Aug 03

Sensors And Sensitivity

via TechCrunch

There’s only so much practical real estate on the human body for wearables — unless you’re willing to revive the over-accessorizing trend of the 1980s.

So what if everyday objects that we interact with — whether it’s by resting against them or holding onto them — were to house the sensors that keep tabs on us? Anti-wearables, if you like, given that the technology becomes invisibly embedded into everyday objects.

This is the sensible trajectory of connected sensor technology. The world around us gains the ability to perceive us, rather than wearable sensors trying to figure out what’s going on in our environment by taking a continuous measure of us.

In one example currently being worked on, PLUX – Wireless Biosignals, the makers of a low cost, modular bio-sensor kit called BITalino, are embedding sensors into car seats, to offer a non-wearable way for human health signals to be quantified while a person is driving a car.

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Jul 31

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Jul 05

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Internet Of Things Brings Harry Potter’s “Marauders Map” To Life -

Jun 22

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May 31

Rewriting with Rapid Prototyping

Over the years I’ve written about the rapid commoditization of technology and its impact on entertainment. I’ve waxed on about the value of data and the promise of the “Internet of things,” with its ability to harness networks and sensor technology to tell stories. My work over the last decade has experimented with new forms and functions of storytelling. I’ve made a conscious effort to diversify the way in which I design, create, fund, produce and distribute my work. The results have been mixed. I’ve had great success and epic failures, but in between rest, valuable insights. I now understand the benefit of failing fast and learning from it. But the entertainment industry has no interest in R&D (research and development). Instead, old models are bled dry, and data is harnessed as a tool to mitigate risk, often resulting in films, TV and music that are homogenized.

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Mar 24

CLASS #8 - The Art of Play

Nick Fortugno of Playmatics and Greg Trefry of Gigantic Mechanic stopped by class to talk about game design and the value of prototyping.

Nick and Greg recommend some games to play 

http://dukope.com/ - papers please

http://simogo.com/work/device-6/ — device6

http://www.newgrounds.com/portal/view/591565 — dys4ria

http://hcsoftware.sourceforge.net/passage/ - passage

http://www.amazon.com/Heavy-Rain-Greatest-Hits-Playstation-3/dp/B002CZ38KA — Heavy Rain

http://www.thelastofus.playstation.com/ — Last of Us

Mar 04

CLASS #4 - Story & Code

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Story & Code: working with creative technologists. 

Guests: Heidi (Hysell) Braunstein, Mike Knowlton and Mark Harris
Moderator: Lance Weiler
Recorded March 3rd @ Columbia University

Mentioned during the conversation 

Oculus Riff 

No UI

Invision 

Xbox One 

IllumiRoom

Gone Home

Fort McMoney

Wilderness Downtown

Fin

Feb 21

CLASS 3 - Writing for Multiple Platforms & Immersive Experiences

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Chuck Wendig, Andrea Phillips, J.C. Hutchins and Atley Loughridge discuss writing for multiple platforms and immersive experiences. 

Moderated by Lance Weiler

Recorded Feb 17th @ Columbia University 

Projects referenced

Collapsus 

Deja View

The 33 

Stephen King’s Bag of Bones 

A Map of a Floating City

Body Mind Change

Lyka’s Adventure

My Sky is Falling 

Feb 13

Meet The Real World Designers Behind The Fictional Video Games Of ‘Her’

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While Spike Jonze’s recent film Her imagined many possibilities about the near-future, one of the subtler prophetic aspects of his love story hypothesized the next-frontier of video games, including interactive characters and controller-free consoles.

The movie’s protagonist, Theodore, could possibly even represent the gamer of tomorrow, and his video games of choice are equally futuristic, even if they are technically design fiction and only exist within the movie itself.

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Feb 11

CLASS 2 - Emerging Trends & Market Opportunities

Our second class explored some emerging trends and market opportunities through the lens of storytelling. 

To view the links in this presentation click here and scroll down for a full transcript. 

Emerging Trends and Market Opportunities - Columbia New Media Producing Class Spring Semester 2014  from Lance Weiler

Feb 03

Special Digital Storytelling event @ Columbia Feb 22nd

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The Digital Storytelling Lab @ Columbia is partnering with the J School, Rhizome and AOL Ventures for a special event called Bit by Bit. In what promises to be an exciting week long program that matches storytellers and technologists, Bit by Bit will explore how we find and tell stories in our increasingly digitized, networked, and computer- mediated world. 

On Feb 22nd, the week long event kicks off with a day of Experiments in Digital Storytelling. Storytellers, journalists, designers, engineers, architects, hackers and makers will explore a new grammar in storytelling. Teams or individuals looking for collaborators are welcome to join a full day of paper testing, interaction design, physical computing and hacking. 

SAVE THE DATE - FEB 22nd - 9:30 to midnight 

A limited number slots are available for those not affiliated with Columbia University. 

For more info visit http://bitbybit.brown.columbia.edu

Jan 28

CLASS 1 - Fear of Fiction and Phenomenal Work

Big thanks to Frank Rose and Brian Clark for stopping by class last night.

Frank gave a great talk on the Fear of Fiction throughout history. From Don Quixote to Avatar, Frank shared how immersion has transcended books, tv and films.

Here Frank touches on similar themes during a talk about the future of publishing.

Brian then gave a wonderful talk on Phenomenal Work touching on Dead German Philosophers, David Bowie, Brian Eno and William Castle.

Jan 26

The Future of UI and the Dream of the ‘90s

In this dream from the 90’s, we hoped for a world where every computer knows us personally. We would wake up to them, have them around us all day, and they would be the last thing we interact with before we go to sleep. They would predict our needs and wants and all interfaces would feel as natural as having a conversation with a friend. Technology would become our primary means (or only means) of communication and we would form relationships with these objects that take care of us.

In other words, we’re expected to translate our emotions through emotionless interfaces.


All humans are capable of emotional depth. While emotions are influenced by culture, emotions themselves are universal. We use things because they are functional but we become attracted and attached to them because of how they make us feel.

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