interaction

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  • Wable graphically represents web activity, ain't much of a table

    Frankly, we're not totally sure we actually long to "create a physical link between our virtual and real identities" -- you know, we like to keep that stuff pushed far, far away from the forefront of our minds -- but if we ever have a change of heart, it seems the Wable will be right there waiting. This unique "table," as it were, sports four bars that raise and lower automatically based on the activity from web applications such as Plazes, Flickr and Last.fm. Beyond that, it doesn't seem to add too much more value to one's life, but if it's the simple things that keep you smiling, check out a remarkably unremarkable video of it after the jump.[Via Core77]

    Darren Murph
    02.02.2008
  • Virtual doormen becoming more ubiquitous

    Amazingly enough, virtual doormen aren't exactly new, but it seems that they're becoming entirely more ubiquitous (and accepted) in today's society. Increasingly, more and more apartment dwellers are coming home to voices in the wall rather than a physical life form, but virtual doormen can still let tenants into their room, allow deliveries to be made and keep disgruntled in-laws out. As you'd expect, these firms rely primarily on an internet connection, a webcam and a couple of microphones, and while typical services can range from "$10,000 to $70,000 for installation and $6,000 to $30,000 in annual maintenance," that still beats the $250,000 or so it would purportedly take for a small building to be staffed with full-time, on-site doormen. The next evolutionary step? Androids answering the buzz, and subsequent hacks to gain entry into any room you please.[Via ChipChick]

    Darren Murph
    12.29.2007
  • STO interview comes with first non-space screenshot

    WarCry interviewed Perpetual Entertainment's Daron Stinnett, the head honcho on the Star Trek Online project. The interview itself contains very little new information; it covers the reasoning behind the new art style, the interaction system described in the most recent devlog, and the balance between space and land combat. Stinnett also squashes (again) the rumor that STO is going casual and tries to alleviate concerns that STO's future might be in jeopardy. He doesn't convince us that Perpetual is totally out of the woods just yet, but there's no way to know for sure.Really, the best part about the interview is the new screenshot, and the best thing about the new screenshot is the revelation of how dead-on that old tongue-in-cheek fan video was.

    Samuel Axon
    12.13.2007
  • First STO in-game screenshot released

    In the past, Star Trek Online devlogs have been light on gameplay information. Perpetual's Mike Stemmle usually writes about the development team, concept art, and things of that nature. But this time it's different. Not only does Devlog #5 include juicy details about interacting with NPCs, but it also includes the very first in-game screenshot. Sweet!We can learn a couple of things from this screenshot. First of all, the graphics are neither cutting edge nor outdated; they're right in the middle. This is arguably a sweet spot for MMOs. Second, the LCARS influence can be seen on the UI, but it's not overt. In fact, it's barely there. We do find it a bit alarming that the game features a standard MMO "1 through =" action bar -- a tired convention that's begging for innovation.As far as the NPC interaction stuff goes, though, it all sounds good.

    Samuel Axon
    12.04.2007
  • Study shows MMOs help make friends ... and lovers

    Although this may come as a gigantic "duh" to anyone that's been part of a guild long term in their MMORPG of choice, but recent research by Nottingham Trent University shows that MMO players are sociable creatures. The study looked at 1,000 online gamers across the planet and found that almost half end up meeting in real life and one in ten go on to develop "physical relationships" with other players.The findings of the study are actually fascinating: 40% of people discussed sensitive issues with online friends rather than real-life friends. 30% were attracted to another player. Women were more likely than males to be attracted to other players ... and more likely to date them. Women said "therapeutic refreshment" was their main reason for playing, where men did it for "curiosity, astonishment and interest." 1 in 5 believe MMORPGs have a negative impact if their partner doesn't play. Over two-thirds said it was a positive experience if their partner did play. 50% says World of Warcraft is the MMO of choice The full study called Social Interactions in Massively Multiplayer Online Role-Playing Gamers will be published in US journal CyberPsychology and Behavior. The study may not help break any stereotypes of online gamers, but it does show that these online games can have the same social interaction possibilities that playing on a real-life sports team could have.

  • Real reactions to virtual environments

    The always-interesting Terra Nova has a piece up about Nick Yee's the Proteus Effect, which is based around how we relate to (and interact with) stimuli in virtual worlds, specifically our and others' avatars.Basically, almost all of the research so far shows that we react to virtual stimuli exactly the same way as if it were real stimuli-- we don't want our characters standing too close to other characters, because it's a social convention in the real world that we all have our own individual space. But we still react positively to attractive avatars, whether we know it or not. No matter how much we're supposed to be roleplaying, or how much we realize consciously that the virtual world is different from the real world, we still react in a real way to virtual stimuli. It's heady stuff, but here's Terra Nova's soundbite, by Dmitri Williams: "You can take the person out of the real, but not the real out of the person."And Williams closes with an extremely interesting proposition, considering how the interaction works: what if, by making many parts of Outland dark and gloomy, Blizzard has caused us to react realistically and feel depressed? TN's informal survey says that players' favorite zone is Nagrand-- is that because it's sunny and green there? And if so, what does that say about our reaction to the expected upcoming expansion-- should Blizzard reconsider the dark, cold stretches of Northrend for a more tropical locale?

    Mike Schramm
    07.12.2007
  • Paper Four initiative developing talking paper

    Interactive billboards and advertisements have been (trying) to catch our eyes for some time now, but a team of Swedes are apparently hoping that adding speech abilities might convince you to take an even closer look. The Paper Four project has reportedly developed a prototype digital paper that uses embedded sensors to detect touch, and when you graze over a certain spot, it actually talks back to you via "printed speakers." Now in the fourth generation of development, the device combines paper with "printed graphic codes and electronically conductive ink that is sensitive to pressure," and it is already being showcased as a way to invite tourists or other customers to get up close and personal with ads in order to hear auditory information. Best of all, the team has hosted up a video showing exactly how this stuff works, so do yourself a favor and hit the read link to catch a peek.[Via BBC]

    Darren Murph
    06.06.2007
  • GlowBots develop relationships, express emotions via LEDs

    Although we can't deny that having a household humanoid that chases away intruders would be a welcome member to most families, a team of individuals more focused on actual "complex relationships" have developed a series of bots that can learn and express emotions via lights. GlowBots are wee wheeled creatures that "develop attractive patterns that are affected both by user interaction and communication between the robots," meaning that the days of expensive animal training in order to have a pet around are nearly through. The technology within is based on an open experimental robot platform, dubbed e-Puck, and the actual robots utilize "eight IR proximity sensors, a camera, a trio of microphones, three-axis accelerometer, a speaker, two stepper motors, Bluetooth interface, a number of LEDs, a PIC micro controller, and a 12-step-mode selector" to confess their love. The creators will apparently be showing off their heartwarming invention at this year's SIGGRAPH conference, but until these suckas come sheathed in some sort of faux fur and fully equipped with bad breath, we're afraid Fido will retain control of the dog house for now.[Via PastaAndVinegar]

    Darren Murph
    05.13.2007
  • iPod photo Connector Lets iPod 'Get It On' with Different Devices

    Phillip Torrone well-known pervert hacker from MAKE:BLOG is obsessed with "connecting" his iPod photo with other devices via the iPod photo connector, and he took lots of photos of the pornography interaction of the devices and posted them here [WARNING: May not be safe for work], along with his smut observations about the interactions.