Liquid Metal In(k)stallation

komadaSach

I seem to recall having read something about Sachiko Kodama’s technique of using magnetic fluid in her work; the images over on MoCo Loco where I found an update seem very familiar. It’s not difficult to remember the fascinating imagery this technique produces so of course I’d very much remember video clips had I seen any. I haven’t seen any. So when the good folks at ML posted an entry with a link to “Protrude, Flow an interactive installation of liquid architecture”, I wanted to see. Unfortunately I’ve been unable to get through. Guess the server is getting hammered by gawkers… like me.

Anyway, it’s been a few days now and I figure maybe some of you will have better luck. I’d hate to forget passing on the link. You can find it and some additional images over on MoCo Loco’s entry (Link).

{Image Copyright © Sachiko Kodama}

Debugging the Hedgehog

Finally some news from Project Croquet talking head Julian Lombardi, one of the chief movers behind the open-source virtual world application. Release 1.0, code-named “Hedgehog”, is up and running according to his most recent post (Link) but unfortunately still requires extensive debugging before being released to the public.

That’s actually good news. Heck, any news is good news. He also lists some changes that might be of interest, so surf over to his blog and read the entire post (and btw, if you’ve not yet seen the online video of his October 2005 presentation, read a previous blog entry of his – Link – which takes you to it).

Advertising By The… What? *Update*

Funny to read over on the Hollywood Reporter that advertisers are waiting for a computer-programmed metric on which to gauge the effectiveness of ads in videogames. From the article (Link):

“This is such a new market for advertisers that only some are willing to test the waters before knowing what they’re getting for their money,” he explains. “They see the value of video game advertising in that this is a highly sought-after demographic and difficult to reach through other media. And they’ll base their decisions on some of our data that we’re doing in a custom fashion. But, for video game advertising to hit critical mass, we need to have that ongoing metric. That’s when we’ll see explosive growth, like the 56% compounded annual growth we saw in Internet advertising, which we believe is largely due to the measurability of that medium. We think we’re going to see similar types of compounded annual growth for video games once we get measurement.”

“If you talk to companies like Massive Inc. [which serves dynamic advertising onto video games], they will say that they know who is seeing their ads,” Jackson says. “But what many advertisers are waiting for is somebody who’s independent to say, yes, that cola ad got 200,000 impressions within the game ‘Splinter Cell’ last week, for example.

They “think” but they’re not acting? What… there’s more than just statistical data in Nielsen’s television metric? I mean, I realize statistics is powerful stuff, but if it’s okay to fudge a few things for teevee, isn’t it okay to do the same for online activities? Heck, start calling people up and doing surveys if you want to verify Massive’s data. There has to be a creative, independent way to confirm their claims.

Oh wait, those guys are still locked into that vestige of a bygone era: the 30-second commercial spot. They’re o-k with fudging for television because it’s got a long track record and they can gauge the risk, but now they want independently-verifiable confirmation using some kind of embedded code that effectively removes all the risk (as if that will ever be possible).

I’m probably missing something here, but this sure seems to me like a bunch of sheep waiting for a border collie to lead them to water. No wonder things are taking so long. Stick those hooves in already.

via Blue’s News

{Update – I forgot all about this little gem: Link. Hey ad people, get some gamers to wear these things.}

Design By The Numbers

showMeDaMoney

After my earlier disappointment with an article over on BusinessWeek, I’m happy to report that they’ve redeemed themselves beautifully. If you’re an Industrial Designer, go read writer Rachel Tiplady’s “A Continental Confab on Design” (Link) and look over the accompanying slideshow (Link). An example from the beginning of the article:

Anders Andersson, the chief executive of Swedish underfloor-heating company Thermotech, was incredulous when his marketing manager suggested a redesign of the product line. Why jazz up something that no one can see after it’s installed? But Andersson relented, hired a team of designers, and made several key changes, such as ditching his copper and brass pipes in favor of cheaper stainless steel.

Two years later, the company has saved $965,000 in manufacturing costs, and total sales were up 40% last year, to $9.7 million. “Today, I think that if a company isn’t using design, it isn’t working correctly,” says Andersson.

Go read the rest.

I’d also like to point out one particular image/page in the slideshow. Take a look at Page 3 (image above). If you read this blog you’re already aware of how I see “Product & Industrial Design” fusing with “Communications & Brand”. In fact, I see a total convergence underway. Which is why I decided to go ahead and post a comment on that disappointing article I read earlier (Link). I’m not sure if it’s just that I can’t keep my big mouth shut, or if I think there’s some advantage in getting the word out. Probably both.

{Image source: BusinessWeek online}

Nintendo’s Hyper VR *Update*

nintendon-vr

This is worth a post. I just saw mention of a Nintendo “Revolution Mock-Up” concept video being hosted over on the IGN website (Link). Check it out.

Took me a few minutes to figure out, but I believe what they’re presenting is a concept for a wirelessly-networked VR headset with docking station. The headset is nice and has some funky “surround sound” geometry near the ears. But the docking station “brain” isn’t so nice and looks like either the top of someone’s skull, a helmet of some kind or some odd little toaster appliance. Makes me wonder if the same person designed both.

The Toaster Brain can, from what I gathered watching the video a few times, communicate with other game consoles but also communicate wirelessly with the headset so that the game player might be able to use his/her room as a kind of holodeck. So for example, it appears as if you could connect a Game Cube to the Toaster Brain. The Toaster Brain would relay game data to the headset. The headset would then communicate back to the Game Cube via the Toaster Brain that little Johnny has just fallen out the second floor window while attempting to rocket jump off his bed.

And btw, the Toaster Brain can also play games locally and “make games” as well (whatever that’s supposed to mean).

While it’s neat to see ideas like this, even if they never go beyond vaporware, what I really now find myself wondering is if the problem with vr-sickness has been resolved (I vaguely recall that being the reason – directly or indirectly – for the quick death of the Virtual Boy some years back). Something to research.

{Update – My bust. It appears as if this “concept” was shown last May and is actually the work of a Nintendo fan. If only the ign page had a more obvious link to their story (Link) – maybe they have an opening for a UI/web designer. This almost feels like a Jamie Kennedy stunt. Guess I’ll have to think twice before posting after midnight. Now excuse me while I shower the egg off.}

{Image source: ign.com}