Ambient media is any device or sensory input method that gives the user periphery information. That is, information their brain can process without really being aware of it. A good example is scent provision, which provides subtle clues without distracting user eyeball focus.
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An introduction to the notion of expanding the working environment through 'ubiquitous media' such that offices disparate across the country, or multinationally, still function as one office both computationally and physically.
The Media Vehicle, is a serious take on VR interfacing, however it is not a serious commercial device. The unit is, for lack of a better phrase, an ?art tool?. It exists to showcase what is currently possible in 2009, not as a device which expects a practical market.
This article forms a refreshing counter-stance to the hype regarding suicide of a player, one of the much-discussed cases of 2002 - that of Shawn Wooley, who killed himself after playing EverQuest. A connection, or just media Hype? Media Hype.
This podcast is in the main, created for advertisers by media advertiser specialists. It focusses on augmented reality in the main, but discusses some virtual reality initiatives as well. It shows how AR can really push a product and get customers excited about it in ways other media cannot. It also shows everyone else, how advertising can be seen as a positive vector for the mainstream uptake of this technology.
A novel and very practical use for an iPhone as an auxiliary hearing aid has been developed. The soundAMP program takes control of the iPhone, and essentially uses the in-built microphone to boost ambient noise levels.
Thermoelectric generators convert ambient heat into electrical power, providing a means to run sensor systems without relying on batteries, anywhere where there is a heat differential present. Unfortunately, until now it has never been possible to 3D print them, meaning their inclusion increased the cost of sensor systems, dictated design aspects, and prevented them from being manufactured in a single print run. None of these factors are entirely applicable any longer.
As a game designer or new media storyteller, you know that the story is everything. However, figuring out how to tell it interactively-and in a way that keeps your audience coming back for more-can be challenging.
Light cycles are an icon of VR, that crop up again and again, in all manner of media. Two-wheeled motorcycles that leave a solid wall of light behind them, as a type of exhaust.
Written from a layperson's standpoint, this summarising article takes a good overview of the changes to traditional business models of all kinds, offered by virtual environments.
Industry News containing the Term Ambient Media:
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27th June 2007, London, UK.
The Second Life Masterclass takes place in London as part of Enterprising Games Week.
Venue: Council Chamber at RIBA
Price per Masterclass: Early Bird (before 21st May...
Tiny digital projectors for cellphones and portable media players are in the works, able to project video on any smooth surface.
The microprojectors, still in prototype, use light-emitting diodes, lasers or a combination of ...
Serious Virtual Worlds '07: First European Conference on the Professional Applications of Virtual Worlds
13 - 14 September 2007
The Serious Games Institute, Coventry, UK
The Serious Games Institute and Ambient Performance announce the first Serious Virtual Worlds conference.
21-23 June 2009,
The 14th Annual International CyberTherapy and CyberPsychology Conference (CT14) brings together researchers, clinicians, policy makers and funding agencies to share and discuss advanc...
A fireside chat, sharing photos with granddad, a family get-together to play Monopoly on a Sunday afternoon? Digital media designed for the individual has hastened the demise of collective social events, but it could also enable their reviv...