David Merrill ist der Erfinder der Siftables. Grossartige kleine interaktive Bausteine, unendliche Möglichkeiten, keine Bedienungsanleitung notwendig.
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David Merrill ist der Erfinder der Siftables. Grossartige kleine interaktive Bausteine, unendliche Möglichkeiten, keine Bedienungsanleitung notwendig.
Sifteo Cubes(Siftables)
Sifteo Cubes는 인터렉티브 게임 플랫폼으로 터치 스크린을 가진 1.5인치 크기의 블럭들을 흔들거나, 누르거나, 기울이거나, 돌리거나 또는 블럭들을 인접 시키는 것으로 사용자나 블럭들과 상호작용한다.
Sifteo Cubes은 다양한 게임을 지원하며 여러가지 게임을 다운로드 받아 즐길 수 있다. 대부분의 게임들은 7세 이상을 목표로 하고 있으며, 놀이를 하는 동안 사고, 공간추론, 전략, 협력, 도형인지 능력을 개발하는 것을 독려하기 위해 제작 되었다.
MIT 미디어랩의 Siftables으로 부터 시작 된 Sifteo Cubes는 2009년 프로토타입이 공개 되었다. 정식 제품은 2011년 CES에서 공개 되었으며 2012년 게임 기능이 향상 된 제품이 출시 되었다.
아이들에게 스마트폰을 쥐어주는 것 보다 레고 처럼 실제 사물을 만지며 놀 수 있는 Sifteo Cubes를 가지고 놀도록 해주는 것이 더 좋지 않을까?
웹사이트: http://www.sifteo.com
Image Credits: http://www.sifteo.com
이 저작물은 크리에이티브 커먼즈 저작자표시-비영리-변경금지 3.0 Unported 라이선스에 따라 이용할 수 있습니다.
Siftables Equation Editor
Toy Tiles That Talk to Each Other David Merrill
NEXT USER INTERFACES
1. #Gestures_Infterface: #G_speak (Minority Report)
2. #Brain_Computer_Interface: #EPOC Neuroheadset
3. #OLED_Display_flexible
4. #Augmented_Reality
5. #Voice_User_Interface
6. #Tangible_User_Interface: #Microsoft_Surface_1
7. #Wearable_Computer: #SmartWatch
8. #Sensor_Network_User_Interfae: #Siftables
Sifteo Cubes
Sifteo cubes connect wirelessly to a nearby computer via a compact USB radio link, and can hold up to 4 hours of play on a single charge. Our SiftRunner desktop software is your command-center: browse and play your games, create your own with the Sifteo Creativity Kit™, and find more in the Sifteo store! The included Sifteo charging dock can recharge up to six cubes at once, and can house your cubes and USB link when not in use.
Each Sifteo cube packs a clickable, full color LCD display, a variety of motion sensors and a rechargeable battery into a sturdy 1.5 inch block – perfect for hands of all ages to grab and play with.
July 1st, 2011 Dear Connectivity,
With cellular networks entering their '4th generation' and wi-fi networks permeating sidewalks, it is without a doubt that ubiquitous connectivity is near. Currently, however, this connectivity is dedicated to primary devices: desktops, laptops, smartphones and tablets, and increasing secondary devices and appliances such as TVs, gaming consoles, digital radios, fridges etc.
But an emerging trend is existing with the connectivity of more speciality devices; both connectivity to the web and to each other. Two examples that come to mind are Siftables (or Sifteo Cubes) by David Merrill and Spotify Radio by Jordi Parra.
What attracts me to these devices is how they take existing tangible interactions (think about sorting through photos on a table or choosing CDs from a shelf) and augments them with this connected, digital layer. But most importantly, an invisible layer. The devices don't reveal their connectivity through set up processes or indicator lights. It just happens, naturally. It has the same 'magical' qualities the iPad had when it was first released (in only a year that magic has all but 'gone'). The iPad took something we knew (an A4 sized media consumption device) and augmented it through it's digital capabilities (the ability to scroll and zoom, for photos to turn into videos, for variable layouts relative to orientation).
I hope people play with you a lot more next year.
Love, Barton Smith
P.S.: The Internet of Things
Like, whoa.