March 7, 2014 at 2:57pm
the moral of the story – if there is one – is that this stuff always makes its way into other things. Companies need to have control over their devices so that they can maximize their profit however possible, but also just because – I think – they just sort of ambiently feel the need to maintain that control. For a corporation, a lease is always going to be more attractive than a sale. If they can turn owners into users, they will.
As Pakhchyan points out, much like our clothes, not everyone wants or needs to wear the same piece of technology, and we don’t necessarily have to wear it all the time either. Tech companies have been chasing the elusive silver bullet smartwatch, but maybe it’s not such a bad thing to treat wearables like the other wearables in our life: As separate, individually-valuable pieces of clothing that can work together to ultimately create the perfect outfit. Staying focused, at least while we’re figuring out what form and functionality works and what doesn’t, might not be such a bad thing.
— @fashioningtech interviewed in Wired on wearables
I think science fiction is useful, both for stimulating the imagination and for defusing fear of the future. But science fact can be even more amazing. Science fiction never suggested anything as strange as black holes.
— Stephen Hawking on Science-Fiction, in an interview with Larry King.
TrainsInGames.com is a site to take a closer look at details in video games that developers missed. It’s about all the small bits and pieces you always found odd or hilarious, and the big nonsense you’ve been mad about. I put the focus on trains, partly because I like them very much, partly because no developer seems to care about them.
HOTEL by Benjamin Nuel:
“Hotel is a three-part project. The first is a kind of videogame. Indeed, terrorists and counter terrorists are isolated in a luxury hotel in the countryside. But no battles are being fought. It’s like a time-out in basketball… Neither violence nor action are taking place. It’s how I recreated, re-interpreted the “dead” moments of Silent Hill… The idea came from waiting times in Counter-Strike’s games. Once dead, the player can be in a very free browse mode in the level where he was just fighting. It controls a camera that goes very fast in all directions. It passes through the walls to literally leave the world and see it from afar, surrounded by a black nothingness, called the void. This can be done in “Hotel”. This gives an ambiguous place to the player who also has the opportunity to assist the daily routine of occupants.”
Pumpipumpe: sharing of goods/tools / indicated with stickers you put on your mailbox
February 27, 2014 at 8:45am
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