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Ich muss Sie haben :sabber:

Schwebende Maus

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http://www.kibardindesign.com/en/collection/collection-17/levitating-wireless-computer-mouse-bat.aspx
 
Handcarved Glitch-Furniture made from Wood

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Echoes of faraway places and Oriental elements are glimpsed in the “disorienting” design of this storage unit, which seems to have been “deformed” by a strong jolt or by swaying movements. Although it appears to depart from the aesthetics of the past, in fact it draws upon ancient knowledge in the use of carving and fine wood workmanship.

The appeal of this extraordinary piece of furniture lies in its ability to overturn and question classical stylistic principles such as purity, cleanness and symmetry, while evoking a comforting feeling of deja-vù and a sort of primitiveness, matched by unquestionable craftsmanship.

http://www.crackajack.de/2013/03/13/handcarved-glitch-furniture-made-from-wood/
 
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Die Uhr braucht für eine Umrundung genau 1 Jahr und der Zeiger zeigt die Jahreszeiten an.

Kostet 299$ und ist derzeit leider nur in den USA bestellbar....

http://thepresent-2.myshopify.com/products/thepresent
 
Game designer Jason Rohrer designs a game meant to be played 2,000 years from now, hides it in desert

The designer of Passage, The Castle Doctrine and Diamond Trust of London, Jason Rohrer, has developed a game designed to be played by people he'll never know. Rohrer hasn't played it himself, he says, and has buried the game — designed to survive thousands of years — in the Nevada desert, making it likely that no one will ever play it.

It's called A Game for Someone. The game was inspired by ancient board games like Mancala, as well as the architects and builders who, over hundreds of years, constructed religious cathedrals that they themselves would never set foot in, never see completed in their lifetimes.

"I wanted to make a game that is not for right now, that I will never play," Rohrer said, "and nobody now living would ever play."

...

Then he set about manufacturing it. Rattling off a list of board game materials that would be unlikely to last the intended passage of time (wood, cardboard, aluminum, glass), Rohrer ultimately decided to make the game from a resilient metal. He machined the 18-inch by 18-inch game board and the pieces future players will use out of 30 pounds of titanium.

Rohrer laid out the game's rules diagrammatically on three pages of archival, acid-free paper, hermetically sealed them inside a Pyrex glass tube — which were then housed inside a titanium baton — and set about burying them in the earth.

The game is now embedded somewhere in the Nevada desert. Rohrer's not exactly sure where, as he plotted out available public land far enough away from roads and populated areas, hoping to find a suitable, desolate location to hide the game. He buried it in the desert himself, he said, turned around and walked away from the game's indistinguishable resting place.

...

http://www.polygon.com/2013/3/28/4157884/game-designer-jason-rohrer-designs-a-game-meant-to-be-played-2000
 
[vid]http://vimeo.com/63653873[/vid]

heise.de schrieb:
Hyperlapse-Touren durch Google Street View

Die kanadischen Teehan+Lax Labs kombinieren Bilder von Google Streets View zu interaktiven Zeitraffer-Animationen. Sie haben sich das Google Maps API v3, das Google Street View Panorama Utility und die 3D-JavaScript-Bibliothek three.js zunutze gemacht, um mit der eigenen Hyperlapse.js eine Webseite zu bauen, auf der man eigene Touren durch Google Street View zusammenstellen kann. Solche "Hyperlapses" (Raumraffer) sollte man vorzugsweise mit Google Chrome auf einer fixen Maschine zusammenbauen und anschauen.

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