The 'Bioscope' Movie Projector Brings a Twist to Home Movies
Laura McQuarrie — June 13, 2013 — Life-Stages
References: simbits.nl & swiss-miss
This 'Bioscope' is a movie projector inspired by the old device of the same name, but with a twist for the 21st Century. The 'Bioscope' was created by Jon Stam & Simon de Bakker, and inspired by vintage films and viral YouTube sensations like the 'Numa Numa Kid' and 'Charlie Bit My Finger.'
The body of the device has a nostalgic form but its interior is entirely digital. It has a USB port for playback of digital clips and animations. The Bioscope is very simple: by cranking its handle, the movie playback is varied by how fast the handle is turned, and can even be reversed by cranking backwards. This handheld device forces its users to engage in the video they are watching.
The body of the device has a nostalgic form but its interior is entirely digital. It has a USB port for playback of digital clips and animations. The Bioscope is very simple: by cranking its handle, the movie playback is varied by how fast the handle is turned, and can even be reversed by cranking backwards. This handheld device forces its users to engage in the video they are watching.
Trend Themes
1. Digital Movie Projectors - Disruptive innovation opportunity: Explore ways to incorporate more advanced technology, such as wireless connectivity and interactive features, into digital movie projectors.
2. Nostalgic User Interfaces - Disruptive innovation opportunity: Develop user interfaces that combine the charm of vintage devices with the convenience and capabilities of modern technology.
3. Handheld Gaming Devices - Disruptive innovation opportunity: Create handheld gaming devices that incorporate interactive elements, such as cranking handles, to enhance the gaming experience.
Industry Implications
1. Home Entertainment - Disruptive innovation opportunity: Explore how the concept of windup movie projectors can be applied to other forms of home entertainment, such as portable projectors or media players.
2. Education and Training - Disruptive innovation opportunity: Develop interactive educational devices that engage users through physical interaction, such as crank handles, to enhance learning experiences.
3. Toy and Game Industry - Disruptive innovation opportunity: Introduce innovative toys and games that combine digital technology with physical interaction, similar to the 'Bioscope' movie projector, to captivate and engage children.
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