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iPad Pro (2018) Review: Two weeks later! - YouTube
[at 7:40, problems mentioned with iOS on the iPad Pro as-is for Rene Ritchie keeping it from being a laptop replacement]

"1. Import/export more than just photo/video [using USB drive, hard drive, etc]

2. Navigate with the keyboard [or trackpad/mouse]

3. 'Desktop Sites' in Safari [Why not a desktop browser (maybe in addition to Safari, something like a "pro" Safari with developer tools and extensions?]

4. Audio recording [system-wide like the screen recording for capturing conversations from Skype/Facetime/etc]

5. Develop for iPad on iPad

6. Multi-user for everyone [like on a Chromebook]"

[I'd be happy with just 1, 2, and 3. 6 would also be nice. 4 and 5 are not very important to me, but also make sense.]

[Some of my notes regarding the state of the tablet-as-laptop replacement in 2018, much overlap with what is above:

iOS tablets
no mouse/trackpad support, file system is still a work in process, no desktop browser equivalents, Pro models are super expensive given these tradeoffs, especially with additional keyboard and pen costs

Microsoft Surface
tablet experience is lacking, Go (closest to meeting my needs and price) seems a little overpriced for the top model (entry model needs more RAM and faster storage), also given the extra cost of keyboard and pen

Android tablets
going nowhere, missing desktop browser

ChromeOS tablets
underpowered (Acer Chromebook Tab 10) or very expensive (Google Pixel Slate) or I don’t like it enough (mostly the imbalance between screen and keyboard, and the keyboard feel) for the cost (HP x2), but ChromeOS tablets seem as promising as iPads as laptop replacements at this point

ChromeOS convertibles
strange having the keyboard in the back while using as a tablet (Samsung Chromebook Plus/Pro, ASUS Chromebook Flip C302CA, Google Pixelbook (expensive)) -- I used a Chromebook Pro for a year (as work laptop) and generally it was a great experience, but they are ~1.5 years old now and haven’t been refreshed. Also, the Samsung Chromebook Plus (daughter has one of these, used it for school and was happy with it until new college provided a MacBook Pro) refresh seems like a step back because of the lesser screen, the increase in weight, and a few other things.

Additional note:
Interesting how Microsoft led the way in this regard (tablet as laptop replacement), but again didn't get it right enough and is now being passed by the others, at least around me]

[finally, some additional discussion and comparison:

The Verge: "Is this a computer?" (Apr 11, 2018)
https://www.youtube.com/watch?v=K7imG4DYXlM

Apple's "What's a Computer?" iPad ad (Jan 23, 2018, no longer available directly from Apple)
https://www.youtube.com/watch?v=llZys3xg6sU

Apple's "iPad Pro — 5 Reasons iPad Pro can be your next computer — Apple" (Nov 19, 2018)
https://www.youtube.com/watch?v=tUQK7DMys54

The Verge: "Google Pixel Slate Review: half-baked" (Nov 27, 2018)
https://www.youtube.com/watch?v=BOa6HU_he2A
https://www.theverge.com/2018/11/27/18113447/google-pixel-slate-review-tablet-chrome-os-android-chromebook-slapdash

Unbox Therapy: "Can The Google Pixel Slate Beat The iPad Pro?" (Nov 28, 2018)
https://www.youtube.com/watch?v=lccvHF4ODNY

The Verge: "Google keeps failing to understand tablets" (Nov 29, 2018)
https://www.theverge.com/2018/11/29/18117520/google-tablet-android-chrome-os-pixel-slate-failure

The Verge: "Chrome OS isn't ready for tablets yet" (Jul 18, 2018)
https://www.youtube.com/watch?v=Eu9JBj7HNmM

The Verge: "New iPad Pro review: can it replace your laptop?" (Nov 5, 2018)
https://www.youtube.com/watch?v=LykS0TRSHLY
https://www.theverge.com/2018/11/5/18062612/apple-ipad-pro-review-2018-screen-usb-c-pencil-price-features

Navneet Alang: "The misguided attempts to take down the iPad Pro" (Nov 9, 2018)
https://theweek.com/articles/806270/misguided-attempts-take-down-ipad-pro

Navneet Alang: "Apple is trying to kill the laptop" (Oct 31, 2018)
https://theweek.com/articles/804670/apple-trying-kill-laptop

The Verge: "Microsoft Surface Go review: surprisingly good" (Aug 7, 2018)
https://www.youtube.com/watch?v=N7N2xunvO68
https://www.theverge.com/2018/8/7/17657174/microsoft-surface-go-review-tablet-windows-10

The Verge: "The Surface Go Is Microsoft's Hybrid PC Dream Made Real: It’s time to think of Surface as Surface, and not an iPad competitor" (Aug 8, 2018)
https://www.theverge.com/2018/8/8/17663494/microsoft-surface-go-review-specs-performance

The Verge: "Microsoft Surface Go hands-on" (Aug 2, 2018)
https://www.youtube.com/watch?v=dmENZqKPfws

Navneet Alang: "Is Microsoft's Surface Go doomed to fail?" (Jul 12, 2018)
https://theweek.com/articles/784014/microsofts-surface-doomed-fail

Chrome Unboxed: "Google Pixel Slate: Impressions After A Week" (Nov 27, 2018)
https://www.youtube.com/watch?v=ZfriNj2Ek68
https://chromeunboxed.com/news/google-pixel-slate-first-impressions/

Unbox Therapy: "I'm Quitting Computers" (Nov 18, 2018)
https://www.youtube.com/watch?v=w3oRJeReP8g

Unbox Therapy: "The Truth About The iPad Pro..." (Dec 5, 2018)
https://www.youtube.com/watch?v=JXqou3SVbMw

The Verge: "Tablet vs laptop" (Mar 22, 2018)
https://www.youtube.com/watch?v=Rm_zQP9JIJI

Marques Brownlee: "iPad Pro Review: The Best Ever... Still an iPad!" (Nov 14, 2018)
https://www.youtube.com/watch?v=N1e_voQvHYk

Engadget: "iPad Pro 2018 Review: Almost a laptop replacement" (Nov 6, 2018)
https://www.youtube.com/watch?v=jZzmMpP2BNw

Matthew Moniz: "iPad Pro 2018 - Overpowered Netflix Machine or Laptop Replacement?" (Nov 8, 2018)
https://www.youtube.com/watch?v=P0ZFlFG67kY

WSJ: "Can the New iPad Pro Be Your Only Computer?" (Nov 16, 2018)
https://www.youtube.com/watch?v=kMCyI-ymKfo
https://www.wsj.com/articles/apples-new-ipad-pro-great-tablet-still-cant-replace-your-laptop-1541415600

Ali Abdaal: "iPad vs Macbook for Students (2018) - Can a tablet replace your laptop?" (Oct 10, 2018)
https://www.youtube.com/watch?v=xIx2OQ6E6Mc

Washington Post: "Nope, Apple’s new iPad Pro still isn’t a laptop" (Nov 5, 2018)
https://www.washingtonpost.com/technology/2018/11/05/nope-apples-new-ipad-pro-still-isnt-laptop/

Canoopsy: "iPad Pro 2018 Review - My Student Perspective" (Nov 19, 2018)
https://www.youtube.com/watch?v=q4dgHuWBv14

Greg' Gadgets: "The iPad Pro (2018) CAN Replace Your Laptop!" (Nov 24, 2018)
https://www.youtube.com/watch?v=Y3SyXd04Q1E

Apple World: "iPad Pro has REPLACED my MacBook (my experience)" (May 9, 2018)
https://www.youtube.com/watch?v=vEu9Zf6AENU

Dave Lee: "iPad Pro 2018 - SUPER Fast, But Why?" (Nov 11, 2018)
https://www.youtube.com/watch?v=Aj6vXhN-g6k

Shahazad Bagwan: "A Week With iPad Pro // Yes It Replaced A Laptop!" (Oct 20, 2017)
https://www.youtube.com/watch?v=jhHwv9QsoP0

Apple's "Homework (Full Version)" iPad ad (Mar 27, 2018)
https://www.youtube.com/watch?v=IprmiOa2zH8

The Verge: "Intel's future computers have two screens" (Oct 18, 2018)
https://www.youtube.com/watch?v=deymf9CoY_M

"The Surface Book 2 is everything the MacBook Pro should be" (Jun 26, 208)
https://char.gd/blog/2018/the-surface-book-2-is-everything-the-macbook-pro-should-be-and-then-some

"Surface Go: the future PC that the iPad Pro failed to deliver" (Aug 27, 2018)
https://char.gd/blog/2018/surface-go-a-better-future-pc-than-the-ipad-pro

"Microsoft now has the best device lineup in the industry" (Oct 3, 2018)
https://char.gd/blog/2018/microsoft-has-the-best-device-lineup-in-the-industry ]
ipadpro  ipad  ios  computing  reneritchie  2018  computers  laptops  chromebooks  pixelslate  surfacego  microsoft  google  apple  android  microoftsurface  surface 
november 2018 by robertogreco
‎Procreate on the App Store
"Apple Design Award winner and App Store Essential – Procreate is the most powerful sketching, painting and illustration app ever designed for a mobile device, built for creative professionals. This complete artist’s toolbox helps you create beautiful sketches, inspiring paintings, and stunning illustrations anywhere you are. Procreate features ground-breaking canvas resolution, 136 incredible brushes, an advanced layer system, and is powered by Silica M: the fastest 64-bit painting engine on iOS.
Create a canvas and start painting with any of Procreate’s exclusive dual-texture brushes. Use the immediately responsive smudge tool to perfectly blend colour with any brush in your library. With Procreate’s incredibly high-resolution canvases you can print your artwork at massive sizes. Experience the revolutionary selection, transform, and perspective tools built exclusively for multitouch and finish your illustration with stunning cinema-quality effects. Procreate’s powerful and intuitive interface always puts your art in focus.

With a deep range of professional quality features, Procreate has all the power a creative needs."
applications  ios  ipad  photoshop  painting  paint  drawing  illustration 
august 2018 by robertogreco
The iPad as a fast, precise tool for creativity – UX Collective
"Using these five premises, we built the prototype app as follows:

1. Stylus required: We take advantage of everything at the disposal of the average human: two hands (including ten individual fingers) and the stylus as distinct input methods, sometimes used in tandem.

2. Put your hands all over it: Dossier has almost zero chrome, allowing the user’s content to occupy the entire screen, and very few buttons activated by a single tap.

3. No-wait commands: Nothing in the Dossier command vocabulary requires long-press or other delay. The common operation of moving a card via one-finger drag responds instantly, metaphorically like sliding index cards around on a table.

4. Read the manual: Dossier has a cheatsheet available in the main menu which describes the full palette of commands available to the user.

All of this comes together with point 5, the command vocabulary. Commands such as copy, paste, and delete (normally hidden behind long-press context menus on mobile applications) are available by drawing a glyph with your stylus. We recognize glyphs using the $1 Unistroke recognizer as implemented in Swift."

[video: https://www.youtube.com/watch?v=cMLCj3ZvBUc ]

[See also: https://www.inkandswitch.com/ ]
ipad  ipadpro  creativity  applications  ui  ux  glyphs  input  stylus  2018  juliaroggatz  milošmilikić  adamwiggins 
july 2018 by robertogreco
Uses This / Julia Evans
"But I have a story about hardware for comics! I started drawing comics one day because my wrists hurt and I couldn't blog. It turns out that they're a good way to explain stuff even if you can literally only draw stick figures like me so I kept doing it. I started out by drawing comics about computers in Sharpie on paper! That was fun, but it's hard to erase Sharpie and cleaning up the photos was too much work and I am pretty lazy. Today I use either a Samsung Galaxy Tab, or a Samsung Chromebook Plus. It took me a long time to find the tablet of my dreams -- the iPad & Apple Pencil are beautiful, but also incredibly expensive and, well, they don't run Android. It turns out that Samsung makes cheap Android tablets that you can draw on! A Chromebook Plus is half the price, runs both Linux and Android apps, and lets me go from programming to drawing a comic about computer networking in 60 seconds! The stylus is laggier and less magical than the Apple Pencil but the software is so much more useful to me that I don't mind."



"Anyway, I use Squid on Android and it's very very good. There are some weird gotchas -- I have to pick from maybe 8 fixed canvas sizes and I can't add more (want 200 x 300 pixels? Too bad!!), and it's impossible to copy documents (if I want 2 versions of a 10-page document I can go page by page and copy each page one at a time).

I use it to draw small drawings that I put on Twitter, 20-pages zines (like about computer networking!) and slides for my talks. It's great.

What would be your dream setup?
I don't really like desks. I spend most of my time working on the couch, so I would like a couch that is good for my back. Also a tablet that has hardware as nice as the Apple Pencil but runs Android."
chromebooks  android  cv  juliaevans  thesetup  usesthis  2017  ipad  stylus 
february 2018 by robertogreco
Card Thief
"Card Thief is a solitaire style stealth game played with a deck of cards.

In Card Thief you move through a deck of cards as a stealthy thief. Sneak in the shadows, extinguish torches, pickpocket guards and steal valuable treasures without getting caught. In your thief hideout you can use your stolen goods to unlock powerful equipment cards. Each heist you can use 3 equipment cards to become a skillful master thief.

Card Thief, the official follow up to Tinytouchtales excellent dungeon crawler Card Crawl, attempts to condense the classic stealth genre into a solitaire style card game. The game offers an accessible core gameplay with a deep layer of tactical planning and various risk reward mechanics on top. In 4 different heists you can test your skills against various enemy and trap types. By successfully completing heists you can unlock and upgrade 12 equipment cards each with a unique ability to improve your highscores."
games  ios  iphone  ipad  applications  cards  gaming 
june 2017 by robertogreco
Apple's new short film starring autistic teen shows how tech transforms lives
"Dillan has been using an iPad as a communication tool for about three years. His use of the technology actually went viral in 2014, after he used his tablet and an AAC app to deliver a moving middle school graduation speech.

“For Apple, accessibility is about empowering everyone to use our technology to be creative, productive and independent,” Sarah Herrlinger, senior manager for global accessibility policy and initiatives at Apple, tells Mashable. “Dillan’s message is powerful, and we are grateful the iPad and apps are playing such an impactful role in his life.”"

[videos: https://www.youtube.com/watch?v=UTx12y42Xv4
https://www.youtube.com/watch?v=oMN2PeFama0 ]
assistivetechnology  autism  apple  2016  ipad  technology  via:lukeneff 
april 2016 by robertogreco
Comprehend More with LiquidText
"LiquidText, an App Store Editors’ Choice, improves the way you read, annotate, and research on the iPad.

Retire the Printer.
We read to understand the world around us. But both paper documents and computer screens compromise this mission. LiquidText gives users a personalized reading experience, ideal for comprehensive reading, through intuitive interactions that allow the user to compare sections by squeezing a document, pull out key passages, organize ideas, find context, and more. #ComprehendMore with LiquidText."
via:tealtan  applications  ios  ipad  annotation  reading 
january 2016 by robertogreco
Do You Read Differently Online and in Print?
"The Internet may cause our minds to wander off, and yet a quick look at the history of books suggests that we have been wandering off all along. When we read, the eye does not progress steadily along the line of text; it alternates between saccades—little jumps—and brief stops, not unlike the movement of the mouse’s cursor across a screen of hypertext. From the invention of papyrus around 3000 B.C., until about 300 A.D., most written documents were scrolls, which had to be rolled up by one hand as they were unrolled by the other: a truly linear presentation. Since then, though, most reading has involved codices, bound books or pamphlets, a major advantage of which (at least compared to the scroll) is that you can jump around in them, from chapter to chapter (the table of contents had been around since roughly the first century B.C.); from text to marginal gloss, and, later, to footnote."



"Comprehension matters, but so does pleasure. In Proust and the Squid, Wolf, director of the Center for Reading and Language Research at Tufts University, observes that the brain’s limbic system, the seat of our emotions, comes into play as we learn to read fluently; our feelings of pleasure, disgust, horror and excitement guide our attention to the stories we can’t put down. Novelists have known this for a long time, and digital writers know it, too. It’s no coincidence that many of the best early digital narratives took the form of games, in which the reader traverses an imaginary world while solving puzzles, sometimes fiendishly difficult ones. Considered in terms of cognitive load, these texts are head-bangingly difficult; considered in terms of pleasure, they’re hard to beat.

A new generation of digital writers is building on video games, incorporating their interactive features—and cognitive sparks—into novelistic narratives that embrace the capabilities of our screens and tablets. Samantha Gorman and Danny Cannizzaro’s 2014 iPad novella, Pry, tells the story of a demolitions expert returned home from the first Gulf War, whose past and present collide, as his vision fails. The story is told in text, photographs, video clips, and audio. It uses an interface that allows you to follow the action and shift between levels of awareness. As you read text on the screen, describing characters and plot, you draw your fingers apart and see a photograph of the protagonist, his eyes opening on the world. Pinch your fingers shut and you visit his troubled unconscious; words and images race by, as if you are inside his memory. Pry is the opposite of a shallow work; its whole play is between the surface and the depths of the human mind. Reading it is exhilarating.

There’s no question when you read (or play) Pry that you’re doing something your brain isn’t quite wired for. The interface creates a feeling of simultaneity, and also of having to make choices in real time, that no book could reproduce. It asks you to use your fingers to do more than just turn the page. It communicates the experience of slipping in and out of a story, in and out of a dream, or nightmare. It uses the affordances of your phone or tablet to do what literature is always trying to do: give you new things to think about, to expand the world behind your eyes. It’s stressful, at first. How are you supposed to know if you’re reading it right? What if you miss something? But if you play (or read) it long enough, you can almost feel your brain begin to adapt.

Most of the Web is not like Pry—not yet, anyway. But the history of reading suggests that what we’re presently experiencing is probably not the end times of human thought. It’s more like an interregnum, or the crouch before a leap. Wolf points out that when it comes to reading, what we get out is largely what we put in. “The reading brain circuit reflects the affordances of what it reads,” she notes: affordances being the built-in opportunities for interaction. The more we skim, the more we’re likely to keep skimming; on the other hand, the more we plunge into a text, the more we’re likely to keep plunging. “We’re in a digital culture,” Wolf says. “It’s not a question of making peace. We have to be discerning, vigilant, developmentally savvy.” And of course we have to be surprised, delighted, puzzled, even disturbed. We have to enjoy ourselves. If we can do that, digital reading will expand the already vast interior space of our humanity."
howweread  readin  albertomanguel  technology  reading  digital  internet  paullafarge  maryannewolf  web  online  staugustine  ambrose  nicholascarr  socrates  brain  agostinoramelli  history  attention  digitalmedia  rolfengelsing  rakefetackerman  morrisgoldsmith  johannesnaumann  dianadestefano  jo-annelefevre  hypertext  michaelwenger  davidpayne  comprehension  engagement  enjoyment  talyarkoni  nicolespeer  jeffreyzacks  psychology  memory  linearity  footnotes  marginalia  bookfuturism  information  wandering  cognitiveload  games  gaming  videogames  samanthagorman  dannycannizzaro  ipad  pry  interiority  affordances  interface  linear  awareness  immersion  skimming  cv  humanity  interregnum  interactivity  interaction 
january 2016 by robertogreco
This Beautiful App Lets You See the Cell Towers, Wifi Signals, and Satellites Around You
"You’re aware that your cell service comes from cell towers. And that your mapping app is made possible by GPS satellites. And that wifi signals deliver your fail videos. But the sight of that invisible world is breathtaking.

This summer, a Dutch artist named Richard Vijgen released a video of a project he was working on called the Architecture of Radio. It was an augmented reality app that revealed the waves and signals in a given room, pulling information from publicly available databases on cell tower locations and satellites. It revealed an unearthly, web-like network of invisible infrastructure that powers our world—and unsurprisingly, a lot of people wanted to try it for themselves.

Sadly, the app itself wasn’t ready for public consumption... until today. You can now download the $3 iOS app for iPhone or iPad. When you fire it up, you see a cobalt-blue screen where the app takes your GPS location and loads a series of datasets drawn from a global database that includes the cell towers around you and the satellites overhead (like this one). All in all, the database includes “7 million cell towers, 19 million Wi-Fi routers and hundreds of satellites.”

As you pan around your house, the app identifies signals and waves as you move: There’s a cell tower 589 meters to my left. If it was night, I could look out for a Russian satellite from 1964 passing to the south. It’s a bit like having x-ray glasses on.

The app warns that it is “not a measurement tool.” For example, the atmospheric waves and dots that texture the screen are an interpretation of waves, not a scientific reality. But the actual datapoints are real, based on your GPS coordinates and scraped from a database, which is pretty cool. Or terrifying, if you’re more of a tin-foil hat person.

“Most people seem to be amazed by the density of signals, some think it’s a bit scary, others just think it’s beautiful,” Vijgen told Gizmodo over email. In the end, it’s a lovely reminder of the vast network all around us, hidden in plain sight. You can get it here."

[See also:
http://www.architectureofradio.com/
https://itunes.apple.com/us/app/architecture-of-radio/id1035160239 ]
applications  ios  2015  wifi  ipad  iphone  richardvijgen  celltowers 
november 2015 by robertogreco
Drafts | Agile Tortoise
"Drafts is a different kind of note taking app. In Drafts, text comes first – open the app and get a new, blank draft. Get your text down quickly, then act on it with powerful actions."
applications  ios  iphone  ipad  writing  notetaking  via:steelemaley 
november 2015 by robertogreco
Nuqta - Created by You, for You.
"The world’s first user-generated mobile museum of arabic calligraphy and typography. Created by you, for you."
arabic  typography  calligraphy  application  ios  iphone  ipad 
november 2015 by robertogreco
Telegram Messenger
"Telegram is a cloud-based mobile and desktop messaging app with a focus on security and speed."
messaging  application  ios  android  applications  mac  windowsphone  ipad  iphone  windows  linux  web 
october 2015 by robertogreco
Photo of boy in public housing with an iPad prompts debate over what the poor should have: Jarvis DeBerry | NOLA.com
"But forget about the residents' health worries. Some readers were more worked up over a Rusty Costanza photograph that accompanied Wednesday's story. He showed an 8-year-old boy at the development busying himself with an iPad. That's a relatively expensive piece of technology. Predictably, outrage ensued.

Readers called and emailed reporter Katy Reckdahl to express their anger. One less caustic correspondent was clearly worried at what the reporter might think of him for raising the issue: "Not to rush to comment. I hope this is nothing more than someone gave him the iPad as a gift and he is using it for educational means or just playing games ... I hope I am not over thinking this. I am not prejudice (sic) -- this just did not look right."

I imagine that at some point or another all of us who aren't poor have decided which items poor folks, especially those on government assistance, should be allowed to have. And which items they should be denied. Fancy rims have been known to set me off. Maybe for you it's gold teeth, Air Jordans, the latest mobile phone. City Councilwoman Stacy Head used her taxpayer-funded phone to send an outraged email when she saw a woman using food stamps to buy Rice Krispies treats. What right do the poor have to sweetness?

I could try to defend myself and say that I think it's ridiculous for anybody in any income bracket to buy rims, but that's rather beside the point. I'm not my best self when I'm sitting in judgment and managing other people's money, and I doubt you're at your best when you do.

The idea that most people in public housing are living the lush life has persisted for at least as long as presidential candidate Ronald Reagan started using the offensive "welfare queen." But you ought to take a walk through the Iberville if you think its residents are living like royalty. Walk through and see if you'd exchange their thrones for yours.

The sight of a kid in public housing with an iPad doesn't offend me. Actually it gives me hope. So many poor people have no access to the digital world. They fall behind in school because of it. They miss the opportunity to apply for certain jobs. Yes an iPad is an expensive gadget, but we can't deny its usefulness. As computers go, an iPad comes cheaper than most laptops and desktops."
2012  poverty  judgement  technology  poor  ipad  children  welfare 
september 2015 by robertogreco
iOS Continuity | dirtystylus
"I’ve been doing a lot of daily writing in Day One, mostly as a form of exercise. Today I started a post on the iPad and realized that the photo I wanted to use was only on my iPhone (it hadn’t synced to Dropbox yet). So I picked up the phone and finished the post there. I think that’s pretty cool, and it says something about how I expect my tools to be immediately in sync and transparently so.

I’m enjoying Day One, but boy do I wish I could adjust the leading in the editor (as well as the rendered posts). The lines are too tightly packed, and it just irks me every time I start to write."
continuity  ios  ipad  iphone  markllobrera  2015  writing  dayone  dropbox  syncing 
march 2015 by robertogreco
Hackaball - A computer you can throw by Hackaball — Kickstarter
"Hackaball is a smart and responsive ball that children can program to invent and play games."

"Hackaball is a smart and responsive ball that children can program using an iPad app to invent and play games.

It's for kids aged 6 to 10 but we’ve seen younger children have fun with Hackaball with a little help from their siblings or parents.

How does it work?

The computer inside Hackaball has sensors that detect motions like being dropped, bounced, kicked, shaken or being perfectly still. Children hack the ball with an iPad app which allows them to go in and change the behaviour of Hackaball to do what they want.

The paired iPad app comes pre-loaded with several games that can be sent to Hackaball to get kids started. Once they've mastered these initial games, kids can create brand new ones using a simple building block interface, experimenting with Hackaball's sounds, LED lighting effects and rumble patterns. You can install the app on as many iPads as you like, it's free! "
hackaball  balls  2015  ios  ipad  play  games  gaming  outdoors  toys  classideas  gamedesign 
march 2015 by robertogreco
OneShot – for sharing iOS screenshots
"Highlight screenshots of text and share them to Twitter."
screenshots  ios  applications  iphone  ipad  twitter  oneshot 
march 2015 by robertogreco
How the iPhone and iPad transformed the art of David Hockney - Los Angeles Times
"He also loved the mobility. When the iPhone, with its brushes app, was released, Hockney was enthusiastic, making sketches with his thumbs. But when the iPad came out, with its larger screen, he got one right away.

It was bigger, but it still fit into the pockets he had sown into his jackets for his sketchbook. And now, when he traveled out doors and was inpired to make a sketch, he no longer needed to lug around boxes of drawing pencils and paints."

[See also this quote from Austin Kleon's Steal Like An Artist: 10 Things Nobody Told You About Being Creative:

"Artist David Hockney had all the inside pockets of his suit jackets tailored to fit a sketchbook. The musician Arthur Russell liked to wear shirts with two front pockets so he could fill them with scraps of score sheets."

That quote comes via https://www.flickr.com/photos/russelldavies/16601707876/ ]
davidhockney  2013  ipad  iphone  pockets  alterations  clothing  arthurrussell  preparedness  glvo  pesonaluniforms  urbanspacesuit  accessibility  access  tools  toolkits  portability  mobility  uniforms 
march 2015 by robertogreco
Education Should Step Away from Apple Devices | Anthony Carabache
"As an educational consultant for 21st century learning, an experienced classroom teacher and the writer of countless design projects for implementation of technology in the classroom, I have been invited to sit in on numerous meetings with Apple Inc.’s regional representatives to discuss the rollout of devices into the classroom. There once was a time that I highly recommended the iPad as an excellent device for integrating technology into the classroom but no longer is this the case. After examining iPad implementation across the province, country and abroad over the last six years I have come to determine that it is simply not designed for shared use in education. This contradicts the very idea of what it means to collaborate – a 21st century skill we can all agree upon. It would seem that Apple’s philosophy when it comes to education is share less buy more."
2015  apple  edtech  sharing  schools  education  technology  ipad  via:tom.hoffman 
january 2015 by robertogreco
#patchwork app
"#patchwork is a simple drawing application for creating images using three basic shapes. Relax and emerge into wonderful world of abstraction and minimalism. Save your result to photo albums or email vector file to edit later on desktop."

[See also: https://itunes.apple.com/us/app/patchwork/id574295213 ]
ios  application  drawing  shapes  via:tealtan  ios6  iphone  ipad 
january 2015 by robertogreco
About Pocket Storm
"The Pocket Storm is an environmental audio player which streams an hour-long, ever-changing thunderstorm — just for you.

It starts with a calm summer night. Soon you’ll hear thunder in the distance, then wind and a spatter of rain. After half an hour you’ll be in the thick of the storm. By the end of the hour it will have faded into the night again. Then the cycle begins again.

The Pocket Storm is not like other environmental audio apps. Every thunderstorm is different! Wind, rain, thunder — even chirping crickets — every sound is chosen from a library, with subtle variations of pitch and timing. The Pocket Storm weaves these elements into a tapestry of sound which will never repeat."

[via: http://interconnected.org/home/2014/12/14/filtered ]
audio  iphone  nature  storms  ios  ipad  applications 
december 2014 by robertogreco
A Dark Room on the App Store on iTunes
[via: http://interconnected.org/home/2014/12/14/filtered

"I've been totally immersed this weekend in the iPhone game A Dark Room -- minimalist, just text and tapping, and what a picture it paints.

Don't read any reviews, just play it with no preconceptions. Absolutely top fucking notch, best game I've played all year.

Once you have played, here's the development blog. http://amirrajan.net/a-dark-room/ " ]
games  ios  iphone  ipad  amiralirajan  gaming  edg  srg  gamedevelopment  gamedesign  applications  ios7  videogames 
december 2014 by robertogreco
Ruxpin. / Airbag Intl.
"So now we live in a world where children, unable to read, are able to create robust content for the web. And people a bit older than 5 are able to interact--edit/add files--with web servers using nothing more than a tablet. If you are in the business of making websites, you need to pay attention to these developments because they are going to very likely going to have an impact on your career path.

People, we are living in science fiction times right now. Next year, it will all start to feel like a family sitcom."
gregstory  content  contentcreation  webdesign  webdev  programming  coding  communication  websites  2014  children  scratch  scratchjr  ipad 
october 2014 by robertogreco
Secret Rule on the App Store on iTunes
"You are given a word.
It matches a rule that is unknown to you.
A rule could be: "Starts with H ends with R" or "Contains 'NN'" for example.
Your challenge is to find other words that match the rule."
games  wordgames  ios  iphone  ipad  applications  ios7  words 
september 2014 by robertogreco
Whited00r Community: free iOS upgrades, firmware and apps
"Whited00r is the biggest community of iOS modding and firmware cooking in the world. Here you will find full support for all Apple devices equipped with the ARMv6 CPU: iPhone 2G & 3G, iPod Touch 1G, 2G.

We provide free modded Software Updates for your device. Installing the Whited00r firmware will give you a fully optimized, speedy, and fluid device in just a few minutes with a simple restore of your iPhone or iPod Touch using iTunes. Your iPhone or iPod will be fast and productive again. Whited00r is the best solution for your Apple device suitable for both beginners or power users who like tweaking & modding their iPhone 3G or iPod Touch 2G.

Grayd00r: iPad 1G, iPod Touch 3G."
ios  iphone  ipad  ipodtouch  ipod  modding  unlocking  whited00r  grayd00r  firmware  software  upgrades  applications 
september 2014 by robertogreco
Marvin for iPad, iPhone and iPod touch
"Meet Marvin. Your new eBook reader for iOS.

Get Marvin and find out why people are calling it "the most brilliant eReader for iOS to come out in a very long time".

Your books, everywhere. Dropbox. iTunes. Web. OPDS. calibre."
applications  ios  iphone  ipad  marvin  ebooks  reading  books 
august 2014 by robertogreco
inkle - Sorcery!
"An epic interactive fantasy adventure through a weird world of magic.

Steve Jackson's Sorcery! is a four-part fantasy adventure like never before. With tens of thousands of choices, the story rewrites itself around your actions. Battle weird and deadly creatures, cast powerful spells, play with honour, or lie, cheat and steal. The fate of the land of Kakhabad is in your hands!

Sorcery! was a Game of the Year finalist for TouchArcade, Mashable, Gamezebo.

Parts 1 and 2 are available now for iPhone, iPad and iPod Touch, and are coming soon to Android."

[See also: https://itunes.apple.com/us/app/sorcery!/id627879091
and https://itunes.apple.com/us/app/sorcery!-2/id627880433 ]

[via: http://killscreendaily.com/articles/80-days-alternate-reality-anti-colonialism-adventure-we-all-deserve/ ]
inkle  interactivefiction  android  ios  iphone  ipad  games  gaming  videogames  edg  srg  if 
august 2014 by robertogreco
80 Days on the App Store on iTunes
[See also: "80 Days Is the Alternate-Reality, Anti-Colonialism Adventure We All Deserve"
http://killscreendaily.com/articles/80-days-alternate-reality-anti-colonialism-adventure-we-all-deserve/

and http://www.inklestudios.com/80days/ ]

"1872, with a steampunk twist. Phileas Fogg has wagered he can circumnavigate the world in just eighty days. Choose your own route around a 3D globe, travelling by airship, submarine, mechanical camel, steam-train and more, racing other players and a clock that never stops.

* "For people who love high adventures and good writing, 80 Days is a voyage that must be taken" - The Verge
* "Interactive storytelling as its best" - The Guardian
* "A brilliantly paced, memorable and quite frankly terrific piece of modern interactive fiction, that masterfully blends strategy, resource management and adventure" - IndieGames.com
* "one of the best iOS games of the year." - iLounge

150 cities to explore. Detailed research and techno-fantasy combine in an 1872 of tensions, inventions and exploration. Climb the Burmese mountains, trek the Zulu Federation, sail up the Amazon and disappear under the Indian Ocean - but don't fall behind the time!

* "Could be the best interactive fiction game out there" - 148 Apps
* "A sublime video game to immerse yourself in" - The Examiner
* "One of the most extraordinarily memorable and unique games I’ve played in years" - Pocket Tactics
* "Everything about this game is perfect" - AppAdvice
* "Innovative and extraordinary, and unpredictable fun" - Apps Zoom
* "Rich with ideas, brilliantly written, and creates a world that you'll want to visit over and over again" - PocketGamer (gold award)

Featuring stunning art by Jaume Illustration, a half-million word script by Meg Jayanth, original music by Laurence Chapman, and built using the same inklewriter engine that powers our critically-acclaimed Sorcery! series, 80 DAYS is an interactive adventure created by your choices, on the fly, and is different every time you play.

Playing as Phileas Fogg's loyal valet, Passepartout, you must balance your master's health, your finances, and the time, as you choose your own path from city to city all the way around the world. Bribe your way onto early departures, but don't let yourself go bankrupt or you'll be sleeping rough and begging for aid! Trade items for profit, and collect the equipment for the conditions you'll face: but too much luggage will slow you down...

80 DAYS is a breakneck race, with an in-game clock that never stops running. Trains, steamers, hot-air balloons, boats, camels, horses and more leave and arrive minute by minute.

Every city and journey is narrated via an interactive story where you control every action. Will your choices speed you up - or lead you into disaster? Will you earn Fogg's trust and respect? Will you uncover the secrets and short-cuts that can shave days off your time? Murder, romance, rebellion and intrigue await!

The app is network-connected, with a live feed that shows you the position of all the other players of the game, their routes, triumphs and disasters. You can race to be the fastest - or look ahead to learn the secrets of the world.

Share your own journey with friends, and load other's routes directly into your app so you can race head-to-head.

80 DAYS is a complete experience, with no in-app purchases, and was made by a core team of just four people. If you enjoy it, please leave a rating, and check out our Sorcery! series."
iphone  ios  games  ipad  phileasfogg  interactivefiction  srg  edg  toplay  megjayanth  laurencechapman  inklewriter  aroundtheworldin80days  julesverne  gaming  videogames  if 
august 2014 by robertogreco
ScratchJr on the App Store on iTunes
"With ScratchJr, young children (ages 5-7) learn important new skills as they program their own interactive stories and games.

By snapping together graphical programming blocks, children can make characters move, jump, dance, and sing. In the process, children learn to solve problems, design projects, and express themselves creatively on the computer. They also use math and language in a meaningful and motivating context, supporting the development of early-childhood numeracy and literacy. With ScratchJr, children don’t just learn to code, they code to learn.

ScratchJr was inspired by the popular Scratch programming language (http://scratch.mit.edu), used by millions of people (ages 8 and up) around the world. The ScratchJr interface and programming language were redesigned to make them appropriate for younger children’s cognitive, personal, social, and emotional development.

ScratchJr is a collaboration between the Lifelong Kindergarten research group at the MIT Media Lab, the Developmental Technologies research group at Tufts University, and the Playful Invention Company. The ScratchJr project has received generous financial support from the National Science Foundation (NSF DRL-1118664), Code-to-Learn Foundation, LEGO Foundation, and British Telecommunications.

If you enjoy using this free app, please consider making a donation to the Code-to-Learn Foundation (www.codetolearn.org), a nonprofit organization that provides ongoing support for ScratchJr. We appreciate donations of all sizes, large and small."

[See also: http://www.scratchjr.org/
http://newsoffice.mit.edu/2014/scratchjr-coding-kindergarten ]
children  programming  scratch  scratchjr  2014  ios  ios7  application  ipad  coding  computationalthinking  thinking  computing 
july 2014 by robertogreco
Rogue on the App Store on iTunes
"A favorite on college Unix systems in the early to mid-1980s, Rogue popularized the dungeon crawling computer game dating back from 1980 (and spawned entire class of derivatives known collectively as "roguelikes"). gandreas software now presents the classic for the iPhone/iPod Touch:

- Playable in either "ASCII" mode, or graphics mode (just rotate the device to switch)
- Obscure keyboard commands replaced with a simple taps for movement, or a handy command picker.
- Commands can also be activated by a unique gesture based command - want to search for a secret door? Swipe across the top of the play area (all the gestures are shown on the command picker for easy reference)
- Graphics can be zoomed in/out via pinch
- Completely faithful Rogue experience (all the levels, monsters, potions, scrolls, etc...)

Explore the Dungeons of Doom and retrieve the Amulet of Yendor, or die trying!"

[See also NetHack: https://itunes.apple.com/us/app/nethack/id334281275 ]
games  gaming  edg  rogue  roguelikegames  ios  ipod  iphone  ipad  unix 
july 2014 by robertogreco
lunacraft - infinite exploration, endless creativity.
"☆ Unlimited exploration...endless creativity! ☆

lunacraft welcomes you to a future where you can explore and colonize a new alien moon every time you play.

☆ Meet strange new aliens, some dangerous, some helpful.
☆ Unlimited exploration in every direction.
☆ Establish a base of your own design with dozens of materials.
☆ Harvest alien light trees, take shelter under soaring arches.
☆ Decipher clues left by enemy astronauts to create exotic technology.
☆ No nickle-and-dime in-app purchases! You get it all.
☆ Customize your moon, choosing how rugged and exotic the terrain will be.
☆ Unlock the in-game Camera to take snapshots of your discoveries and creations.

Discover your own stories and build your own fantasies in lunacraft!"
ios  games  minecraft  ipad  ipod  iphone  lunacraft 
july 2014 by robertogreco
Deep Belief by Jetpac - teach your phone to recognize any object on the App Store on iTunes
"Teach your iPhone to see! Teach it to recognize any object using the Jetpac Deep Belief framework running on the phone.

See the future - this is the latest in Object Recognition technology, on a phone for the first time.

The app helps you to teach the phone to recognize an object by taking a short video of that object, and then teach it what is not the object, by taking a short video of everything around, except that object. Then you can scan your surroundings with your phone camera, and it will detect when you are pointing at the object which you taught it to recognize.

We trained our Deep Belief Convoluted Neural Network on a million photos, and like a brain, it learned concepts of textures, shapes and patterns, and combining those to recognize objects. It includes an easily-trainable top layer so you can recognize the objects that you are interested in.

If you want to build custom object recognition into your own iOS app, you can download our Deep Belief SDK framework. It's an implementation of the Krizhevsky convolutional neural network architecture for object recognition in images, running in under 300ms on an iPhone 5S, and available under an open BSD License."

[via: https://medium.com/message/the-fire-phone-at-the-farmers-market-34f51c2ba885 petewarden ]

[See also: http://petewarden.com/2014/04/08/how-to-add-a-brain-to-your-smart-phone/ ]
applications  ios  ios7  iphone  ipad  objects  objectrecognition  identification  objectidentification  mobile  phones  2014  learning  deepbelief  petewarden  ai  artificialintelligence  cameras  computervision  commonplace  deeplearning 
june 2014 by robertogreco
PencilCase
"An iPhone and iPad app maker and private publishing platform

PencilCase™ is really for everyone, not just developers. Make apps quickly and publish instantly to a private app store - "AppDrop". It's HyperCard™ reimagined. Delivery date set for late 2014"
development  ipad  iphone  ios  hypercard  pencilcase  edg  srg  applications 
may 2014 by robertogreco
Hitman GO on the App Store on iTunes
"Get your daily fix of Agent 47 with this elegant, strategy-based Hitman game!

Hitman GO is a turn-based puzzle game with beautifully rendered diorama-style set pieces. You will strategically navigate fixed spaces on a grid to avoid enemies and take out your target or infiltrate well-guarded locations. You really have to think about each move and all the Hitman tools of the trade you would expect are included; disguises, distractions, sniper rifles and even 47’s iconic Silverballers.

With Hitman GO, you’ll experience:

• Challenging puzzles that put your assassination skills to the test
• Beautiful scale model-style visuals
• Environments with secret passageways and off-limit areas
• Agent 47’s tools of the trade: Distractions, disguises, hiding spots, sniper rifles and even the iconic Silverballers
• Different enemy types with unique and deadly behaviours
• Different ways of completing each level, silently or forcefully

Please note:

** THIS GAME IS INCOMPATIBLE WITH THE iPod Touch 4th GENERATION **

Hitman GO minimum requirements: iPad 2 and above, iPad Mini, iPhone 4 and above, iPod Touch 5th generation and above."
games  ios  iphone  ipad  videogames  puzzles 
april 2014 by robertogreco
Subcompact Publishing — by Craig Mod
"A Subcompact Manifesto

Subcompact Publishing tools are first and foremost straightforward.

They require few to no instructions.

They are easily understood on first blush.

The editorial and design decisions around them react to digital as a distribution and consumption space.

They are the result of dumping our publishing related technology on a table and asking ourselves — what are the core tools we can build with all this stuff?

They are, as it were, little N360s.

I propose Subcompact Publishing tools and editorial ethos begin (but not end) with the following qualities:

• Small issue sizes (3-7 articles / issue)
• Small file sizes
• Digital-aware subscription prices
• Fluid publishing schedule
• Scroll (don’t paginate)
• Clear navigation
• HTML(ish) based
• Touching the open web

Many of these qualities play off one another. Let’s look at them in detail.

Small issue sizes
I’ve written quite a bit about creating a sense of ‘edge’ in digital space. One of the easiest and most intuitive ways to do so is to limit the amount of data you present to the user.12

It’s much more difficult for someone to intuit the breadth of a digital magazine containing twenty articles than a digital magazine containing, for example, five. By keeping article number low this also helps decrease file size and simplify navigation.

Small file size
Speed is grossly undervalued in much of today’s software — digital magazines inclusive. Speed (and with it a fluid and joyful user experience) should be the thing you absolutely optimize for once you have a minimum viable product.

One way to bake speed into a publishing product is to keep issue file sizes as small as possible. This happens naturally when you limit the number of articles per issue.

Reasonable subscription prices
Ideally, digital subscription prices should reflect the cost of doing business as a digitally indigenous product, not the cost of protecting print subscriptions. This is yet another advantage digital-first publications have — unlike print publications transitioning to digital, there is no legacy infrastructure to subsidize during this transition.

Fluid publishing schedule
With smaller issue sizes comes more fluid publishing schedules. Again, to create a strong sense of edge and understanding, the goal isn’t to publish ten articles a day, but rather to publish just a few high-quality articles with a predictable looseness. Depending on the type of content you’re publishing, days can feel too granular, and months require the payload to be too large. Weeks feel just about right in digital.

Scroll (for now)
When I originally presented these ideas at the Books in Browsers conference in 2012, the dismissal of pagination was by far the most contentious point. I don’t mean to imply all pagination is bad. Remember — we’re outlining the very core of Subcompact Publishing. Anything extraneous or overly complex should be excised.

I’ve spent the last two and half years deconstructing scrolling and pagination on tablets and smartphones. If your content is formless, then you might be able to paginate with minimal effort. Although, probably not.

Certain kinds of pagination increase the complexity of an application by orders of magnitude. The engineering efforts required to produce beautiful, simple, indigenous, consistent — and fast — pagination are simply too high to belong in the subcompact space.

Furthermore, when you remove pagination, you vastly simplify navigation and thereby simplify users’ mental models around content.

No pagination is vastly superior to pagination done poorly.

Clear navigation
Navigation should be consistent and effortless. Subcompact Publishing applications don’t require complex how-to pages or tutorials. You shouldn’t have to hire a famous actor to show readers how to use the app with his nose. Much like a printed magazine or book, the interaction should be intuitive, effortless, and grounding. The user should never feel lost.

By limiting the number of articles per issue, and by removing pagination, many of the routes leading to complex navigation are also removed.

HTML(ish) based
When I say HTML I also mean EPUB or MOBI or any other format with an HTML pedigree. HTML has indisputably emerged as the future format for all text (and perhaps also interactive) content. By constraining Subcompact Publishing systems to HTML we bake portability and future-proofness into the platforms. We also minimize engineering efforts because most all computing devices come with high-quality HTML rendering engines built in.

Open web
Simply: whatever content is published on a tablet should have a corresponding, touchable home on the open web.

Content without a public address is non-existent in the eyes of all the inter-operable sharing mechanisms that together bind the web."
craigmod  publishing  epublishing  magazines  themagazine  writing  digital  design  2012  digitalpublishing  html  html5  matter  joshuabenton  touch  mobilephone  ios  iphone  ipad  skeuomorphs  openweb  scrolling  pagination  navigation  tablets  claytonchristensen  davidskok  jamesallsworth  marcoarment 
april 2014 by robertogreco
Toca Boca’s Apps: The Best iPad Games for Kids? : The New Yorker
"Toca Tea Party is also a multiplayer, interactive experience: you can sit three kids around the iPad, and each one gets a drink and a plate, a chance to pour, spill, and wipe up. In Hanna Rosin’s recent Atlantic cover story, “The Touch-Screen Generation,” she describes the iPad as functioning “like a tea table without legs.” At the end, when the last doughnut is eaten (tap, tap, tap on the plate), a basin of water pops up and everyone can put their dishes in the sink. “We got feedback saying, ‘We want to do more dishes!,’ ” Jeffery says. “No adult has said that ever. Kids just want to participate, and housework is an environment they are familiar with.” Toca House offers much more virtual cleaning: mopping, laundry, dishwashing, and (my personal favorite) ironing that never ends in scorching or ironed-in wrinkles. Jeffery says they have gotten a lot of response from parents of children with autism on Toca House, which they can use to practice everyday tasks—without real-world frustration.

Although the praise from the autism community was unexpected, a frictionless play environment was part of Toca Boca’s mission from the start. Toca Boca apps have no levels, no rewards, no beginning, middle, and end. They also have almost no words, because much of their target market can’t read. Why frustrate the kids with written instructions? And why pay to have those instructions translated into the languages of the hundred and forty-six countries where the apps are sold?

“If you look at what’s available in the App Store, almost everything is in the learning category, only books and games,” says Jeffery. “That’s how adults play. Read a book, play Angry Birds on your phone. But you would rarely pick up a doll… which is a shame.” What Toca Boca is trying to do is open up the digital experience, let kids make mistakes, figure it out as they go along—without getting eaten by a zombie, or pigeonholed as a princess."
alexandralange  2013  applications  children  iphone  ipad  ios  tocaboca  design  rewards  play  openended 
march 2014 by robertogreco
Subtext
"Subtext is a free iPad app that allows classroom groups to exchange ideas in the pages of digital texts. You can also layer in enrichment materials, assignments and quizzes—opening up almost limitless opportunities to engage students and foster analysis and writing skills."
ipad  application  ios  reading  teaching  howweread  collaboration  education  subtext 
february 2014 by robertogreco
Terre de Grâce - prototype
"Présentation au Labo de l'édition, mai 2013, dans le cadre de l'exposition "Mobilisable, ouvrages expérimentaux pour écrans mobiles, avec Jean-Louis Boissier
http://labodeledition.com/contenu/191/mobilisable-2013-ouvrages-experimentaux-pour-ecrans-mobiles

Terre de Grâce est une toute petite planète que le Dieu-lecteur est amené à faire évoluer. Le lecteur a des propositions d'éléments à ajouter à la planète, et après chacun de ses choix, il assiste à leur impact. Mais la Terre de Grâce est loin d'être aussi harmonieuse qu'il pourrait le vouloir, et ses choix ont des conséquences imprévisibles... Par la prise en main active de l'iPad et sa manipulation, le lecteur peut regarder dedans comme dans une boîte, faire surgir des scènes cachées, observer les scènes de vie sur la planète. Le projet est présenté en l'état de prototype.

Développé grâce à Mobilizing, de Dominique Cunin
http://fdm.ensad.fr/?page_id=887 "
books  ebooks  digitalbooks  ipad  layering 
december 2013 by robertogreco
OKO – Nadezda Suvorova
"OKO is a graphic puzzle game for tablets that uses imagery from NASA database. The goal is to reconstruct an image by stopping rotating circles which form the collage.

For each level, the animated pieces draw increasingly complex patterns. The challenge is to be attentive to image juxtapositions in order to stop the circles movement at the right moment. OKO is a mesmerising journey navigating some of the most wonderful images from the NASA database.

Swisscom Best iOS App of the Year 2012"

[See also: https://itunes.apple.com/us/app/oko/id524351381 ]
ipad  ios  games  play  satelliteimages  puzzles 
december 2013 by robertogreco
IDNA – spatial storytelling
"IDNA is the first story deployed on our spatial storytelling prototype. Each scene is designed on 360 degrees, so that you can explore it however you want through the story. This is done simply by turning the iPad around you. The story has branches: according to the user’s focus on certain angles or characters, the film may seamlessly take a different path. The idea is to bring the viewer to follow the story according to its sensitivity and its affects to a particular character or a particular event. The audio narrative is 3D sound, sensitive to the body's orientation.

The narrative, the framing, the dramatic knots are all carefully orchestrated to be a physical experience itself and not just simple camera movement. Every movement, every frame has a purpose. The story can be seen again and again in order to understand the whole plot. The viewer can discover elements of the story he had not been aware of by focusing his attention on a different character or frame at precise moments in the film.

The final step of this is to propose a full immersive adventure in which walking through the physical space will be part of the gameplay.

A new series called "No man's land" in 6 episodes will come out in 2014. The 360 interactive trailer will be available on IOS and Android at the end of January 2014.

The project was presented at the Tokyo Game Show 2013 (vimeo.com/75436466) and X Media Lab Switzerland. A crowdfunding campaign will be released soon to fund the first season of the series!"

[See also: http://apelab.ch/portfolio/spatial-storytelling/
and http://apelab.ch/ ]
idna  games  gaming  storytelling  ipad  videogames  spacial  digitalstorytelling  ios  sylvainjoly  apelab  emilietappolet 
december 2013 by robertogreco
Pry
"Pry is a hybrid novella by Danny Cannizzaro and Samantha Gorman forthcoming to the iPad this winter. Reimagining the e-book, Pry places the reader inside the mindscape of James, the main protagonist. Form and function resonate to reveal James’ increasing preoccupation with his failing sight and his unreliable memories from a war fought ten years ago."

[See also: http://samanthagorman.net/Pry
https://pinboard.in/u:robertogreco/b:8bd96df3ed57 ]
pry  books  ebooks  samanthagorman  dannycannizzaro  storytelling  ipad  ios  2013 
december 2013 by robertogreco
but then there's <em>reading</em> on an iPad - Text Patterns - The New Atlantis
"So that's why I don't like writing with my iPad. But reading — that's a different story.

Last night I picked up Robert Bringhurst's classic book on typography, The Elements of Typographic Style, and started reading. Or rather, I tried: after just a couple of minutes I realized I was struggling to see the text clearly. I moved the book a little farther away from my face; I moved it a little closer; I got off the sofa and sat in a chair where the light was better, which helped a bit. I could see the main text with little effort now, but the marginal notes, which are set in smaller type and are also quite interesting and informative (and therefore not the kind of thing I want to ignore), I couldn't read at all. I traded out the glasses I was wearing for a different pair which seem to be a little better for reading, and while that helped, again, a bit, it didn't help enough for me to be able to focus on what I was reading. I took off my glasses — I am very nearsighted — and while that enabled me to see the text perfectly clearly, it also meant that my eyes had to travel so far across the page that they quickly grew tired of the effort.

As dearly as I love the art and craft, the appearance and feel, of the codex, my future as a reader clearly lies with digital forms of text. All I can do is hope that the often painfully-bad typography of digital texts will get better in the future, and that maybe, just maybe, we will see e-ink screens — i.e., non-backlit ones, with less glare and in devices devoted largely if not exclusively to reading — with the sharpness I now enjoy on my iPad's retina display. On my iPad I can read in whatever light I happen to have available, even if that means no light at all, and with whatever glasses I happen to be wearing.

But books that don't exist in digital form — whether, as in the case of Bringhurst’s typographical treatise, for obvious and necessary reasons or just because of the luck of the draw — I guess I just won't be reading. Which makes me sad.

By the way, I wrote this post on my iPad and it was an absolute pain in the ass. So why did I do it? Because it was there."
displays  reading  alanjacobs  2013  ipad  howweread  technology  typography  accessibility  digital  robertbringuhurst 
november 2013 by robertogreco
In Defense of Messiness: David Weinberger and the iPad Summit - EdTech Researcher - Education Week
[via: http://willrichardson.com/post/67746828029/the-limitations-of-the-ipad ]

"We were very lucky today to have David Weinberger give the opening address at our iPad Summit in Boston yesterday. We've started a tradition at the iPad Summit that our opening keynote speaker should know, basically, nothing about teaching with iPads. We don't want to lead our conversation with technology, we want to lead with big ideas about how the world is changing and how we can prepare people for that changing world.

Dave spoke drawing on research from his most recent book, Too Big To Know: How the Facts are not the Facts, Experts are not Experts, and the Smartest Person in the Room is the Room.

It's hard to summarize a set of complex ideas, but at the core of Dave's argument is the idea that our framing of "knowledge," the metaphysics of knowledge (pause: yes, we start our iPad Summit with discussions of the metaphysics of knowledge), is deeply intertwined with the technology we have used for centuries to collect and organize knowledge: the book. So we think of things that are known as those that are agreed upon and fixed--placed on a page that cannot be changed; we think of them as stopping places--places for chapters to end; we think of them as bounded--literally bounded in the pages of a book; we think of them as organized in a single taxonomy--because each library has to choose a single place for the physical location of each book. The limitations of atoms constrained our metaphysics of knowledge.

We then encoded knowledge into bits, and we began to discover a new metaphysics of knowledge. Knowledge is not bound, but networked. It is not agreed, but debated. It is not ordered, but messy.

A changing shape of knowledge demands that we look seriously at changes in educational practice. For many educators at the iPad Summit, the messiness that David sees as generative the emerging shape of knowledge reflects the messiness that they see in their classrooms. As Holly Clark said in her presentation, "I used to want my administrators to drop in when my students were quiet, orderly, and working alone. See we're learning! Now I want them to drop in when we are active, engaged, collaborative, loud, messy, and chaotic. See, we're learning!"

These linkages are exactly what we hope can happen when we start our conversations about teaching with technology by leading with our ambitions for our students rather than leading with the affordances of a device.

I want to engage David a little further on one point. When I invited David to speak, he said "I can come, but I have some real issues with iPads in education." We talked about it some, and I said, "Great, those sound like serious concerns. Air them. Help us confront them."

David warned us again this morning "I have one curmudgeonly old man slide against iPads," and Tom Daccord (EdTechTeacher co-founder) and I both said "Great." The iPad Summit is not an Apple fanboygirl event. At the very beginning, Apple's staff, people like Paul Facteau, were very clear that iPads were never meant to be computer replacements--that some things were much better done on laptops or computes. Any educator using a technology in their classroom should be having an open conversation about the limitations of their tools.

Tom then gave some opening remarks where he said something to the effect of "The iPad is not a repository of apps, but a portable, media creation device." If you talk to most EdTechTeacher staff, we'll tell you that with an iPad, you get a camera, microphone, connection to the Internet, scratchpad, and keyboard--and a few useful apps that let you use those things. (Apparently, there are all kinds of people madly trying to shove "content" on the iPad, but we're not that interested. For the most part, they've done a terrible job.)

Dave took the podium and said in his introductory remarks, "There is one slide that I already regret." He followed up with this blog post, No More Magic Knowledge [http://www.hyperorg.com/blogger/2013/11/14/2b2k-no-more-magic-knowledge/ ]:
I gave a talk at the EdTechTeacher iPad Summit this morning, and felt compelled to throw in an Angry Old Man slide about why iPads annoy me, especially as education devices. Here's my List of Grievances:
• Apple censors apps
• iPads are designed for consumers. [This is false for these educators, however. They are using iPad apps to enable creativity.]
• They are closed systems and thus lock users in
• Apps generally don't link out
That last point was the one that meant the most in the context of the talk, since I was stressing the social obligation we all have to add to the Commons of ideas, data, knowledge, arguments, discussion, etc.
I was sorry I brought the whole thing up, though. None of the points I raised is new, and this particular audience is using iPads in creative ways, to engage students, to let them explore in depth, to create, and to make learning mobile.

I, for one, was not sorry that Dave brought these issues up. There are real issues with our ability as educators to add to the Commons through iPads. It's hard to share what you are doing inside a walled garden. In fact, one of the central motivations for the iPad Summit is to bring educators together to share their ideas and to encourage them to take that extra step to share their practice with the wider world; it pains me to think of all of the wheels being reinvented in the zillions of schools that have bought iPads. We're going to have to hack the garden walls of the iPad to bring our ideas together to the Common.

The issue of the "closedness" of iPads is also critical. Dave went on to say that one limitation of the iPad is that you can't view source from a browser. (It's not strictly true, but it's a nuisance of a hack--see here or here.) From Dave again:

"Even though very few of us ever do peek beneath the hood -- why would we? -- the fact that we know there's an openable hood changes things. It tells us that what we see on screen, no matter how slick, is the product of human hands. And that is the first lesson I'd like students to learn about knowledge: it often looks like something that's handed to us finished and perfect, but it's always something that we built together. And it's all the cooler because of that."

I'd go further than you can't view source: there is no command line. You can't get under the hood of the operating system, either. You can't unscrew the back. Now don't get wrong, when you want to make a video, I'm very happy to declare that you won't need to update your codecs in order to get things to compress properly. Simplicity is good in some circumstances. But we are captive to the slickness that Dave describes. Let's talk about that.

A quick tangent: Educators come up to me all the time with concerns that students can't word process on an iPad--I have pretty much zero concern about this. Kids can write papers using Swype on a smartphone with a cracked glass. Just because old people can't type on digitized keyboards doesn't mean kids can't (and you probably haven't been teaching them touch-typing anyway).

I'm not concerned that kids can't learn to write English on an iPad, I'm concerned they can't learn to write Python. If you believe that learning to code is a vital skill for young people, then the iPad is not the device for you. The block programming languages basically don't work. There is no Terminal or Putty or iPython Notebook. To teach kids to code, they need a real computer. (If someone has a robust counter-argument to that assertion, I'm all ears.) We should be very, very clear that if we are putting all of our financial eggs in the iPad basket, there are real opportunities that we are foreclosing.

Some of the issues that Dave raises we can hack around. Some we can't. The iPad Summit, all technology-based professional development, needs to be a place where we talk about what technology can't do, along with what it can.

Dave's keynote about the power of open systems reminds us that knowledge is networked and messy. Our classrooms, and the technologies we use to support learning in our classrooms, should be the same. To the extent that the technologies we choose are closed and overly-neat, we should be talking about that.

Many thanks again to Dave for a provocative morning, and many thanks to the attendees of the iPad Summit for joining in and enriching the conversation."
justinreich  ipad  2013  ipadsummit  davidweinberger  messiness  learning  contructionism  howthingswork  edtech  computers  computing  coding  python  scratch  knowledge  fluidity  flux  tools  open  closed  walledgardens  cv  teaching  pedagogy  curriculum  tomdaccord  apple  ios  closedness  viewsource  web  internet  commons  paulfacteau  schools  education  mutability  plasticity 
november 2013 by robertogreco
Drei
"Three builders have to work together to build a tower. Drei is a game for the iPad.

Drei is an award-winning game about skill, logic and collaboration. It connects players across the world, to help each other in the battle against gravity.

Build a Tower: The mission is simple. But once again, things get in the way... Explosives, thunderstorms, completely incompetent colleagues. Oh, and did we mention gravity?

Speaking 18 Languages" Drei features an universal communication tool which allows to speak to other players, from where-ever they are.

Let's Dance! One of the best thing about Drei is how it sounds. Each character has its very own instrument. And as the characters work together they form Drei's unique universal orchestra, creating their very own musical landscape, inspired by archaic instruments and ancient melodies.

All instruments were performed and recorded live with some of Switzerland's finest musicians, painstakingly sliced apart, considered, and finally carefully placed between a lot of 0's and 1's."

[from the iTunes page: https://itunes.apple.com/us/app/drei-by-etter/id708388097 ]

"Three builders work together to build a tower. Drei is a game about logic, skill and collaboration.

( Winner of the Swiss Game Award 2013 )

The mission is simple. But once again, things get in the way... explosives, thunderstorms, completely incompetent colleagues. Oh, and did we mention gravity?

— Play with people across the world
— Master 48 fantastic levels
— Speak in 18 different languages
— Beautifully animated characters
— Real-time physics and 3D rendering
— Live instruments

Drei connects to the internet, if available. Charges may apply if this happens over mobile network."
drei  games  gaming  ipad  ios  illustration  design  collaboration  collaborativegames 
november 2013 by robertogreco
Paradox Factor for iPhone, iPad, and iPod touch on the iTunes App Store
"What would you change? Alter your past and future in this thought-provoking and edgy time travel game. Are you willing to live with the effects that your changes may cause?

Play as a man or a woman as you travel through time in this thought-provoking and edgy time travel game. Are you willing to live with the effects that your changes may cause?"
ios  iphone  games  srg  edg  ipad  gaming  timetravel 
october 2013 by robertogreco
futureful - your random guide to web for iPhone 3GS, iPhone 4, iPhone 4S, iPhone 5, iPod touch (3rd generation), iPod touch (4th generation), iPod touch (5th generation) and iPad on the iTunes App Store
[Website: http://www.futureful.com/ ]

"The best way to get lost in inspiration and imagination. Futureful never takes you to the same place twice.

Just choose and combine interesting topics
• Exciting stuff surfaces automatically
• Explore interesting long-forms, blog posts, news articles, videos and photos
• Combine topics to find more specific stuff

No sign-in. No typing. No following. No feeds. No categories.

• The app learns from you: the more you use it, the better it gets.
• You'll always have interesting things waiting for you

Avoid the obvious. Stay away from self-evident. Choose your journey."
applications  ios  ipad  iphone  discovery  random  internet  futureful  serendipity  onlinetoolkit 
july 2013 by robertogreco
Special Designers & Books Podcast Series with Debbie Millman: Interaction of Color App for iPad | Designers & Books
"This episode features an interview with two specialists involved in the development of the app for iPad version of Josef Albers’s classic book Interaction of Color (Yale University Press), celebrating its 50th anniversary this year. This interactive edition of one of the most influential books on color ever written offers users an entirely new way to experience Albers’s original masterwork, including experimenting with and sharing the designs. Brenda Danilowitz, Chief Curator at the Josef and Anni Albers Foundation, and Philip Tiongson, a principal at Potion, a design and technology firm in interactive experiences, talk about the process of producing the app as well as artist and educator Josef Albers’s ideas on teaching and learning about how to use color creatively, and present archival audio (included in the app) of Albers in the classroom."

[See also: http://yupnet.org/interactionofcolor/ and https://itunes.apple.com/us/app/interaction-color-by-josef/id664296461 ]
via:tealtan  josefalbers  color  books  ipad  ios  applications  interaction  design  art  interactionofcolor  brendadanilowitz  philiptiongson  debbiemillman  2013  blackmountaincollege  bmc  robertrauschenberg  teaching  learning  seeing 
july 2013 by robertogreco
DIRTI for iPad, World's first tapioca interface | USER STUDIO
"a 570cm3 dish that contains about 8.600 seeds of dry tapioca grains

Our research led us to wonder if and how we could change the relationship that humans have with tangible controllers: at the time (2011) we were working on trying to control thousands of particles on the screen in the most natural, intuitive fashion possible. We figured there was no better way than by actually controlling real world particles! So when creating this new "DIRTInterface", we set our minds on making something a little less accurate, while a lot more subtle, constantly adapting, almost alive. Tackling the cold, abrupt interaction that traditional controllers impose on us... It was all about interaction design politics ;)

Ok, so what's DIRTI in the first place?

It's the World's first tapioca interface! No really, it enables you to control your computer or your iPad with tapioca or anything else that's semi-transparent and that you can mold, like vanilla ice cream for example. Any non-opaque material that's either granular or liquid will do just fine. It's kind of a real-world interface. And the acronym stands for Dirty Tangible Interface. Tacky? Yeaaaah, we love tacky!

You, the user, interact with your machine by moving the material around in a sand-blasted dish. Anything that you're going to produce from within the Dirty Tangible Interface can not be 100% accurate, but it's infinitely refined, expressive and subtle. And you can't cancel any action or go back to a previous, default position, but you can control any graphics or sounds coming out of your machine with amazing expressivity, just like with real world instruments. Say, a violin. Not even kidding. And who wouldn't like plunging their hands in ice cream?!"
dirti  interface  tactile  touch  ncmideas  particles  texture  software  programming  installation  tangiblecontrollers  controllers  input  via:markllobrera  userstudio  glvo  maisondepetits  centquatre  rolandcahen  diemoschwarz  ircam  raspeberrypi  ios  ipad  destronics  topophonie 
july 2013 by robertogreco
Infovore » Toca Builders, and the spirit of Seymour Papert
"Toca Builders takes the abstract building of Minecraft – tools attached to a disembodied perspective (albeit one hindered by some degree of personhood – factors such as gravity, and so forth) – and embodies them to help younger children answer the question which tool would you use to place a block where you need to? Or sometimes backwards: which block shall we place next? It is not quite as freeform as Minecraft, but it actually forces the user to think a little harder about planning ahead, lining up his builders, and which builders go together well. Measure twice, cut once.

To that end, it’s much more like real-world building.

Papert was very clear about one particular point: the value of this is not to think in mechanical ways; it’s actually the opposite. By asking children to think in a mechanical way temporarily, they end up thinking about thinking more: they learn that there are many ways to approach a problem, and they can choose which way to think about things; which might be most appropriate.

And so Toca Builders is, in many ways, like all good construction toys: it’s about more than just building. It’s about planning, marshalling, making use of a limited set of tools to achieve creative goals. And all the while, helping the user understand those tools by making them appear in the world, taking up space in it, colliding with one another, and needing moving. All so that you can answer the question when you’re stuck: well, if you were Blox the Hammer, what would you do?

Some of what looks like clunkiness, then, is actually a subtle piece of design.

If you’re interested in the value of using computers to teach – not using computers to teach about computers, but using computers to teach about the world, then Mindstorms is a must-read. It’s easy to dismiss LOGO for its simplicity, and to forget the various paradigms it bends and breaks (more so than many programming languages) – and it’s remarkable to see just how long ago Papert and his collaborators were touching on ideas that are still fresh and vital today."
via:blackbeltjones  computation  edtech  education  games  gaming  minecraft  tocabuilders  tocaboca  seymourpapert  constructivism  logic  thinking  criticalthinking  2013  objectsforthinking  mindstorms  logo  computationallogic  computing  constructiontoys  planning  problemsolving  debugging  troubleshooting  ios  applications  iphone  ipad  coding  children  programming  teaching 
june 2013 by robertogreco
iPad App for Editing, Note Taking & Annotating PDFs| iAnnotate by Branchfire
"iAnnotate turns your tablet into a world-class productivity tool for reading, marking up, and sharing PDF documents, Word/PowerPoint files, and images. Every day thousands of students and professionals discover how it helps them work better. Join the more than half million users that already rely on iAnnotate to get work done."

[via: http://lifehacker.com/im-clive-thompson-and-this-is-how-i-work-479520206 ]
ipad  annotation  applications  ios  pdf  notetaking 
april 2013 by robertogreco
iTunes - Books - The Secret Teachings of the Mystery Lights by Claire L. Evans & Jona Bechtolt & The YACHT Trust
"The Secret Teachings of the Mystery Lights: A Handbook on Overcoming Humanity and Becoming Your Own God is a philosophical book by the band, business, and belief system of YACHT. 

It was originally published as a limited-edition printed book in 2009 in conjunction with the release of YACHT's album See Mystery Lights. In a sense, The Secret Teachings of the Mystery Lights is a clear, text version of the ideas presented more abstractly by YACHT's music. The original version was only sold person-to-person at YACHT concerts and events. It's now in a new electronic edition with plenty of supplementary materials, including the official YACHT tattoo policy, the YACHT publication "On Mantra," and a digitized version of the YACHT Catalogue of Influences 2007-2009."
yacht  claireevans  jonabechtold  books  ipad  applications  ibooks 
february 2013 by robertogreco
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