Coolness like this is what the internet was made for:
Tag: imaging
Be your own CSI with GelSight
The guys at GelSight are on to something big – or at least, magnified.
Their specially designed rubber lens lets one see details as small as two microns thick, through their patent-pending and newly perfected approach. This video demonstrates how it all works:
And this video shows off the extent of GelSight’s sensitivity:
The stuff looks really cheap to produce, but with a wide range of applications, especially for ballistics or engineering. Personally, I’d buy some just to use as a desk toy, alongside my Intelligent Putty and other cool shit.
It’s the simple combination of rubber and reflective paint that makes GelSight’s patent so valuable, albeit so simple. Yet it took two MIT alumni to spot the gap and to productize. Goes to show what other great combinations are still out there waiting to be discovered!
Surface Detail
This incredible video render shows the maturity of 3D fractal imaging – Surface Detail (via @neave)
Web Discoveries for November 16th
These are my del.icio.us links for November 16th
- 1001 Albums You Must Hear Before You Die…in Spotify –
This guy has found 785 of the 1001 albums we’re all meant to hear before we die (according to a recent book), as Spotify links. Awesome. - thiscyborglife – Gizmodo –
This week, Gizmodo is exploring the enhanced human future in a segment we call This Cyborg Life. It’s about what happens when we treat our body less as a sacred object and more as what it is: Nature’s ultimate machine. - Joomla Developer’s Toolbox – Smashing Magazine –
My new hobby, and once again Smashing Mag has the ultimate article on how it all works. - Ultimate Round-Up Of 60 Excellent Gimp Tutorials | Tutorials | instantShift –
I’m hoping to get a laptop soon, that’ll only run Open Source software. This list will come in handy. - Color Scheme Designer 3 –
Mmmm – colour schemes! Useful for an upcoming project.
Bibliography
So that’s it, my series is over. All that’s left to do now is credit the academic sources that influenced and aided in the construction of my argument. Thanks to everyone below, and thanks to you, dear reader, for coming along for the ride.
References:
Baudrillard, Jean (1983). Simulations. New York: Semiotext(e).
Baudrillard, Jean (1988). Selected Writings, ed. Mark Poster. Cambridge: Polity Press.
Baumann, Jim (date unknown). ‘Military applications of virtual reality’ on the World Wide Web. Accessed 20th March 2007. Available at http://www.hitl.washington.edu/scivw/EVE/II.G.Military.html
Benjamin, Walter (1968). ‘The Work of Art in the Age of Mechanical Reproduction’, in Walter Benjamin Illuminations (trans. Harry Zohn), pp. 217–51. New York: Schocken Books.
Bolter, J. D., B. Mcintyre, M. Gandy, Schweitzer, P. (2006). ‘New Media and the Permanent Crisis of Aura’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 12 (1): 21-39.
Botella, Cristina.M, & M.C. Juan, R.M. Banos, M. Alcaniz, V. Guillen, B. Rey (2005). ‘Mixing Realities? An Application of Augmented Reality for the Treatment of Cockroach Phobia’ in CyberPsychology & Behaviour, Vol. 8 (2): 162-171.
Clark, N. ‘The Recursive Generation of the Cyberbody’ in Featherstone, M. & Burrows, R. (1995) Cyberspace/Cyberbodies/Cyberpunk, London: Sage.
Featherstone, Mike. & Burrows, Roger eds. (1995). Cyberspace/ Cyberbodies/ Cyberpunk: Cultures of Technological Embodiment. London: Sage.
Future Image (author unknown) (2006). ‘The 6Sight® Mobile Imaging Report’ on the World Wide Web. Accessed 22nd March 2007. Available at http://www.wirelessimaging.info/
Genosko, Gary (1999). McLuhan and Baudrillard: The Masters of Implosion. London: Routledge.
Kline, Stephen, DePeuter, Grieg, & Dyer-Witheforde, Nick (2003). Digital Play: The Interaction of Technology, Culture, and Marketing. Kingston & Montreal: McGill-Queen’s University Press.
Levinson, Paul (1999). Digital McLuhan: a guide to the information millennium. London: Routledge.
Liarokapis, Fotis (2006). ‘An Exploration from Virtual to Augmented Reality Gaming’ in Simulation Gaming, Vol. 37 (4): 507-533.
Manovich, Lev (2006). ‘The Poetics of Augmented Space’ in Visual Communication, Vol. 5 (2): 219-240.
McLuhan, Marshall (1962). The Gutenberg galaxy: The Making of Typographic Man. Toronto, Canada: University of Toronto Press.
McLuhan, Marshall (1964). Understanding Media: The Extensions of Man. New York: McGraw-Hill.
McLuhan, Marshall and Powers, Bruce R. (1989). The Global Village: Transformations in World Life in the 21st Century. Oxford University Press: New York.
Milgram, Paul & Kishino, Fumio (1994). ‘A Taxonomy of Mixed Reality Visual Displays’ in IEICE Transactions on Information Systems, Vol. E77-D, No.12 December 1994.
Reitmayr, Gerhard & Schmalstieg, Dieter (2001). Mobile Collaborative Augmented Reality. Proceedings of the IEEE 2001 International Symposium on Augmented Reality, 114–123.
Roberts, G., A. Evans, A. Dodson, B. Denby, S. Cooper, R. Hollands (2002) ‘Application Challenge: Look Beneath the Surface with Augmented Reality’ in GPS World, (UK, Feb. 2002): 14-20.
Stokes, Jon (2003). ‘Understanding Moore’s Law’ on the World Wide Web. Accessed 21st March 2007. Available at http://arstechnica.com/articles/paedia/cpu/moore.ars
Straubhaar, Joseph D. & LaRose, Robert (2005). Media Now: Understanding Media, Culture, and Technology. Belmont, CA: Wadsworth.
Thomas, B., Close. B., Donoghue, J., Squires, J., De Bondi, I’,. Morris, M., and Piekarski, W. ‘ARQuake: An outdoor/indoor augmented reality first-person application’ in Proceedings of the Fourth International Symposium on Wearable Computers, (Atlanta, GA, Oct. 2000), 139-141.
Wagner, D., Pintaric, T., Ledermann, F., & Schmalstieg, D. (2005). ‘Towards massively multi-user augmented reality on handheld devices’. In Proc. 3rd Int’l Conference on Pervasive Computing, Munich, Germany.
Weiser, M. (1991) ‘The Computer for the Twenty-First Century’ in Scientific American 265(3), September: 94–104.
Williams, Raymond (1992). Television: Technology and Cultural Form. Hanover and London: University Press of New England and Wesleyan University Press
Further Reading:
Bolter, Jay D. & Grusin, Richard (1999). Remediation: Understanding New Media. Cambridge, MA: MIT Press.
Cavell, Richard (2002). McLuhan in Space: a Cultural Geography. Toronto: University of Toronto Press.
Galloway, Alexander R. (2006). Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press.
Horrocks, Christopher (2000). Marshall McLuhan & Virtuality. Cambridge: Icon Books.
Jennings, Pamela (2001). ‘The Poetics of Engagement’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 7 (2): 103-111.
Lauria, Rita (2001). ‘In Love with our Technology: Virtual Reality A Brief Intellectual History of the Idea of Virtuality and the Emergence of a Media Environment’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 7 (4): 30-51.
Lonsway, Brian (2002). ‘Testing the Space of the Virtual’ in Convergence: The International Journal of Research into New Media Technologies, Vol. 8 (3): 61-77.
Moos, Michel A. (1997). Marshall McLuhan Essays: Media Research, technology, art, communication. London: Overseas Publishers Association.
Pacey, Arnold (1983). The Culture of Technology. Oxford: Basil Blackwell.
Salen, Katie & Zimmerman, Eric. (2004) Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT.
Sassower, Raphael (1995). Cultural Collisions: Postmodern Technoscience. London: Routledge.
Wood, John ed. (1998). The Virtual Embodied: Presence/Practice/Technology. London: Routledge.