- The Declarative Imperative (Morning Paper) — on Dataflow. …a large class of recursive programs – all of basic Datalog – can be parallelized without any need for coordination. As a side note, this insight appears to have eluded the MapReduce community, where join is necessarily a blocking operator.
- Consensual Reality (Alistair Croll) — Among other things we discussed what Inbar calls his three rules for augmented reality design: 1. The content you see has to emerge from the real world and relate to it. 2. Should not distract you from the real world; must add to it. 3. Don’t use it when you don’t need it. If a film is better on the TV watch the TV.
- X-Rays Behaving Badly — According to the report, medical devices – in particular so-called picture archive and communications systems (PACS) radiologic imaging systems – are all but invisible to security monitoring systems and provide a ready platform for malware infections to lurk on hospital networks, and for malicious actors to launch attacks on other, high value IT assets. Among the revelations contained in the report: A malware infection at a TrapX customer site spread from a unmonitored PACS system to a key nurse’s workstation. The result: confidential hospital data was secreted off the network to a server hosted in Guiyang, China. Communications went out encrypted using port 443 (SSL) and were not detected by existing cyber defense software, so TrapX said it is unsure how many records may have been stolen.
- The Online Privacy Lie is Unraveling (TechCrunch) — The report authors’ argue it’s this sense of resignation that is resulting in data tradeoffs taking place — rather than consumers performing careful cost-benefit analysis to weigh up the pros and cons of giving up their data (as marketers try to claim). They also found that where consumers were most informed about marketing practices they were also more likely to be resigned to not being able to do anything to prevent their data being harvested. Something that didn’t make me regret clicking on a TechCrunch link.
"augmented reality" entries
The data model of augmented reality is likely to be a series of layers, some of which we consent to share with others.
A couple of days ago, I had a walking meeting with Frederic Guarino to discuss virtual and augmented reality, and how it might change the entertainment industry.
At one point, we started discussing interfaces — would people bring their own headsets to a public performance? Would retinal projection or heads-up displays win?
One of the things we discussed was projections and holograms. Lighting the physical world with projected content is the easiest way to create an interactive, augmented experience: there’s no gear to wear, for starters. But will it work?
Among other things we discussed what Inbar calls his three rules for augmented reality design:
- The content you see has to emerge from the real world and relate to it.
- Should not distract you from the real world; must add to it.
- Don’t use it when you don’t need it. If a film is better on the TV watch the TV.
To understand the potential of augmented reality more fully, we need to look at the notion of consensual realities. Read more…
A look at AR today and how we need to design it for tomorrow.
Attend O’Reilly’s Solid Conference, June 23–25, in San Francisco. Solid is our conference exploring how the collision of software and hardware is fueling the creation of a software-enhanced, networked physical world. Helen Papagiannis will speak at Solid on June 24.Unlike virtual reality (VR), augmented reality (AR) provides a gateway to a new dimension without the need to leave our physical world behind. We still see the real world around us in AR, whereas in VR, the real world is completely blocked out and replaced by a new world that immerses the user in a computer generated environment.
The most common definition of AR to date is a digital overlay on top of the real world, consisting of computer graphics, text, video, and audio, which is interactive in real time. This is experienced through a smartphone, tablet, computer, or AR eyewear equipped with software and a camera. Examples of AR today include the translation of signs or menus into the language of your choice, pointing at and identifying stars and planets in the night sky, and delving deeper into a museum exhibit with an interactive AR guide. AR presents the opportunity to better understand and experience our world in unprecedented ways.
AR is rapidly gaining momentum (and extreme amounts of funding) with great advances and opportunities in science, design, and business. It is not often that a whole new communications medium is introduced to the world. AR will have a profound effect on the way we live, work, and play. Now is the time to imagine, design, and build our virtual future. Read more…
The growing complexity of design and architecture will require a new definition of design foundations, practice, and theory.
Editor’s note: This is an excerpt by Matt Nish-Lapidus from our recent book Designing for Emerging Technologies, a collection of works by several authors and edited by Jon Follett. This excerpt is included in our curated collection of chapters from the O’Reilly Design library. Download a free copy of the Designing for the Internet of Things ebook here.Bruce Sterling wrote in Shaping Things that the world is becoming increasingly connected, and the devices by which we are connecting are becoming smarter and more self aware. When every object in our environment contains data collection, communication, and interactive technology, how do we as human beings learn how to navigate all of this new information? We need new tools as designers — and humans — to work with all of this information and the new devices that create, consume, and store it.
Today, there’s a good chance that your car can park itself. Your phone likely knows where you are. You can walk through the interiors of famous buildings on the web. Everything around us is constantly collecting data, running algorithms, calculating outcomes, and accumulating more raw data than we can handle.
We all carry minicomputers in our pockets, often more than one; public and private infrastructure collects terabytes of data every minute; and personal analytics has become so commonplace that it’s more conspicuous to not collect data about yourself than to record every waking moment. In many ways, we’ve moved beyond Malcolm McCullough’s ideas of ubiquitous computing put forth in Digital Ground and into a world in which computing isn’t only ubiquitous and invisible, but pervasive, constant, and deeply embedded in our everyday lives. Read more…
Augmented Reality Books, Open Source Success Patterns, Kernel Kourtesy, and Speculative Fiction
- Hideout — augmented reality books. (via Hacker News)
- Patterns and Practices for Open Source Software Success (Stephen Walli) — Successful FOSS projects grow their communities outward to drive contribution to the core project. To build that community, a project needs to develop three onramps for software users, developers, and contributors, and ultimately commercial contributors.
- How to Act on LKML — Linus’s tantrums are called out by one of the kernel developers in a clear and positive way.
- Beyond the Coming Age of Networked Matter (BoingBoing) — Bruce Sterling’s speculative short story, written for the Institute For The Future. “Stephen Wolfram was right about everything. Wolfram is the greatest physicist since Isaac Newton. Since Plato, even. Our meager, blind physics is just a subset of Wolfram’s new-kind-of- science metaphysics. He deserves fifty Nobels.” “How many people have read that Wolfram book?” I asked him. “I hear that his book is, like, huge, cranky, occult, and it drives readers mad.” “I read the forbidden book,” said Crawferd.
Google Ingress, Micrometer 3D Printing, Design Thinking, and Tote Bags In The Cloud
- On Google’s Ingress Game (ReadWrite Web) — By rolling out Ingress to developers at I/O, Google hopes to show how mobile, location, multi-player and augmented reality functions can be integrated into developer application offerings. In that way, Ingress becomes a kind of “how-to” template to developers looking to create vibrant new offerings for Android games and apps. (via Mike Loukides)
- Nanoscribe Micro-3D Printer — in contrast to stereolithography (SLA), the resolution is between 1 and 2 orders of magnitude higher: Feature sizes in the order of 1 µm and less are standard. (via BoingBoing)
- Thingpunk — The problem of the persistence of these traditional values is that they prevent us from addressing the most pressing design questions of the digital era: How can we create these forms of beauty and fulfill this promise of authenticity within the large and growing portions of our lives that are lived digitally? Or, conversely, can we learn to move past these older ideas of value, to embrace the transience and changeability offered by the digital as virtues in themselves? Thus far, instead of approaching these (extremely difficult) questions directly, traditional design thinking has lead us to avoid them by trying to make our digital things more like physical things (building in artificial scarcity, designing them skeumorphically, etc.) and by treating the digital as a supplemental add-on to primarily physical devices and experiences (the Internet of Things, digital fabrication).
- Kickstarter and NPR — The internet turns everything into public radio. There’s a truth here about audience-supported media and the kinds of money-extraction systems necessary to beat freeloading in a medium that makes money-collection hard and freeloading easy.