Cartagen is a set of tools for mapping, enabling users to view and configure live streams of geographic data in a dynamic, personally relevant way. Today's mapping software is largely based on static data sets, and neither incorporates the time dimension in its display nor provides for real-time data streams.<!--break-->
Cartagen, built in HTML5, and viewable on mobile devices such as the iPhone and Android platforms, helps users to analyze and view shared geodata from multiple sources.
How Do I Use It?
http://cartagen.org/ is a demonstration of the latest version of Cartagen – use it to experiment with the technology, explore the world, and create you own maps! In addition, you can download Cartagen and use it on your own website, or read and change the code to fit your needs. More at Getting Started.
No Park is a website for people interested in the hidden politics of the urban environment; the way public space is appropriated for art making; and how people re-interpret the urban landscape for recreation and pleasure. Here you will find guides for parkour, buildering, weird architecture, public art, hidden green space, and the politics of our cities.
Functionality includes publicly accessible wiki, video sharing, and collaborative mapping. Goals include a more robust mobile interface for smart-phones, i.e. full integration with existing map applications; txt2wiki conversion for adding data via text message while mobile and without a browser; and an interface for visually marking paths for rock climbing on building facades through a web based image editor and database.
Scratch is a new programming language that makes it easy to create your own interactive stories, animations, games, music, and art -- and share your creations on the web.
Scratch is designed to help young people (ages 8 and up) develop 21st century learning skills. As they create Scratch projects, young people learn important mathematical and computational ideas, while also gaining a deeper understanding of the process of design.
How do I see the world? How do you see the world? How can we understand each other, solve problems collaboratively, and express ourselves?
beyond the looking, to the seeing is a workshop in seven parts that explores these questions through programming, storytelling, and perspective-taking activities. The purpose of this document is to share the workshop’s approach with other educators, and to provide getting-started guidance.
September 11th showed us we're vulnerable. We are not immune to terrorism; we are part of the battleground. But its horror also showed us our strength. That a city scared to death can be courageous. We all can be heroes. To keep us safe, the New York Metropolitan Transit Authority told us to look for signs of danger, and report them. We think we should also look for signs of courage. We call them hero reports.
Quickvotes are about finding your choices quickly, in order of preference. They are like polls but are built on Selectricity’s heavy-duty election machinery. They can be created in under a minute and voted on in just a few seconds.
QuickVotes are meant for simple, quick decisions. They are not limited to registered lists of voters. They support simple lists of options -- no pictures, no position statements, and no long descriptions. They are simple enough to decide where a group is going to dinner, what you're going to name a project, or when to have a group meeting.
Funded by the MIT Center for Future Civic Media, TimeLab 2100 is a new Augmented Reality (AR) game. TimeLab 2100 was designed to create a participatory educational experience, leveraging existing AR technology in which participants consider and discuss local issues of scientific and societal significance (and potentially prompting civic media and citizen/political action). Playing TimeLab 2100 takes approximately 2-3 hours.
Many Eyes is a bet on the power of human visual intelligence to find patterns. Our goal is to "democratize" visualization and to enable a new social kind of data analysis. Jump right to our visualizations now, take a tour, or read on for a leisurely explanation of the project.
All of us in CUE's Visual Communication Lab are passionate about the potential of data visualization to spark insight. It is that magical moment we live for: an unwieldy, unyielding data set is transformed into an image on the screen, and suddenly the user can perceive an unexpected pattern. As visualization designers we have witnessed and experienced many of those wondrous sparks. But in recent years, we have become acutely aware that the visualizations and the sparks they generate, take on new value in a social setting. Visualization is a catalyst for discussion and collective insight about data.
We all deal with data that we'd like to understand better. It may be as straightforward as a sales spreadsheet or fantasy football stats chart, or as vague as a cluttered email inbox. But a remarkable amount of it has social meaning beyond ourselves. When we share it and discuss it, we understand it in new ways.
Location
Cambridge, MA
United States
Organization:
IBM Watson Research Center, Collaborative User Experience (CUE) Research group