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Text editor -텍스트에디터 : Brackets

 

http://brackets.io/

 

Download : http://download.brackets.io/

 

Brackets is an open-source editor for web design and development built on top of web technologies such as HTML, CSS and JavaScript. The project was created and is maintained by Adobe, and is released under an MIT License.

 

 

 

 

 

 

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Text editor - 텍스트 에디터 : Sublime with TrailingSpaces

 

Sublime : http://www.sublimetext.com/

 └ (plugin) TrailingSpaces : https://github.com/SublimeText/TrailingSpaces

 

 Download :

                   http://www.sublimetext.com/2

                   http://www.sublimetext.com/3

Sublime Text 2.0.1 x64 Setup.exe

 

TrailingSpaces-master.zip

 

Sublime Text

Sublime Text is a sophisticated text editor for code, markup and prose.
You'll love the slick user interface, extraordinary features and amazing performance.

 

Trailing Spaces

A Sublime Text 2 and3 plugin that allows you to…

highlight trailing spaces and delete them in a flash!


 

 

Sublime의 awesome한 기능들.

 

Use Multiple Selections to rename variables quickly.
Here Ctrl+D is used to select the next occurrence of the current word. 

 

단어를 선택한 다음 "Ctrl + D" 를 처음 누르면 선택된 동일 단어 전체 검색.

"Ctrl + D" 를 계속 누르면 동일 단어가 순차적으로 선택되고, 순차적으로 선택된 단어는 동시 수정이 가능하다.

 

 Make batch edits with Multiple Selections.
Here Ctrl+Shift+L is used to split a selection into lines, and each line is then edited simultaneously.

 

영역 선택 후 "Ctrl + Shift + L" 를 선택하면 세로영역 선택이 된다. 세로줄에 커서가 생성됨.

 

 The Command Palette gives fast access to functionality.
Here Ctrl+Shift+P is used to show the Command Palette, "sspy" (short for Set Syntax: Python) is used set the syntax of the current file to Python.

 

"Ctrl + Shift + P"를 누르고 해당 파레트를 선택하면 명령어 파레트를 선택할 수 있다.  

예를 들어 Python의 Syntax를 사용하려면, "Ctrl + Shift + P"를 누르고, "sspy"라고 입력하면 "Set Suntax : Python" 이 선택된다. 선택하고 나면  해당 파일의 구문들이 Python에 맞는 구문색상으로 변경된다.

 

 Use Goto Anything to quickly navigate between files, even in the largest projects.
Ctrl+P shows Goto Anything, and typing then filters on file and directory names.

 

"File" - "Open Folder" 를 해서 폴더를 열었을 경우, 또는 여러 개의 파일이 열려있을 경우 "Ctrl + P"를 누르고 열려 있는 파일 또는 폴더에 존재하는 파일을 검색해서 바로 open 할 수  있다.

 

 Goto Anything can also be used to show a function, line or word within a file.
Type @ after a file name to filter on symbols. More...

 

"Ctrl + P"를 누르고 파일을 검색하는데, 해당 파일이 선택되었을때, 검색어 바로 뒤에 "@"를 입력하면 해당 파일에 존재하는 함수들을 검색 할 수 있다.

 

 

 

 Find and Replace with regular expressions.
Here unwanted whitespace is removed by using the regex " +" to find groups of spaces, which are then selected simultaneously with the Find All button.

 

"Ctrl + F"를 눌러서 "Find and Replace"를 할 경우 "공백(space)"을 입력하고 "+"를 넣으면 해당 공백 사이즈와 동일한 공백을 찾을 수 있고, 삭제 또는 교체 가능하다.

 

 

 

Trailing spaces 를 윈도우에서 설치할 때.

압축 풀고, "C:\Users\사용자폴더\AppData\Roaming\Sublime Text 2\Packages"에 폴더채로 옮겨두고 Sublime 재 실행 하면 확인 가능하다.

 

 

 

 

 

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"우리 안의 강한 충동,
우리 안에 있는 폭군에게는
우리의 이성뿐만 아니라 양심도 굴복하게 된다."
자기 자신을 부정하고 원한과 미움을 가진 사람은
스스로에게 불만스러울 뿐 아니라 주변 사람에게도
부정적인 생각과 마음을 그대로 표현하게 된다.
즉 그는 스스로 폭군이 되어 자신을 부정하며
타인에게도 폭력적이 된다.


- 김정현의《철학과 마음의 치유》중에서 -


* 평소 그렇게 보이지 않았던 사람도
어느 한순간에 폭군으로 변하기도 합니다.
내 안의 '폭군'이 별것도 아닌 일에 욱하고 튀어나와
자기 자신은 물론 다른 사람에게도 상처를 냅니다.
그래서, 내 안의 폭군을 얼른 몰아내야 합니다.
그 빈자리에 천사를 모시면 미소가 번지고
내 안의 꽃을 피우면 향기가 번집니다.

 

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'나중에' 보다 더 고약한 말이 있을까?
나중에는 우리가 스스로 꿈을 깨려고 휘두르는 망치,
스스로 성공 기회를 가로막으려고 세우는
수많은 장벽중 하나다.
내일 시작하는 다이어트,
다음에 하게 될 구직활동,
언젠가 좇을 인생의 꿈은 우리 손으로 만든
다른 걸림돌과 결합해 그냥 되는대로 살아가게 만든다.
-제니퍼 리드

 

중요한 일을 미루는 것은 불행한 사람들,
실패한 사람들의 공통점입니다.
이민규 교수는 ‘내일과 나중은 패자들의 단어이고,
오늘과 지금은 승자들의 단어다.’고 했습니다.
지금 못하는 사람들은 나중에 조건이 갖춰져도 못하게 됩니다.

 

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호갱(님)은 어수룩하여 이용하기 좋은 손님을 지칭하는 단어이다.


국어사전에서 호구4의 2번 뜻과 비슷한 의미이다.

2. 어수룩하여 이용하기 좋은 사람을 비유적으로 이르는 말.


활용된 예문
어떤 사람이 오프라인 매장에서 산 물건을 인터넷에 "정가가 얼마인가요?"라고 질문을 올린다. 그러면 이런 리플이 달릴수도 있다. 호갱님~ 낚이셨네요.
 
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"천재란 영원한 인내심이다" - 미켈란젤로 -

 

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도심 멧돼지 출몰, 진돗개와 혈투

역시 진돗개인가?

 

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Summoning the Next Interface: Agentive Tools & SAUNa Technology

 

http://www.cooper.com/journal/2013/05/summoning-the-next-interface-agentive-tools-sauna-technology.html

 

 

 

Part 1: Toward a New UX

If we consider the evolution of technology—from thigh-bones-as-clubs to the coming singularity (when artificial intelligence leaves us biological things behind)—there are four supercategories of tools that influence the nature of what’s to come:

  1. Manual tools are things like rocks, plows, and hammers; well-formed masses of atoms that shape the forces we apply to them. Manual tools were the earliest tools.
  2. Powered tools are systems—like windmills and electrical machines—that set things in motion and let us manipulate the forces present in the system. Powered tools came after manual tools, and took a quantum leap with the age of electricity. They kept becoming more and more complex until World War II, when the most advanced technology of the time, military aircraft, were so complex that even well trained people couldn’t manage them, and the entire field of interaction design was invented in response, as “human factors engineering.”
  3. Assistive tools do some of the low-level information work for us—like spell check in word processing software and proximity alerts in cars—harnessing algorithms, ubiquitous sensor networks, smart defaults, and machine learning. These tools came about decades after the silicon revolution.
  4. The fourth category is the emerging category, the new thing that bears some consideration and preparation. I have been thinking and presenting about this last category across the world:
    Agentive tools, which do more and more stuff on their own accord, like learning about their users, and are approaching the artificial intelligence that will ultimately, if you believe Vernor Vinge, eventually begin evolving beyond our ken.

"WIthin 30 years, we will have the technological means to create superhuman intelligence. Shortly after, the human era will be ended."

Where We Are vs. Where We Think We Are

For the most part, our clients at Cooper approach us to make powered tools for their users, like the video tools for (now-gone) Flip video. That’s fine. There’s a great deal of history and best practices established to help us knock these problems out of the park. We’re good at this.

Over the course of these projects we often identify and suggest cutting-edge opportunities that are farther along the arc, that would have them building assistive tools to help their users, but if I had to guess, I’d say only one out of five organizations are well-positioned enough to move on these ideas. I suspect that over time, the number of clients moving on assistive tools will increase. So if that’s where we are, with most clients asking for powered tools and most interaction designers providing designs for assistive tools, we’re both still a bit behind.

Based on the advancements, patents, popular familiarity, and marketization of a host of particular technologies (that you’ll see listed below), we are farther along that arc, able to create designs that are genuinely agentive tools. That has some implications to discuss, but first, let’s clarify the categories of technology that are enabling this sea change.

As a group I call these agentive-enabling technologies SAUNa tech. The acronym means nothing, really. There’s no generative richness here to a literal sauna, but it’s a useful acronym to encompass the four types of technologies involved: Social systems, Agentive algorithms, and Ubiquitous technologies accessed via Natural User Interactions.

Social Systems

“Social” has come to mean “social networks” but my use of the term covers more than just Facebook and Twitter. The paradigm of one user using one machine to perform one task is becoming the exception, with multiple users working across multiple systems accomplishing shared goals being more common (and more problematic to design for). For example, this article itself was originally written in Google Docs with permissions granted for an author and a number of editors, who have worked on it from laptops in airports and coffee shops, on phones and public transport, and desktop computers at Cooper.

We also must deal with the fact that when combined with agentive algorithms, social systems can now access Big Social Data. Systems looking to learn have humanity and history as their dataset. Doctors using agentive tech won’t just know what happened to their own patients, they’ll know what happened to all patients at all times in recorded history (to varying levels of detail) and adjust diagnoses and treatments accordingly.

Agentive Algorithms

Perhaps the most cutting edge of these are the agentive technologies, those that feel like low-level artificial intelligence. These technologies are aware of us—our identities, our intentions, and possibly even our emotional states. They adhere to Gricean maxims for interaction, and perform low-level machine learning about us as they help us achieve our goals. (Be sure to note the difference between these agentive algorithms and the category of technology that is named for them.)

Ubiquitous Technology

The technological skin that humans wear is getting thicker and more interconnected all the time. Technology is already in our skies, in space, in hospitals, on the battlefield, and under the sea. As information workers in the Western world, technology is under our fingers most of the day: on our desktops, in our hands, in our cars, with us at the gym, carried with us to the bathroom, and pulled to our faces first thing when we wake up in the morning. It’s on the streets of our cities and inside the shops we patronize. Our users are constantly moving across these everpresent technological touchpoints, and experiences have to shift to take advantage of them seamlessly.

Natural User Interactions

Personally, I hate the term, “natural” UI. Given the old saw, “The only intuitive interface is the nipple. Everything else is learned,” “natural” is an overblown promise especially for a set of technologies that are often DOS-like in their absent affordances. But no better label has taken hold that describes the set of technologies that engage more of our bodies and capabilities than WIMP paradigms, so we’re going forward with the term, with objections noted. Though it’s evolving and adapting, my working list of those technologies at the time of writing follows.


 

  • Haptic technology: Outputting information to our skin.
  • Gesture recognition: The ability to communicate with computers with our bodies and especially our arms and fingers.
  • Tangible and touch tech: The ability to directly indicate selections and manipulate objects in ways that computers can understand.
  • Voice recognition and generation: The ability to speak to a computer as we would speak to another person.
  • Ocular control or gaze monitoring: The ability to point with our eyes.
  • Cerebral (brain) interfaces: Using thoughts or brain waves to communicate to computers.
  • Near field communications: Letting us place objects in proximity to initiate data transfer and indicate selections or focus.
  • OLED and eInk displays: Visualizations of the abstractions around us, everywhere.
  • Heads-up displays: The personalized augmentation of the world around us


 

SAUNa technologies are each powerful enough on their own, but once they’re combined into holistic platforms, we’ll be deep into assistive territory and have an outstretched foot into the agentive zone. These things are coming, and I believe coming sooner rather than later.


 

In the next post I’ll touch on the implications that the full-scale adoption of SAUNa tech has for interaction design.

 

 

Summoning the Next Interface Agentive Tools & SAUNa Technology Cooper Journal.mht

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