Sunday, 21 August 2011
Post-materialistic, still focused on status
Sunday, 7 August 2011
Augmented reality computer games
First person shooter
Perhaps the easiest to envisage, you want down a real street, but see virtual enemies that you can shoot with a virtual weapon (although you might actually hold a controller or dummy weapon in your hand). You might be able to shoot real people too (even if they're not playing the game).
Real time strategy
You are in the thick of a war. You see all the units you command around you, and the enemies in the distance. You order where your units go, and what they should attack. Ideally the computer would recognise verbal instructions, but the game might be augmented by head-up display that shows you a map of the area and where you units are deployed, allowing you to move them about as needs be.
As the physical presence of the person in not necessarily part of the game, it would be possible to have the game on different scales, for example a game with toy-soldier sized units on the living room floor.
Economy
The real-world economy becomes your virtual playground. You can virtually own businesses that exist in real life.
Role playing
As with the first person shooter, but with more depth. Wielding a sword (even if plastic) whilst walking down the street may get some unwarranted interest, however. And there is the issue that you cannot "level-up" your physical self as easily (although the power of your weapons and spells would be in the virtual world and therefore able to increase in power).
Platform
Turn any surface into a platform game using edge detection. The player control an avatar running, jumping and fighting along that surface.
A layered approach to city design
Another problem is that the streets (despite taking up so much space) aren't actually sufficient for the needs, and are resultingly clogged with traffic. Many utilities (water, gas, electric, communications, sewage) can only be accessed/maintained by digging up roads, which further impacts on traffic issues.
So how would you go about designing a city from scratch? A layered approach, with three main layers:
- Utilities layer
- Transportation layer
- Habitation/work/recreation layer
The habitation/work/recreation layer is where people would spend most of their time.
The layers can consist of several levels. This facilitates water being separated from electricitiy in the utilities layer (generally a wise choice). The habitation/work/recreation layer has multiple levels just like our current high-rise buildings.
A key element of the layer principle is that only the habitation/work/recreation layer requires access to sunlight. The entire transportation layer should be underground. This makes much more efficient use of space. However, it does not mean that buildings can be packed that much more tightly, as this would mean that sunlight does not penetrate to their lower floors. Instead, the spaces between buildings are maintained by using the spaces between them for recreational space: parks; football pitches; golf courses; tennis courts; etc.
A similar approach should be taken within the buildings themselves, which the less natural-light-dependent functions, or those used infrequently, taking up the space furthest from the windows.
Tuesday, 2 August 2011
Everything in one place
And I need to be able to search it.
This includes:
- documents (the kind we typically have stored on our hard drives, but soon to be stored in the cloud) (text, image, sound, video, etc)
- emails
- calendar
- voicemails (with transcription)
- text messages
- blog posts
- forum posts
- data from apps on my phone (e.g. my to do list)
- rss feeds
- articles I've read
- web favorites/bookmarks
- bank statements, bills, pension, investments, etc
- company security policies will prevent your content from work being in your personal "one place"
- closed online systems that don't allow a metasystem to pull it all together
- content that's not owned by one person (e.g. a photo taken by one person, but tagged by another; or a collaboratively produced presentation)
Productivity
Productivity = volume x quality
Quality includes workmanship, skill involved, originality and usefulness. For some professions quality, in particular originality, is much more important that volume (for example being an artist, an inventor, an entrepreneur). For others, the scope for quality variation is lower, the focus on volume is higher (for example being a factory worker).
The most celebrated people are those whose productivity is derived from quality not volume. However, most people's productivity stems from volume.
Touchcard doors - being locked out
But what if your backup battery does fail? I think it would be useful to have an external "power in" socket to allow you to get your touchcard door working again without having to break down the door to sort out the power problems.
Subscribe to:
Posts (Atom)