Everyware: The Matter of the Immaterial

The brief for “Everyware” is entitled “The Matter of the Immaterial”, and is focused around ubiquitous computing and making the intangible tangible. I took this idea and used it as a starting point for some research into what is already available.




Ultrahaptics development kit (Ultrahaptics, 2015)

Ultrahaptics is a startup company focused on making the virtual world physical. Using an array of ultrasonic projectors and hand tracking, users can feel & interact with virtual environments, as well as feel real tactile feedback without the need for wearing or holding special equipment. (Ultrahaptics, 2017) Read more on my other blog post.


Ultrahaptics Diagram  (Ultrahaptics, 2015)

Ultrahaptics follows a similar concept to the Geomagic Touch X 3D pen (Previously known as Sensable Phantom Desktop), which I have used!



DaisyPi system (DaisyPi, 2017)

The Daisy Pi is a Raspberry Pi powered home monitoring system. It is fitted with multiple sensors including temperature, light intensity and humidity. It is also capable of capturing audio and video feeds, which can be accessed remotely by devices such as mobile phones or tablets. (Lopez, 2017)



Moon up close (Designboom, 2014)

Moon is an interactive installation piece created by Olafur Eliasson and Ai Weiwei. It invites viewers from around the globe to draw and explore a digital “Moonscape”. (Feinstein, 2014)

Eliasson and Weiwei’s work is focused around community and the link between the online and offline world. (Austen, 2013)

Over the course of its 4 years of existence, Moon grew from simple doodles and drawings, to collaborations & clusters of work, such as the “Moon Elisa”, where multiple users came together to recreate the classic Mona Lisa painting. (Cembalest, 2013)

“The moon is interesting because it’s a not yet habitable space so it’s a fantastic place to put your dreams.” – Olafur Eliasson, on Moon (Feinstein, 2014)

Illuminating Clay

Illuminating Clay is a platform for exploring 3D spatial models. Users can manipulate the clay into different shapes (even adding other objects), and using a laser scanner and projector, a height map is projected back onto the surface. It can also be used to work out data such as travel times and land erosion.  (Piper et al., 2002)

Physical Telepresence


Interaction through Physical Telepresence (Vice, 2015)

Physical Telepresence is a work created by students at MIT, based around shared workspaces and remote manipulation of physical objects. (Leithinger et al., 2014) The work consists of a pin-based surface that can be used to interact with physical objects. (Pick, 2015)

Near Field Creatures

Near Field Creatures is a game made by students as a part of the mubaloo annual appathon at Bristol Uni. Users scan NFC tags (such as in certain student cards) and collect different animals of differing values. These collected animals can then be used to compete with other users. (Mubaloo, 2015)

Pico is an interactive work that explores human-computer interaction, allowing people and computers to collaborate in physical space. Pico is interacted with by use of pucks, which can be used by both the computer and the user. (Patten, Alonso and Ishii, 2005)

PICO 2006 from Tangible Media Group on Vimeo. (Pico 2006, 2012)




Ultrahaptics (2015). Ultrahaptics Development Kit. [image] Available at: http://www.ibtimes.co.uk/ultrahaptics-bringing-sensation-touch-virtual-reality-1489289 [Accessed 28 Oct. 2017].

Ultrahaptics. (2017). Ultrahaptics – A remarkable connection with technology. [online] Available at: https://www.ultrahaptics.com/ [Accessed 28 Oct. 2017].

Ultrahaptics (2015). Ultrahaptics diagram. [image] Available at: http://electronics360.globalspec.com/article/5907/touch-control-with-feeling [Accessed 28 Oct. 2017].


DaisyPi (2017). Daisy Pi Unit. [image] Available at: https://www.slideshare.net/howtoweb/valerian-banu [Accessed 28 Oct. 2017].

Lopez, A. (2017). Daisy Pi | The home monitoring e-flower. [online] Daisypi.ro. Available at: http://daisypi.ro/ [Accessed 28 Oct. 2017].


Designboom (2014). Moon close up. [image] Available at: https://www.designboom.com/art/ai-weiwei-olafur-eliasson-give-rise-to-moon-interactive-artwork-11-26-2013/ [Accessed 30 Oct. 2017].

Feinstein, L. (2014). Make Your Mark On The Moon With Olafur Eliasson and Ai Weiwei. [online] Creators. Available at: https://creators.vice.com/en_uk/article/yp5zkj/make-your-mark-on-the-moon-with-olafur-eliasson-and-ai-weiwei [Accessed 30 Oct. 2017].

Cembalest, R. (2013). How Ai Weiwei and Olafur Eliasson Got 35,000 People to Draw on the Moon | ARTnews. [online] ARTnews. Available at: http://www.artnews.com/2013/12/19/how-ai-weiwei-and-olafur-eliasson-got-35000-people-to-draw-on-the-moon/ [Accessed 30 Oct. 2017].

Austen, K. (2013). Drawing on a moon brings out people’s best and worst. [online] New Scientist. Available at: https://www.newscientist.com/article/dn24702-drawing-on-a-moon-brings-out-peoples-best-and-worst/ [Accessed 30 Oct. 2017].


Piper, B., Ratti, C., Wang, Y., Zhu, B., Getzoyan, S. and Ishii, H. (2002). Illuminating Clay. [online] Tangible.media.mit.edu. Available at: http://tangible.media.mit.edu/project/illuminating-clay/ [Accessed 30 Oct. 2017].


Vice (2015). Interaction with Physical Telepresence. [image] Available at: https://motherboard.vice.com/en_us/article/ae3598/watch-a-robotic-floor-play-with-blocks [Accessed 30 Oct. 2017].

Leithinger, D., Follmer, S., Olwal, A. and Ishii, H. (2014). Physical Telepresence. [online] Tangible.media.mit.edu. Available at: http://tangible.media.mit.edu/project/physical-telepresence/ [Accessed 30 Oct. 2017].

Pick, R. (2015). Watch a Robotic Floor Play with Blocks. [online] Motherboard. Available at: https://motherboard.vice.com/en_us/article/ae3598/watch-a-robotic-floor-play-with-blocks [Accessed 30 Oct. 2017].


Mubaloo. (2015). Mubaloo and Bristol University hold third annual Appathon. [online] Available at: http://mubaloo.com/mubaloo-bristol-university-hold-third-annual-appathon/ [Accessed 28 Oct. 2017].


Patten, J., Alonso, J. and Ishii, H. (2005). PICO. [online] Tangible.media.mit.edu. Available at: http://tangible.media.mit.edu/project/pico/ [Accessed 30 Oct. 2017].

Pico 2006. (2012). MIT: MIT Tangible Media Group. Available at: https://vimeo.com/44539342


Netscapes: Week 1 – Part 3: Related Technologies

Web-related technologies that could be used for this project:

  1. IBM Watson
    IBM Watson is a service platform for AI. It consists of tools such as image recognition, tone analysis & voice recognition. It is easily accessible and can be used with Node-RED and other platforms, as well as used with programming languages such as Python or Java. This could be useful for projects where you need AI services but don’t have time (or knowledge)to build and train an AI system; such as recognising & responding to images sent in a tweet. This is especially useful when working in a very short time-frame.
  2. Unity
    Unity is a tool for building games, that has an inbuilt platform for creating AR apps. It can be used cross-platform (IOS & Android), and has third-party extensions/compatibility such as Vuforia(an AR building platform) and support for Google cardboard. This is useful for our project, as it allows you to rapidly build and test AR apps on a wide range of devices. Since Unity and Vuforia are free, and we have previous experience working with them, this makes them a natural choice as a creative tool for our project.
  3. Node-Red
    Node-Red is a visual flow-based platform for development, built on Node.js. It can be used to easily and rapidly build code that incorporates tools such as IBM Watson, without the need for large amounts of coding. It can also be used in conjuction with other web based services (such as MQTT) or Raspberry Pi/arduino/NodeMCU. This could be used to drastically speed up production without the need for as much coding work, and can bridge the gap between online services such as IBM Bluemix & Physical devices.

Netscapes: Week 1 – Part 2: Inspirations

AI & Deep Learning



Virtualitics AR office space (Virtualitics, 2017)

Virtualitics is a cross-platform application that merges AI, Big Data & AR/VR. The program features deep learning to transform big data into easily understandable reports and data visualisations within a shared virtual office, helping companies to grow. (WIRE, 2017)

Typically, analysing big data is no easy task. When using large amounts of data, even with visualisation technology, it can be difficult to pick out useful information. The Virtualitics platform uses AI to manage this, by means of algorithms that determine which metrics matter depending on what you are most interested in learning from that data. (Siegel, 2017)

The Virtualitics platform acts as a base for presenting and analyzing big data, and can allow for up to 10 dimensions of data to be shared, giving companies a competitive edge.  (Takahashi, 2017)

The platform could be applied to many different applications, ranging from industries such as Universities or Hospitals, and has already been successfully applied to finance and scientific research applications. (Team, 2017)


  • Highly interactive environment
  • Can be used in multiple business applications and settings
  • Makes big data accessible to everyone – even those who are untrained can easily access data.
  • Simple and easy to use, automatically turns data into useful graphs based on what you want to learn from it.


  • 3D VR office space may not be be appropriate for all applications.
  • VR headsets can be expensive – If the platform requires multiple headsets (such as the shared office space) this could end up being quite costly for a company.

Augmented Reality



Ultrahaptics development kit (South West Business, 2016)

Ultrahaptics is a startup company based around allowing users to feel virtual objects in a physical sense. By using ultrasonic projections and hand tracking, users can feel & interact with virtual environments, as well as feel real tactile feedback without the need for wearing or holding special equipment. (Ultrahaptics, 2017)

  • rsz_142
    Ultrahaptics diagram (Ultrahaptics, 2015)

The system is built using an array of ultrasound emitters in conjunction with motion sensors. Haptic feedback is created by first defining a a space in which to model the acoustic field. Within this field, focus points are created, that have differing types & intensities of feedback. (Kevan, 2015) This can allow for users to use both hands simultaneously or to interact with multiple objects.(Kahn, 2016)


  • Highly Interactive – encourages user engagement
  • Can be used in multiple applications
  • Could make other AR and VR apps more immersive when used together
  • All in one development kit, tools and support.
  • Possibility to create multiple “objects” within 3D space.


  • In certain applications, physical buttons could be more appropriate
  • Users can still “push through” objects – they can be felt, but are not solid.
  • The platform can (and does!) create noise and vibrations, whilst work is being done to minimize this, it will most likely always be present.

Whilst this sort of technology is still in its infancy, it offers a promising insight into the future of interactive technologies. In future, it could be applied to uses such as 3D sculpt modelling and similar applications, or making much more immersive VR and AR experiences.



Digilens in-car HUD (Digilens, 2017)

Digilens combines AR and holographic technologies. They build AR screens for use in multiple applications, including inside car windshields and in aeroplanes. These screens can display real-time data, enhancing driver awareness and safety. (DigiLens, Inc., 2017)


  • Fully customisable displays.
  • Wide range of uses, both commercial and private.
  • Can enhance driver awareness & Road safety
  • Less bulky than tradition displays


  • Could be distracting for drivers by taking their view away from the road
  • Cost of building and adding to cars

Interactive Art

After Dark
The Workers, 2014


Robot from After Dark, Tate Britain, 2014 (The Workers, 2014)

After Dark is an exhibition piece built using Raspberry pi. It allows viewers to take control of & drive a robot, exploring the exhibitions of TATE Britain via live video feed after closing time. (Afterdark.io, 2014)

It was created as a way to engage new audiences in art; allowing them to explore the exhibitions without even having to set foot inside the building. Whilst viewers were driving the robots, art experts provided live commentary, providing new insights and engagement into the pieces on display. (The Workers, 2014)

The robots were fitted with cameras and lighting, as well as sensors to ensure they could navigate the galleries without complication. (Tate, 2014)


  • Highly Interactive – encourages user engagement.
  • Acts as a platform for learning and exploration.
  • Live art expert commentary makes the experience more than just “driving a robot”.


  • Could be costly to build & run
  • Battery powered robots – battery life is always a concern, particularly when these robots are connected to the internet and streaming for multiple hours.
  • Special measures must be taken to ensure damage to museum exhibits doesn’t happen.

Whilst this is an interesting idea, it is important to note that virtual museum tours already exist (such as video tours or even VR tours, which also sometimes provide commentary), and the act of driving the robot could be considered nothing more than a gimmick.

Zach Gage, 2016


Installation View (Gage, 2016)

Glaciers is an installation piece built using 40 Raspberry Pi systems, exploring the interactions between digital platforms(In this case search engines) and humans. They are programmed to take the top 3 autocomplete suggestions that follow various phrases, and display them on a screen, creating odd poetry that reflects the nature of the modern age. (Bate, 2016)

Although the screens appear static, the phrases are updated once a day based on the most popular auto-completes. Due to the nature of this, the poems could change daily, but are unlikely to. (Gage, 2016)


“He Says” by Zach Gage, part of “Glaciers” (Gage, 2017)


  • Relatively cheap and simple to build – Technology behind it is relatively cheap and easy to come by.
  • Simplistic nature
  • Concept understandable to most viewers


  • Not interactive
  • Due to the nature of Google autocomplete, poems do not change often (sometimes not at all)

Further images of Glaciers can be seen here.



Virtualitics (2017). Virtualitics office space. [image] Available at: https://www.virtualitics.com/ [Accessed 28 Oct. 2017].

WIRE, B. (2017). Virtualitics Launches as First Platform to Merge Artificial Intelligence, Big Data and Virtual/Augmented Reality. [online] Businesswire.com. Available at: http://www.businesswire.com/news/home/20170126006150/en/Virtualitics-Launches-Platform-Merge-Artificial-Intelligence-Big [Accessed 28 Oct. 2017].

Virtualitics (2017). Virtualitics [online] Available at: https://www.virtualitics.com/ [Accessed 28 Oct. 2017].

Siegel, J. (2017). How this Pasadena startup is using VR and machine learning to help companies analyze data. [online] Built In Los Angeles. Available at: http://www.builtinla.com/2017/05/05/virtualitics-vr-data-science [Accessed 28 Oct. 2017].

Takahashi, D. (2017). VR analytics startup Virtualitics raises $4.4 million. [online] VentureBeat. Available at: https://venturebeat.com/2017/04/10/vr-analytics-startup-virtualitics-raises-4-4-million/ [Accessed 28 Oct. 2017].

Team, E. (2017). Virtualitics: Caltech & NASA Scientists Build VR/AR Analytics Platform using AI & Machine Learning – insideBIGDATA. [online] insideBIGDATA. Available at: https://insidebigdata.com/2017/08/05/virtualitics-caltech-nasa-scientists-build-vrar-analytics-platform-using-ai-machine-learning/ [Accessed 28 Oct. 2017].



South West Business (2016). Ultrahaptics development kit. [image] Available at: http://www.southwestbusiness.co.uk/regions/bristol/meteoric-rise-of-ultrahaptics-continues-as-bristol-firms-incredible-touchless-tech-is-about-to-go-mainstream-07122016090019/ [Accessed 28 Oct. 2017].

Ultrahaptics. (2017). Ultrahaptics – A remarkable connection with technology. [online] Available at: https://www.ultrahaptics.com/ [Accessed 28 Oct. 2017].

Ultrahaptics (2015). Ultrahaptics diagram. [image] Available at: http://electronics360.globalspec.com/article/5907/touch-control-with-feeling [Accessed 28 Oct. 2017].

Kevan, T. (2015). Touch Control with Feeling | Electronics360. [online] Electronics360.globalspec.com. Available at: http://electronics360.globalspec.com/article/5907/touch-control-with-feeling [Accessed 28 Oct. 2017].

Kahn, J. (2016). Meet the Man Who Made Virtual Reality ‘Feel’ More Real. [online] Bloomberg.com. Available at: https://www.bloomberg.com/news/features/2016-02-03/uk-startup-ultrahaptics-is-making-virtual-reality-feel-more-real [Accessed 28 Oct. 2017].


Digilens (2017). Digilens car HUD. [image] Available at: http://www.digilens.com/products/autohud/ [Accessed 29 Oct. 2017].

DigiLens, Inc. (2017). Home – DigiLens, Inc.. [online] Available at: http://www.digilens.com/ [Accessed 29 Oct. 2017].


The Workers (2014). After Dark Robot. [image] Available at: https://theworkers.net/after-dark/ [Accessed 28 Oct. 2017].

Afterdark.io. (2014). After Dark. [online] Available at: http://www.afterdark.io/ [Accessed 28 Oct. 2017].

The Workers. (2014). The Workers: After Dark. [online] Available at: https://theworkers.net/after-dark/ [Accessed 28 Oct. 2017].

Tate. (2014). IK Prize 2014: After Dark – Special Event at Tate Britain | Tate. [online] Available at: http://www.tate.org.uk/whats-on/tate-britain/special-event/ik-prize-2014-after-dark [Accessed 28 Oct. 2017].


Gage, Z. (2016). Installation View. [image] Available at: http://www.postmastersart.com/archive/gage16/install1.html [Accessed 28 Oct. 2017].

Bate, A. (2016). Using Raspberry Pi to Create Poetry. [online] Raspberry Pi. Available at: https://www.raspberrypi.org/blog/autocomplete-poetry/ [Accessed 28 Oct. 2017].

Gage, Z. (2016). ZACH GAGE – Glaciers @ Postmasters: March 25 – May 7, 2016. [online] Postmastersart.com. Available at: http://www.postmastersart.com/archive/gage16/gage16direct.html [Accessed 28 Oct. 2017].

Gage, Z. (2017). He Says. [image] Available at: http://www.postmastersart.com/archive/gage16/hesays.html [Accessed 28 Oct. 2017].

Netscapes: Week 1 – Part 1: Related Reading

Kipper, G. and Rampolla, J. (2012). Augmented reality: An Emerging Technologies Guide to AR Waltham, MA: Syngress.

Kipper & Rampolla’s book offers a look into how AR can be used on a number of platforms (including mobile and desktop) and across industries. It discusses how AR can be used for both education and gaming purposes, and gives insight into security and other issues developers may encounter. The text provides a range of examples of uses in public and private scenarios, and gives examples of how this technology can be used to improve not only our careers, but our daily lives.

Ribas, D. (2017). Building Cognitive Applications with IBM Watson Services. 1st ed. [S.l.]: IBM Redbooks.

The first book in a series giving insight into building AI based applications using IBM’s Watson platform, written by IBM themselves. This book outlines how the platform works and how it can be used in real life applications.

The book provides examples of code and explanations, and explains how the Watson services can be manipulated to cater to individual needs and different purposes, such as in the case example of DeepQA. This is done by discussing the creation of a new system to use for “Jeopardy!”, where Watson AI competed against human competitors in the game show.

Kwastek, K. (2013). Aesthetics of interaction in digital art. Cambridge, MA: MIT Press.

Kwastek’s book discusses how interaction has been and continues to be an important part of installation and performance artwork. It looks into the history of interactive art in its various forms, starting from the 1960’s, and brings it into a modern context, referring to the rising creation of digital art.

The text gives theoretical insight into the creation of interactive artworks, using case studies to help illustrate her ideas and offer new perspective into the creation of this type of art.

Candy, L. and Ferguson, S. (2014). Interactive experience in the digital age. 1st ed. Cham, Switzerland: Springer International Publishing.

This book gives an insight into the creation of interactive experiences within modern art. The book explores the diverse ways in which interactive art can be created, and how interactive media can enhance the experience of artwork for a viewer. It takes research from human computer interaction and applies this to the field of digital arts.

The text also features insights from professionals such as artists, entrepreneurs, designers and creators.

Venture Culture: Week 4 – Practise Pitch

Today we tried our hand at creating our own elevator pitches based on our individual ideas. This is just a starting point — we will later be developing & refining them, tailoring them as we further develop our product(s).

I started out by taking my nascent idea, picking out the most important points and rewriting it in a way that is short and punchy, whilst engaging to the audience. The storyboard/planning for my pitch can be viewed here.

Below is our group practise pitch video:

Ways to improve the pitch (Based on audience feedback):

  • Be concise – Stick to the key points, keep it short. All our pitches were a little long – A shorter pitch is punchier and won’t lose the listener’s interest.
  • Be competent/confident – Know what you are trying to say and what you are trying to sell and be sure you can confidently talk about it. Remember key points such as statistics and use this as a starting point, the rest can be ad-libbed!
  • Don’t spend to long looking at notes (or phone) – Eye contact is engaging to the audience and is key to keeping their interest. Nobody wants to listen to someone talking to their phone or a piece of paper!
  • Directly Address the audience with questions or a story – Make the problem “theirs” so you can sell the product to them. Make them realise the issue effects them too, and show them that your product is the way to solve it!

“The purpose of a pitch is to stimulate interest, not to close a deal.”
― Guy Kawasaki, The Art of the Start (Kawasaki, 2014)


Kawasaki, G. (2014). The art of the start. New York: Portfolio.

Venture Culture: Week 3 Part 2 – The Elevator Pitch

What is an Elevator Pitch?

An elevator pitch is a concise introduction to your business goals and values, which is typically only 30 seconds long.

  • What is the objective of your pitch? An effective pitch should be made with a specific goal in mind.
  • Explain what you do and your USP – focus on the problem being solved, using a little information or statistics to help (but don’t overdo it!) (Mindtools.com, 2017)
  • A good pitch should be tailored to whoever is hearing it (HuffPost, 2017) – for example, if I was pitching my blue light product to a school, I would focus on the particular damaging effects of blue light on children’s eyes. However, the main message should remain the same.
  • You shouldn’t be forcing someone into supporting your company or buying a product – A good pitch should act as a conversation starter, not a conversation killer. (Mindtools.com, 2017)
  • Engage your Audience with a Question – This will involve them and make them think about how your product or service will help them. (Mindtools.com, 2017)


My Elevator pitch

Your brain is being damaged every day – and you don’t even realise.
Harmful blue lights are used everywhere. It can lead to serious health issues. How many artificial lights do you come into contact with every day?

A lot of existing solutions are inefficient and don’t combat the main source. Our lights adjust automatically, meaning you are properly protected, without having to bat an eye.



HuffPost. (2017). Top 7 Tips for Crafting the Best Elevator Pitch. [online] Available at: https://www.huffingtonpost.com/entry/top-7-tips-for-crafting-the-best-elevator-pitch_us_59a02e80e4b0d0ef9f1c1324 [Accessed 24 Oct. 2017].

Mindtools.com. (2017). Crafting an Elevator Pitch: Introducing Your Company Quickly and Compellingly. [online] Available at: https://www.mindtools.com/pages/article/elevator-pitch.htm [Accessed 25 Oct. 2017].

Venture Culture: Week 3 – Distill & Develop (Nascent Idea)

Nascent Idea –
The hidden danger of the modern age

Your brain is being damaged on a daily basis – and you probably don’t even know about it.

We wear sunglasses to protect our eyes from harmful solar rays, but often don’t even think about other sources of damage. What about screens and other sources of harmful blue light? How many devices and artificial lights do you come into contact with on a daily basis?


Laptop screens are a source of Blue light (Getty Images, 2017)

White LEDs and fluorescent lightbulbs are frequently used in offices and homes, and their use is on the rise. (Dunbar and Melton, 2017) It is commonly used in TVs, computer screens, and devices such as phones and tablets. (Czeisler, 2017) This type of lighting is rich in shortwave blue light, which the retina is more sensitive to, and is the same as the harmful rays produced by the sun (Dunbar and Melton, 2017) Research has shown that retinal damage is caused by even short-term exposure to blue light. (Kitchel, 2017) This constant exposure to blue light accumulates over time and damages retinal cells, leading to cell death and resulting conditions. (Dunbar and Melton, 2017)

Blue light-emitting devices can also lead to sleep disorders, as it directly affects levels of melatonin (a hormone associated with sleep and circadian rhythm) much more than other wavelengths. (Sleepfoundation.org, 2017)  Reading from such devices, particularly at night, can prevent users from falling asleep and reduce the amount of restful sleep. (Sleepfoundation.org, 2017) On top of this, studies suggest having lower levels of melatonin could even lead to conditions such as cancer. (Harvard Health, 2017)


(Eye Emporium, 2017)

Who is at risk?

Everyone — but children are most at risk. As the lens of the eye ages, it yellows, producing minor protection against UV & blue light (although not adequate to protect from the amount encountered on a daily basis). Children do not yet have this yellowing, so blue light which enters the eye will hit the retina at full strength, damaging both the lens and the retina. (Kitchel, 2017)Studies have shown that 72% of children under the age of 8 have used blue-emitting devices; over one-third of those being under the age of 2. (Eye site on wellness, 2017)

70% of children have some type of technology in their bedroom responsible for release of blue light.T his leads to an increase in numbers of young people suffering from retinal stress, leading to earlier onset of conditions such as trouble sleeping and functioning in school, and even leads to long-term conditions such as chronic eye disease. (Davis, 2017)

What can we do about it?

Whilst apps to “fix” blue light already exist, such as f.lux for Desktop PCs (justgetflux, 2017), twilight for Android Devices (Twilight.urbandroid.org, 2017), and Nightshift for IOS devices (Apple Support, 2017) — this only blocks blue light some of the time, and in most cases means having to install multiple apps across platforms you might come into contact with.

Other non-digital solutions exist, such as Blueberry blue light filtering glasses (Blueberryglasses.uk, 2017) and blue light filtering screen protection (Ocushield: Blue Light Screen Filter | Blue Light Screen Protector, 2017)

These are clunky, inefficient and difficult ways to deal with the problem, and mostly only deal with the screen-side of the issue. In an age where everything is instant, most people don’t want to take the time out of their busy daily lives to set up or even think about it.

Our Product:

When you are busy with your day-to-day life, or head home after a long day of work, the last thing you think about is “Are these lights damaging my eyes right now?”

Automatic lighting for home/office/schools .etc reduces the amount of harmful rays emitted at all times of day, and automatically changes colour temperature inside the building at sunset times — increasing productivity (you can’t work properly if you’re not sleeping properly) and reducing the amount of eye damage and related problems caused on a daily basis.
This automatic solution means that your eyes are protected without you even having to think about it. It offers protection for children’s sensitive eyes and promotes healthier sleeping patterns. (Davis, 2017)


Getty Images (2017). Laptop. [image] Available at: https://www.lifewire.com/reduce-eye-strain-with-blue-light-filter-apps-4134615 [Accessed 30 Oct. 2017].

 Dunbar, M. and Melton, R. (2017). The Lowdown on Blue Light: Good vs. Bad, and Its Connection to AMD. [online] Reviewofoptometry.com. Available at: https://www.reviewofoptometry.com/ce/the-lowdown-on-blue-light-good-vs-bad-and-its-connection-to-amd-109744 [Accessed 21 Oct. 2017].

Harvard Health. (2017). Blue light has a dark side – Harvard Health. [online] Available at: https://www.health.harvard.edu/staying-healthy/blue-light-has-a-dark-side [Accessed 22 Oct. 2017].

Eye site on wellness. (2017). Blues clues: Detecting the effects of blue light on kids’ vision | Eye site on wellness. [online] Available at: http://www.eyesiteonwellness.com/blues-clues-detecting-the-effects-of-blue-light-on-kids-vision/ [Accessed 21 Oct. 2017].

Davis, A. (2017). Doctor: Blue Light From Electronics Can Wreak Havoc On Children’s Sleep. [online] Minnesota.cbslocal.com. Available at: http://minnesota.cbslocal.com/2014/09/15/doctor-blue-light-from-electronics-can-wreak-havoc-on-childrens-sleep/ [Accessed 22 Oct. 2017].

Eye Emporium (2017). Blue Eye. [image] Available at: http://www.eye-emporium.com/the-facts-behind-your-amazing-eyes/ [Accessed 30 Oct. 2017].

Kitchel, E. (2017). Ultraviolet A, Blue Light and Children. [online] Tsbvi.edu. Available at: https://www.tsbvi.edu/seehear/fall99/ultraviolet.htm [Accessed 22 Oct. 2017].

Czeisler, C. (2017). Do iPads and electric lights disturb sleep?. [online] nhs.uk. Available at: https://www.nhs.uk/news/lifestyle-and-exercise/do-ipads-and-electric-lights-disturb-sleep/ [Accessed 22 Oct. 2017].

Sleepfoundation.org. (2017). How Blue Light Affects Kids & Sleep. [online] Available at: https://sleepfoundation.org/sleep-topics/how-blue-light-affects-kids-sleep [Accessed 24 Oct. 2017].

Leif, E. (2017). Teens Are Sleep-Deprived, and Screens Are Why, Study Suggests | American Council on Science and Health. [online] Acsh.org. Available at: https://www.acsh.org/news/2017/10/19/teens-are-sleep-deprived-and-screens-are-why-study-suggests-11989 [Accessed 24 Oct. 2017].

justgetflux. (2017). f.lux. [online] Available at: https://justgetflux.com/ [Accessed 24 Oct. 2017].

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Everyware: Programming AI & IOT

  1.  NodeMCU and MQTT
    First, I wired a NodeMCU board wired up to a rain sensor and an LED. I connected the board up to the MQTT broker, so whenever a certain amount of rain was detected, a message would be published.


    NodeMCU board, with Sensors & LED connected

    Next, I programmed the board to receive messages back from the broker. I connected the board up to a single LED, which would blink when a message with a specific payload was received.

  2.  Image Recognition AI
    I used IBM Watson to create an image recognition system capable of categorizing different dog breeds. Images of dogs (or non-dogs!) can be fed into the system, and the AI reads back information as to what kind of dog it is by percentage likeness.


    IBM Watson recognition

    Next, I connected this up to the MQTT broker, so when a dog breed is detected, it sends a message to the board detailing which breed of dog was seen.

  3.  Chatbots
    I made a basic chatbot capable of taking commands such as “switch on the lights” or “open the window”, and connected it to a personal Slack channel for testing. I then hooked it up to the MQTT broker, and later to the NodeMCU board


    Asking the bot to turn on the light using Slack.

    When you ask the chatbot to “turn on the lights”, the message gets sent to the MQTT broker back to the NodeMCU board, which then turns on an LED. This also works for other commands, such as “Open the window”, which spins a small servo.

    LED on

    LED comes on

Venture Culture: Week 2 – Individual Ideas


  1. automatic lighting
    Related to apps like f.lux. Device that automatically adjusts lighting within the home according to time of day. Reduces the amount of blue light at evenings and night, offering benefits such as better sleep. Must have a manual override.
    Audience: Homeowners, but could work in offices.
  2. Sunlight blocker
    Reactive windscreen glass – blocks out sun where the normal visor can’t; such as side windows. Makes driving safer by reducing glare,  – but wont impede vision of road.
    Audience: drivers, commercial or private.
  3. Uni mobile app – door unlock/library .etc
    Add uni card functionality to the preexisting mobile app; allowing the use of your phone to unlock doors .etc with just a tap, by using inbuilt NFC tech (like beam). Everyone has their phone on them whilst they may not have their card; also means you don’t have to dig your card out of your backpack. Could work in conjunction with card swipe (or tap).
    Audience: Students and staff at University, could be applied to other university’s or businesses.
  4. Wireless laptop charging
    Desk space in uni often comes without easily available plug space — in a course where we often have to use laptops (such as with Raspberry pi’s, which drain your battery even faster), this can cause problems! If the desks had inbuilt charging technology, this would no longer be an issue – you could even leave your charger at home!
    Audience: University, but could be used in businesses or even airports .etc
    Side note: wireless charging on laptops is possible, but would require the laptop to be fitted with wireless charging, which don’t exist except for very rare cases.
  5. Library computer finder
    Live map that shows you which computers are taken within the library  so you can find a free one on a busy day (similar to how some car parks work). Could be displayed on a screen in the library entrance; or could be added to the uni app.
    Audience: University
  6. Music beat finder
    Phone app that uses the inbuilt gyroscope to work out your pace and finds music to match (e.g. for running).
    Audience: general public, mostly runners .etc




Venture Culture Week 1: Part 2 – The Art of the Startup

What do you want to do in the future? Where are your skills?

I would like to work in the creative technology field; possibly either website design or within the film-making industry, and work with new technologies (such as mentioned in part 1). My skills are in website design and management. I am also good at time management when it comes to completing projects.

Entrepreneurial Test


Entrepreneurial test outcome (Psychometric Tests, n.d.)

Achievement Striving

Achievement striving is a person’s internal motivation to achieve outstanding results and their propensity to work hard towards goals. A score of 42 indicates a high level of internal motivation to succeed. You are more driven than the majority of people when meeting goals and striving for achievement. Your work is of very high priority, possibly even at the expense of your own work life balance at times. You are very likely to go the extra mile, and/or undertake additional responsibilities. Despite your high motivation, you may feel that you must achieve even higher results, rarely being satisfied with your own achievements, causing you to strive ever onwards.


Industriousness is a person’s level of persistence, resistance to stress and self-discipline. A score of 40 indicates a high level of industriousness. You are likely to thrive in stressful, challenging situations, possibly finding laidback environments boring. You will have a strong advantage over most people in high pressure environments. You are very unlikely to become distracted or procrastinate, instead opting to continue until the job is done. You are very likely to put in extra work or extra hours when the opportunity arises.


Passion refers to an individual’s emotional intensity, enthusiasm and emotion based decision making. A score of 28 indicates an average level of passion. You use emotional factors as performance enhancers as much as most people. You show about as much enthusiasm for your work as most people. When making decisions, you are likely to use a mixture of intuition, emotional intelligence, rationality and logic. Inspiration, motivation and emotional intelligence are about as important in facilitating job performance as other factors.

Taking Control

Taking control is related to the psychological personality theory of “locus of control”, the extent to which individuals believe they can control events that affect them. A score of 27 indicates an average perceived ability to take control. You are able to take control of situations as confidently as most people. With both positive and negative outcomes, you are equally likely to attribute the cause of these outcomes to either your own ability or to external factors i.e. luck, chance etc.


Creativeness is the use of imagination to develop and implement original and innovative ideas. A score of 33 indicates a fairly high level of creativity. You show a relative preference for generating new ideas and handling complex problems. When addressing issues, you tend to focus on delving deep into the issue rather than focusing on superficial aspects. You are more likely to use abstract and lateral thinking than conventional and traditional thinking when making decisions. (Test, 2013)


Psychometric Tests (n.d.). Entrepreneurial test outcomes. [image] Available at: https://www.psychometrictest.org.uk/entrepreneur-test/ [Accessed 12 Oct. 2017].
Test, P. (2013). Entrepreneur Test – Psychometric Tests. [online] Psychometrictest.org.uk. Available at: https://www.psychometrictest.org.uk/entrepreneur-test/ [Accessed 12 Oct. 2017].