Plex Media Center for OS X Esquire's Augmented Reality Issue: A Tour Designing The Holy Search Box: Examples And Best Practices Advertisement By Smashing Magazine Editorial and György Fekete On content-heavy websites, the search box is often the most frequently used design element. From a usability point of view, irritated users use the search function as a last option when looking for specific information on a website. If a website’s content is not organized properly, an efficient search engine is not only helpful but crucial, even for basic website navigation. In fact, search is the user’s lifeline to mastering complex websites1. In practice, websites tend to grow over time, adding new content and, more importantly for us, adding new navigation options, such as additional content sections. When content organization appears to be a mess and it seems nearly impossible to find information, users are very unlikely to decide to browse the available sections of the website. Although the back-end process of searching a website is very important, we shouldn’t neglect the front end, the design, either. 1. 2. 3. 4. 5.
META augmented reality glasses: the age of flat devices is over aug 12, 2013 META augmented reality glasses: the age of flat devices is over META augmented reality glasses: the age of flat devices is over a venture emerging from columbia university, META, founded by meron gribets (a computer and neuro science major at the school), with the help of professor steven feiner, is the world’s first developer kit and platform for augmented reality, in which users, through the gestural control of their hands are able to move and manipulate 3D virtual objects within their real environment. merging the virtual world with the real world, the wearable computing offer a field of view of 23 degrees for each eye at the centre of the field of vision, appearing five metres away from the viewer before stereoscopic effects are applied to allow perceived distance to vary. the lenses are individual screens (offering a resolution of 960 x 540 pixels for each eye), which appear right in front of the wearer so that they can be rendered in stereo. andrea chin I designboom
Chris Harrison - Skinput Devices with significant computational power and capabilities can now be easily carried on our bodies. However, their small size typically leads to limited interaction space (e.g., diminutive screens, buttons, and jog wheels) and consequently diminishes their usability and functionality. Since we cannot simply make buttons and screens larger without losing the primary benefit of small size, we consider alternative approaches that enhance interactions with small mobile systems. One option is to opportunistically appropriate surface area from the environment for interactive purposes. Appropriating the human body as an input device is appealing not only because we have roughly two square meters of external surface area, but also because much of it is easily accessible by our hands (e.g., arms, upper legs, torso). Download Reference Harrison, C., Tan, D. High Resolution Photographs High Resolution Video
Augmented Reality in a Contact Lens The human eye is a perceptual powerhouse. It can see millions of colors, adjust easily to shifting light conditions, and transmit information to the brain at a rate exceeding that of a high-speed Internet connection. But why stop there? In the Terminator movies, Arnold Schwarzenegger’s character sees the world with data superimposed on his visual field—virtual captions that enhance the cyborg’s scan of a scene. These visions (if I may) might seem far-fetched, but a contact lens with simple built-in electronics is already within reach; in fact, my students and I are already producing such devices in small numbers in my laboratory at the University of Washington, in Seattle [see sidebar, "A Twinkle in the Eye"]. Conventional contact lenses are polymers formed in specific shapes to correct faulty vision. These lenses don’t need to be very complex to be useful. Besides visual enhancement, noninvasive monitoring of the wearer’s biomarkers and health indicators could be a huge future market.
O que é o padrão Micro 4/3? Quando a fotografia digital foi desenvolvida, a maioria dos grandes fabricantes apressou-se em adaptar equipamentos à nova tecnologia. Mesmo com essa corrida, as câmeras e lentes de hoje ainda são construídas de forma muito semelhante aos equipamentos da era analógica. Tanto isso é verdade que diversos fabricantes ainda utilizam peças com as mesmas marcas dos tempos do filme, principalmente em termos de lentes. Os quatro terços Como toda adaptação, vários recursos possíveis com a tecnologia digital não são completamente explorados nos equipamentos derivados diretamente da tecnologia analógica, sem contar o grande número de peças hoje desnecessárias para o funcionamento e que continuam nas câmeras “porque sempre estiveram lá”. Assim como o conjunto de espelho e visor, a própria maneira de fabricar lentes continua baseada principalmente no filme. Cada vez menor Vantagens e desvantagens Micro só no tamanho Mas o tamanho reduzido do padrão Micro 4/3 também traz dificuldades. Visor eletrônico
Augmented reality NASA X38 display showing video map overlays including runways and obstacles during flight test in 2000. Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. Technology[edit] Hardware[edit] Hardware components for augmented reality are: processor, display, sensors and input devices. Display[edit] Various technologies are used in Augmented Reality rendering including optical projection systems, monitors, hand held devices, and display systems worn on one's person. Head-mounted[edit] Eyeglasses[edit] AR displays can be rendered on devices resembling eyeglasses. HUD[edit] In January 2015, Microsoft introduced HoloLens, which is an independent smartglasses unit.
RTP 2 - 11 de Setembro A Grande Farsa (Completo) O universo de Stephen Hawking - parte 1 BBC - Atlântida Renascida [Parte 1/4]