All posts in Media

NASA uses 3D game engine to let you explore the Solar System.

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Ready to control space and time? Check out Eyes on the Solar System, a downloadable 3D experience created in part with the Unity 3D game engine that allows viewers to explore the solar system, and the many spacecraft whirling through it. Fly out to the Heliosheath with Voyager, or follow Curiosity all the way to the surface of Gale crater. Doug Elision, Visualization Producer, Jet Propulsion Laboratory, explains that that Eyes is “just like Google Earth, but inside out.”

Eyes combines actual NASA mission data with detailed 3D spacecraft and beautifully textured planet models to create a compelling real-time representation of the current state of the solar system. You can fast-fast forward or rewind time, as well as zoom in for extreme close-ups. Watch, from any angle, a realistic simulation of the Mars Science Laboratory spacecraft and its Rube Goldberg-esque decent and landing on the red planet.

Explore your solar system in real time at eyes.nasa.gov. BTW, my company uses the same software for corporate communications and interactive exhibitory.

Skyrim – Hour 1 of ?

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As the glowing yellow sign recedes in my rearview mirror, I hurry through other yellow lights traveling from the world of best buys to the world of the Elder Scrolls – Skyrim.

I only have an hour or so tonight to explore this realms, so as I remove the plastic wrapper I say a silent thank you to Sony for not covering three sides of the box with crumbly “security” celluloid. Of course if I were really in a hurry, would have purchased at GameStop since their games are seldom sold sealed.

Popping this prized possession into my PS3, I’m greeted by the the all too typical PlayStation experience; a buzz-killing need for a software update. Downloading System 4.0. Point Oh! Uh oh.

The update chugs along and completes without a hitch. Next comes a 95-MEG game update, followed by a final delay for installation. So far, half of my budgeted hour of gameplay has consistent of crawling progress bars.

As I resist the urge to warble in a grandpa voice about how “in my day” software had to ship finished, As I ponder the reasons (sloppy coding, tighter deadlines, vaster complexity) I decide to be thankful rather than complain, that authors and artists have the opportunity to fix problems as they are discovered. And I thank all the players before me who found issues that now I don’t have to deal with.

It has been said many times that no work of art is ever complete, merely abandoned. Software in the internet age is similar – never finished, merely end-of-lifed.

I hope hour 2 involves some actual game play.

Quick Jaunt to Dallas

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Just a quick biz trip to Big D for a couple of meetings with L and some video shooting for H. The photo above shows the TSA line at Hobby Airport. Glad it moved quickly.

Steve Jobs – Lost and Found

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I saw the Robert Kringley documentary tonight at the River Oaks Theater in Houston. It was made from a recently found VHS copy of his 1996 interview with Steve Jobs.

The Meaning of Like

As the web becomes more Facebookified, does it change the meaning and function of the seemingly simple Like button? How could it not?

An emerging Facebook fad is to require a Like in exchange for viewing content or filling out a form to receive a “free” item. A few lines of code added to your app is all it takes to create a Like Wall. As this trend becomes more widespread, it transforms what was previously a friendly recommendation into something more akin to a financial transaction. Is Like the new currency of the web?

The Facebook developers page explains that a Like button “lets a user share your content with friends on Facebook.” The network effect has quickly taken over, increasing the value of Like. It is becoming the Google Juice of the 2010’s.

Placing content behind a Like Wall creates a content provider/viewer transaction. Recommend this content to your friends and I will let you experience it. The odd part is that in many cases the user must recommend the content before they see it. It is like writing a restaurant review from the parking lot. This diminishes the original intent of a Like, as it transforms it into cold, hard web cash.

Or does it? The viewer does have recourse. Just like the old street corner gag of tying string to a dropped dollar bill, then yanking it away as an unwitting passerby reaches for it, the viewer also holds a string. The Unlike button.

“Sure I will pay for your content. I have an unlimited wallet of Zuck-bucks, so I’ll throw you a Like. Now give me the content. Nope, sorry, I did not really like it, so I am reaching into your virtual cash register and unpaying.” Does this create a mini-moral dilemma for the viewer, or is it just analogous to sending back the food at that previously mentioned restaurant – after eating it?

As usual, emerging web trends raise more questions than they answer. Time will tell us the answers, but in the mean time, tell me what you think in the comments below.

Interactive Exhibit on Alternative Energy

This is a quick demonstration of a recently completed Interactive Exhibit for a Visitors Center in Washington DC. Sorry about the shaky video. I shot it with my iPhone 3G.

Flash Fight – h.264 Free for Five More Years

The MPEG Licensing Authority (MPEG LA) announced yesterday that it would extend the royalty-free period for use of H.264 for free streaming video through 2015.

This is just the latest punch in the fight for online video codec ubiquity. Last month both YouTube and Vimeo posted beta tests of their HTML5/h.264 offerings.

Last week Steve Jobs flaunted his Flash-less device around the Yorba Linda stage. Blue lego after blue lego paraded across the shiny iPad screen, as Apple took another not-so-subtle shot across the bow of their ex-BFF; Adobe.

There are over 30-million Flash-free iPhones around the world. Even with a few million more high profile Apple devices about to hit the street, the rumors of impending death to Flash are greatly exaggerated.

The extension of free h.264 licensing did not impress the open source community. John Lilly, CEO of Mozilla, tweeted this prophetic warning regarding the announcement; “It’s good they did it, but they sort of had to. But it’s like 5 more years of free to lock you in 4ever.”

This should be an interesting year for fans of video streaming codec legalities (all 12 of you.)

Does the iPad fill a much-needed gap?

With Apples reveal of the long-rumored iPad touch tablet, tech pundits and mainstream press alike shift from predictions to post-announcement reaction. Skepticism abounds regarding the need for this “third category” device.

The iPad is a perfect solution to an unknown problem. It is likely to spark the next revolution in personal computing and user interface. But it could just as easily turn out to be summarized by Moses Hadas’ famous phrase; “It fills a much needed gap.”

Tablet computers have been around for years, but have mostly been repackaged versions of the existing Microsoft Windows user experience. All have failed to capture the mass interest or imagination of the public in general. Apple’s approach brings fresh thought to the space by defining the use (some might say dictating), and refining the user experience.

Apple has a history of success in taking over existing markets with innovation in these areas. The iPod captured virtually the entire portable music player industry from successful predecessors, none of whom names come to mind. The iPhone brought smart phones to a wide consumer audience that had no interest in the devices … until they did.

Creating a new industry from scratch is another order of magnitude in difficulty and expense. But history shows that innovations in User Experience Design (UX) can open new markets, as well as create them.

John Dessauer struggled for years to build a working prototype of his plain paper copier. Without funds to manufacture and market the device, in 1956 he took it to IBM. But rather than build units or user test the never-before-seen product, they commissioned an 18-month viability study. The study conclusively proved that there was no market for a plain paper copier.

Two main issues; there was no volume market for copies, and the mimeograph process, which the study chose for comparison, was 10 times less expensive.

Mimeograph copies required the user to first “cut a stencil.” Waxed paper mounted on stiff cardboard was inserted into a with a ribbon-less typewriter. Forceful typing created the stencil holes. The resulting stencil would be affixed to an ink-filled drum which was hand cranked to turn out fuzzy purple copies; a process that Gutenberg himself would have found familiar.

Long story short: Dessaur and Chester Carlson, the inventor of electrostatic photography later called xerography, founded their own company. Changing the user experience of inexpensive printing from an ink-stained hand-cranking to push button simplicity sparked a multi-billion dollar industry.

User Experience – Invent, Test, Repeat

As User Experience Design (UX) continues to mature into the twenty-first century, the practice evolves from guessing game to repeatable process. Many practitioners have histroically approached UX as an exercise in clairvoyance; pseudo-psychically connecting to unknown masses of users and predicting their future actions.

Several factors play into this choice of process; from time, budget, and resource limitations to designer arrogance or even corporate risk aversion. Alan Kay, one of the fathers of graphic user interface, illustrates the necessity of risk in this story from his days at Xerox Palo Alto Research Center (PARC) research.

I remember in the early days of PARC–during one of the many visits by Xerox executives–when I had just come up with the idea of overlapping windows. We had implemented a test version of it, and I showed this to the executive who was there that day. I wound up the demonstration saying, “What’s even better is that this idea only has a 20 percent chance of success; we’re taking risks just like you asked us to.” And the executive looked me right in the eye, and said, “Boy, that’s great, but just make sure it works.”

Kay famously said; “…the best way to predict the future is to invent it.” The researchers at PARC however never lost sight of user experience design as a proactive and reactive practice; proactive in predictions while reactive to user testing.

Steve Krug is one of the leading thinkers in usability testing. Through his consulting firm, Advanced Common Sense (which he refers to as a “fictional, one-person DBA company”), his books, website and public speaking, he evangelizes the need for user interface testing.

Steve’s excellent first book, Don’t Make Me Think, revealed “everything I know about Web usability.” His second, Rocket Surgery Made Easy, is a how to guide DIY testing. A usability testing expert teaches how to avoid hiring a usability testing expert. The video clip below explains why he chooses this anti-sales approach and demonstrates much of the testing process.

New Media Expo 2008 – Speakers Notes

newmediexpo_logo.thumbnail.jpgLast year I was invited to speak at the 4th Annual New Media Expo in Las Vegas. The Expo, now known as BlogWorld, is a hands-on, learning event for independent content creators. Each year they offer a variety of “how-to” conference sessions on producing online video and audio content.

I presented a workshop called “Interviews – Top 10 Production Techniques,” where I  explained and demonstrated various recording techniques and equipment setups.

A few attendees have asked for a digital copy of my handout and lecture notes. I have compiled these with my presentation slides and included them here for download. The PDF also has the URL’s mentioned in the class. It does contain all the info from the live presentation, but it should serve as a handy reminder for those that attended. If there is any interest, I may publish a more comprehensive version.

Click here to download Interviews – Top 10 Production Techniques

And here is an overview of the seminar from Kevin Hunt’s blog. Thanks Kevin!

 
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