2008. It summarizes Ishii's work developing tangible user interfaces since the 1990s. This includes early projects augmenting drawing and collaboration using technologies like ClearBoard. At MIT Media Lab, Ishii founded the Tangible Media Group to develop interfaces giving physical form to digital information with projects like musicBottles and PingPongPlus. The presentation concludes by discussing Ishii's vision of future interfaces that blend physical and digital and considers how one's work may be remembered centuries into the future.
Tom Malone - Program for the Future Dec. 8TechVirtual
The document discusses collective intelligence and mapping its "genes" or design patterns. It presents Thomas Malone's work analyzing different types of collective intelligence based on how they address questions of who, why, what, and how. Malone identifies various "genes" like crowd, hierarchy, money, love, and glory that embody different approaches. He provides examples of how different collective intelligence systems employ different combinations of these genes.
Joyce Reynolds: Optimizing Collective IQ Case StudyTechVirtual
1. The document discusses a case study presented by the Project on National Security Reform (PNSR) on optimizing collective intelligence to address new challenges in an uncertain environment.
2. PNSR aims to develop recommendations for reforming the U.S. national security system through collaborative work from experts across different sectors.
3. The case study advocates leveraging collective intelligence through engaging diverse participants, facilitating open discussion, and iterative collaboration using online tools.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Discovering the Best Indian Architects A Spotlight on Design Forum Internatio...Designforuminternational
India’s architectural landscape is a vibrant tapestry that weaves together the country's rich cultural heritage and its modern aspirations. From majestic historical structures to cutting-edge contemporary designs, the work of Indian architects is celebrated worldwide. Among the many firms shaping this dynamic field, Design Forum International stands out as a leader in innovative and sustainable architecture. This blog explores some of the best Indian architects, highlighting their contributions and showcasing the most famous architects in India.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
33. Ease of Licensing:
Work contributed to http://www.thetechvirtual.org is
licensed under theCreative Commons “Attribution 3.0
Unported” License.
Details regarding the license can be found at:
http://creativecommons.org/licenses/by/3.0/
Creative Commons 559 Nathan Abbott Way
Stanford, CA 94305, USA.
38. Best use of combined tools:
“A true, mixed reality workplace”
39. The Future:
More modular exhibits
Self-evaluating exhibits
A bazaar for exhibit ideas
An open source exhibit economy
40. Partner with us!
Evaluation
Extend engagement after visit.
Extend Tech Tag
Develop new connections between
on-site and online content.
Add open-source resources
Find new applications for museum
use. Engage creatives in OS methods.
41. Contacts:
Rob Stephenson, Curator, The Tech Virtual
rstephenson@thetech.org
Bob Ketner, Virtual Community Manager
rketner@thetech.org
www.TheTechVirtual.org