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	<title>Networked_Performance &#187; fabbing</title>
	<atom:link href="http://transition.turbulence.org/blog/tags/fabbing/feed" rel="self" type="application/rss+xml" />
	<link>http://transition.turbulence.org/blog</link>
	<description>A research blog about network-enabled performance</description>
	<pubDate>Thu, 22 May 2008 15:51:50 +0000</pubDate>
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	<language>en</language>
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		<title>Nonlinear Fabrication</title>
		<link>http://transition.turbulence.org/blog/2008/03/31/nonlinear-fabrication/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/31/nonlinear-fabrication/#comments</comments>
		<pubDate>Mon, 31 Mar 2008 22:37:40 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[3-D]]></category>

		<category><![CDATA[architecture]]></category>

		<category><![CDATA[conference]]></category>

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		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/31/nonlinear-fabrication/</guid>
		<description><![CDATA[Annual NSO Conference&#8217; Nonlinear Fabrication: Strange Loops in the Product&#8217;s Lifecycle :: April 3-4, 2008 :: University of Pennsylvania. Program.
Though matter itself has always found its expressions through nonlinear organizations, architecture’s modes of intervention in the life of matter have been linear and willful. As architecture continues its age-old struggles against material realities, the future [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/nso.jpg" alt="nso.jpg" />Annual <a href="http://www.nso.penndesign.net/">NSO</a> Conference&#8217; <strong>Nonlinear Fabrication: Strange Loops in the Product&#8217;s Lifecycle</strong> :: April 3-4, 2008 :: University of Pennsylvania. <a href="http://www.nso.penndesign.net/pdf/postcards/NSO_Conference_3.pdf">Program</a>.</p>
<p>Though matter itself has always found its expressions through nonlinear organizations, architecture’s modes of intervention in the life of matter have been linear and willful. As architecture continues its age-old struggles against material realities, the future holds astonishing possibilities as we slowly discern the nuances of complex material organizations and cultivate new regimes of expression. Rather than superimposing design on the inscrutable patterns of a complex material history, the most optimistic cases in material practices today are characterized by a shift towards a collaboration with the material world.</p>
<p>Though digital fabrication technologies have been celebrated as ever more efficient ways to conduct business as usual, the convergence of computation, life sciences, and radical new experiments in material research points to a far less predictable future for design culture. 3d printing a building, manufacturing without tooling, weaving and braiding composite materials to form a structural system, designing building components with intelligent agents, are some of the astonishing projects being investigated today. This year’s conference evaluates the NSO’s ongoing research into <strong>Nonlinear Fabrication</strong> and opens the discussion to the frontiers of material practice.</p>
<p><strong>Nonlinear Fabrication</strong> begins 6:30pm, April 3 with <em><strong>Manuel DeLanda&#8217;s</strong></em> keynote lecture at the Wu &amp; Chen auditorium (Levine Hall, UPenn). Panel discussions begin Friday morning at 9am in the Upper Gallery (Meyerson Hall, UPenn).</p>
<p>In addition to the NSO team (Cecil Balmond, David Ruy, Detlef Mertins, Ferda Kolatan, Jenny Sabin, and Peter Jones) visiting participants include: William Braham, Winka Dubbeldam, Behrokh Khoshnevis, Anne Plant, Roland Snooks, Andrew Snow, Marcelo Spina, Theo Spyropoulos, Peter Testa, Chris Tuck, and Tom Wiscombe.</p>
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		<title>Andreas Nicolas Fischer&#8217;s &#8220;A week in the life&#8221;</title>
		<link>http://transition.turbulence.org/blog/2008/03/26/andreas-nicolas-fischers-a-week-in-the-life/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/26/andreas-nicolas-fischers-a-week-in-the-life/#comments</comments>
		<pubDate>Wed, 26 Mar 2008 19:30:55 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[3-D]]></category>

		<category><![CDATA[fabbing]]></category>

		<category><![CDATA[mapping]]></category>

		<category><![CDATA[mobile]]></category>

		<category><![CDATA[reblog]]></category>

		<category><![CDATA[surveillance]]></category>

		<category><![CDATA[visualization]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/26/andreas-nicolas-fischers-a-week-in-the-life/</guid>
		<description><![CDATA[Made partly in a Generator.x 2.0 workshop, Andreas Nicolas Fischer’s ‘A week in the life’ is a three dimensional visualisation of movement and communication made with a cell phone during a week roaming around Berlin. Using bespoke software written for his mobile phone, Andreas was able to record the longitude and latitude of his position [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/dayinlife.jpg" alt="dayinlife.jpg" />Made partly in a <a href="http://www.generatorx.no/20080311/generatorx-20-disassemble-ship/">Generator.x 2.0</a> workshop, Andreas Nicolas Fischer’s <a href="http://dasautomat.com/?p=119">‘A week in the life’</a> is a three dimensional visualisation of movement and communication made with a cell phone during a week roaming around Berlin. Using bespoke software written for his mobile phone, Andreas was able to record the longitude and latitude of his position in the city. The data was then passed to a Processing sketch, which resulted in the 3D representation. <a href="http://www.we-make-money-not-art.com/archives/2008/02/a-week-in-the-life.php">WMMNA</a> extracted the following info regarding the journey from Processing to final data sculpture:</p>
<p>‘<em>The model was then taken into Rhino and contoured into horizontal and vertical 2d layers. The intersections were set and vectors cleaned in illustrator. After that individual parts were cut with a laser cutter and assembled into the final work.</em>’</p>
<p>The density of the cell sites reflect the speed and frequency of movement within the city. The more often Andreas visited a place, the more cell sites were added to the map. Aside from the aesthetics, the work was aimed at making people aware of the German telecommunications data retention act (Vorratsdatenspeicherung) which requires the telecommunications providers to  collect the connection data of all customers. This is a good example of the confluence of two growing areas of interests within the computational art scene, abstract data visualisation and digital fabrication. [posted by Paul Prudence on <a href="http://dataisnature.com/?p=429">Dataisnature</a>]</p>
<p>Also: YesYesNoNo’s <a href="http://www.flickr.com/photos/yesyesnono/sets/72157600558783656/">Invisible  Journey’s</a> (Datalooknise) project aims at mapping fields of Wi-Fi node signals during bike and car trips. Using various kinds of representation systems to visualise different properties of the nodes (such as encryption settings) these abstractions act as timelines of the journey and, at times, give the impression of <a href="http://www.flickr.com/photos/yesyesnono/2171036734/in/set-72157600558783656/">some  kind experimental music notation</a>. Detailed information on the methods used  to collect and apply the data is annotated with each image in the development  sequence. More<a href="http://dataisnature.com/?p=428"> &gt;&gt;</a></p>
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		<title>Marius Watz: ElectroPlastiques [Akron, OH]</title>
		<link>http://transition.turbulence.org/blog/2008/03/26/marius-watz-electroplastiques-akron-oh/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/26/marius-watz-electroplastiques-akron-oh/#comments</comments>
		<pubDate>Wed, 26 Mar 2008 18:59:42 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[exhibition]]></category>

		<category><![CDATA[fabbing]]></category>

		<category><![CDATA[generative]]></category>

		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/26/marius-watz-electroplastiques-akron-oh/</guid>
		<description><![CDATA[Marius Watz: ElectroPlastiques :: Until April 23, 2008 :: Emily Davis Gallery, Folk Hall, Mary Schiller Myers School of Art, The University of Akron, Ohio.
Watz uses the computer to generate work which he describes as “a particular brand of visual hedonism, marked by colorful organic shapes and a &#8216;more is more&#8217; attitude.” Most of his [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/watz.jpg" alt="watz.jpg" /><a href="http://art.uakron.edu/exhibitions/marius-watz-electroplastiques/"></a><strong><a href="http://art.uakron.edu/exhibitions/marius-watz-electroplastiques/">Marius Watz: ElectroPlastiques</a></strong> :: Until April 23, 2008 :: Emily Davis Gallery, Folk Hall, Mary Schiller Myers School of Art, The University of Akron, Ohio.</p>
<p>Watz uses the computer to generate work which he describes as “a particular brand of visual hedonism, marked by colorful organic shapes and a &#8216;more is more&#8217; attitude.” Most of his works deal with drawing machines implemented in software, live visuals for music or large-scale projections. The exhibition will showcase a variety of Watz&#8217;s generative work, including large scale projections of <em>ElectroPlastiques #1</em> and <em>#2</em>, five rapid prototypes, large format printouts, and his <em>Universal Digest Machine</em>, which received an Honorary Mention at Ars Electronica — the world’s leading media arts festival in Linz, Austria.</p>
<p><a href="http://www.generatorx.no/generatorx-about-20/"><em>Marius Watz</em></a> is a Norwegian artist who currently lives in Berlin where he edits the <a href="http://www.generatorx.no/">Generator.x blog</a> (a platform for generative art and design) and prepares future Generator.x events including concert tours, exhibitions and conferences. In addition, Watz travels around the world to teach workshops in computational design and generative art.</p>
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		<title>What Is Manufacturing in the Era of Design-Art-Technology?</title>
		<link>http://transition.turbulence.org/blog/2008/03/20/what-is-manufacturing-in-the-era-of-design-art-technology/</link>
		<comments>http://transition.turbulence.org/blog/2008/03/20/what-is-manufacturing-in-the-era-of-design-art-technology/#comments</comments>
		<pubDate>Thu, 20 Mar 2008 20:11:21 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[3-D]]></category>

		<category><![CDATA[fabbing]]></category>

		<category><![CDATA[hybrid]]></category>

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		<category><![CDATA[interaction]]></category>

		<category><![CDATA[interface]]></category>

		<category><![CDATA[object]]></category>

		<category><![CDATA[physical]]></category>

		<category><![CDATA[reblog]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/03/20/what-is-manufacturing-in-the-era-of-design-art-technology/</guid>
		<description><![CDATA[(Essay for Share  Festival Catalog 2008) (Here  is my slide presentation, related to the essay below. But, I did not read this  essay at the festival, rather it was printed in the festival catalog.)
There are a few things to say about manufacturing, design and digital arts.  First, we’re not talking about [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/03/2109792202_5bd747374b.jpg" alt="2109792202_5bd747374b.jpg" /><em>(Essay for <a href="http://www.toshare.it/eng/about/conferences">Share  Festival Catalog</a> 2008) </em>(<a href="http://www.slideshare.net/bleeckerj/share-festival-networked-objects-manufacturing-031508key/">Here  is my slide presentation, related to the essay below. But, I did not read this  essay at the festival, rather it was printed in the festival catalog.</a>)</p>
<p>There are a few things to say about manufacturing, design and digital arts.  First, we’re not talking about manufacturing. Manufacturing is about making  things on a large scale using machinery. Manufacturing evokes cavernous, cold,  awesomely huge assembly lines with scales all out of proportion to the  experiences of mere mortals. Factory floors throwing sparks, littered with metal  shavings, huge overhead cranes moving impossibly large masses of steel - this is  what manufacturing means. Half million ton crude oil-carrying super tankers are  manufactured. The Airbus 380 is manufactured. Millions of Herman Miller Aeron  Chairs are manufactured. Billions of cellular phones are manufactured. These  things have meaning in the idiom of manufacturing. Manufacturing is the engine  of growth and despair of the 20th century.</p>
<p>If anything, we’re talking about a kind of materialization of ideas. Slick  connections between an your imagination, a circuit board and a 3D printer. It’s  artful for its scale and personalization. Small-scale, passionate, individual  ideas made material. Why is this different from manufacturing? Because  manufacturing deals in enormous scales - scales of time, material, logistics,  operational fortitude, finances, consumption of natural resources. Ultimately,  manufacturing endeavors are impossible imbroglios of spin-doctors and  reassurances, speculation, trust and hope as much as they are supply-train  logistics and CAD systems. Just ask the Boeing 787 “Dreamliner” team. Is it  advanced avionics and carbon-fiber-reinforced plastic skins or spin-control and  renegotiated contracts that’ll make that perpetually delayed endeavor a  success?</p>
<p>The sad consequences of manufacturing’s scale is that it defaults to the  least common denominator. Manufacturing on a mass scale can only be an effective  business enterprise when you make one thing that millions and millions of people  are convinced they need to buy. Customization as a manufacturing process has not  moved much beyond Henry Ford’s Model T color option - you can have any color, so  long as it’s black. An iPod is an iPod is an iPod, hand-painting and laser  etching not withstanding. True customization means materializing one’s own  designs, one’s own imagination. This is where we begin.</p>
<p><a href="http://www.flickr.com/photos/julianbleecker/2121653807/" title="Pebble by JulianBleeckr, on Flickr"><img src="http://farm3.static.flickr.com/2291/2121653807_cdb8e46cdc.jpg" alt="Pebble" height="255" width="338" /></a>What we are talking about are emerging “materialization” - not manufacturing  - processes. What makes it worth talking about is that it is the power of  creation that manufacturing is able to achieve, but done at an entirely  different scale - quicker, cheaper, individually, with fewer intermediaries and  fewer incumberances. This is the crucial element - there are fewer and less  awkward hurdles, deals, negotiations and alliances to be formed in the process  of materializing an idea. The power of the idea and its “moment” is not lost  through the trials of enrolling people, machines, enterprises, financiers into  your cause. It’s as if a sketch in a notebook can materialize immediately. No  more fumbling around with awkward descriptions of your weird idea - let the  material object speak for you.</p>
<p>What else can be said about this different kind of idea-manufacturing? How  does it integreate with design and digital arts? It relies on “toolkits”  consisting of digital software and hardware, fab machines, CNC “Robodrills” and  3D modeling. As importantly, the toolkits are also the far-flung networked  communities of craftspeople and designers, artists and technologists sharing  ideas and insights. The practical tradecraft starts from the bottom and works  its way up. We’re familiar with the elements of this process, and the activities  taking place in various corners of the digital arts and art-technology  communities. This is an emerging practice informally taken up by thoughtful  designer-tinkerers. It is a practice that will find greater adoption within more  formal and conservative design, engineering and art communities as its  significance is refined.</p>
<p>The “tooling” for this practice includes open-source firmware for inexpensive  microcontroller-based kits like the Arduino; hacked Nintendo Wii controllers;  low-cost, rapid-turnaround printed circuit board production houses; free  development environments like Processing; online knowledge sharing communities;  parts suppliers with no minimum orders, and so forth.</p>
<p><a href="http://www.flickr.com/photos/julianbleecker/2226465374/" title="R0010539 by JulianBleeckr, on Flickr"><img src="http://farm3.static.flickr.com/2243/2226465374_63279763ce.jpg" alt="R0010539" height="237" width="315" /></a>The “manufacturing process” is a kind of extended sketching activity. Ideas  are first expressed informally, perhaps with a simple “wouldn’t it be cool  if..?” question at a moment of inspiration. But the question should be answered  - and it can be, often enough, with a quick pen drawing, some poking around the  net for practical answers or to source some parts or other material - perhaps  even finding other people who have asked the same question and thereby entering  into conversations with all the other similarly inspired folks out there on the  networks. In short order a refined, functional technology engine is created  using small-scale surface mount printed circuit board techniques so as to fit  within the refined contours of a fab’d surface model. Now you have a fully  functioning materialization of your idea - much easier to answer that initial  question with the real-deal. You can share it, put it in other people’s hands  and work through the nuances of your idea.</p>
<p>What does this all mean for an emerging design-art-technology practice? At  present, the evidence of something compelling centered around new interactions  is indicated by a richly stocked cabinet of curios - expressive artifacts and  objects that, like early Net Art, stitch together inputs and create expressive  outputs. Only — and this is important - they do so off the computer screen, and  with no keyboard and mouse. Rather, these expressive objects form their  interactivity around physical actions that may include the Nabaztag’s  articulating rabbit-like ears, or Clocky the coy alarm clocks that roll away  when you try to hit the snooze button, or Maywa Denki’s punch-drunk dancing  BitMan character. These are distinct kinds of digital objects that mix physical  space, digital technology and design.</p>
<p><a href="http://www.flickr.com/photos/julianbleecker/2052405239/" title="Engelbart Mouse Patent by JulianBleeckr, on Flickr"><img src="http://farm3.static.flickr.com/2101/2052405239_8a99e5ed77.jpg" alt="Engelbart Mouse Patent" height="450" width="314" /></a>We know that the art of digital media continues to emphasize the screen, the  keyboard, the mouse and the network. The weak signals suggest kinds of  design-art-technology that are growing tired of the screen. Digital art is ready  to move beyond the confines that Douglas Englebart and his contemporaries  created in 1968 with their patent line drawing depicting the now canonical  assembly of keyboard, screen and mouse. If there is a “new materiality” to  digital arts, it will emphasize material interactions in physical space,  embodied experiences and contexts beyond the typically sedentary confines of the  screen/keyboard/mouse/network assemblage.</p>
<p>For this new process to do something new, it must become a ployglot practice  steered by undisciplinary craftspeople who believe in the possibility of  creating fictional, unbelieveable, even preposterous objects that say as much  about what they’re moving away from - the uninspired, least-common denominator  landfill-destined plastic device - as they say about what sort of near future  world we could have. What is emerging is an ability to make your own stuff - not  just “skinning” your mobile or modding an MP3 player. Materializing ideas is  about making your own - “whatever” - unanticipated, unknown, visionary,  expressive things. It is not a manufacturing process. This is a process that  requires multiple perspectives and multiple skills thoroughly mixing  engineering-design-art into a hybrid sensibility. It is a process that’s  strictly for trouble-makers and boundary crossers. Nothing expected and  everything unexpected will come from this. [blogged by Julian Bleecker on <a href="http://www.nearfuturelaboratory.com/2008/03/18/what-is-manufacturing-in-the-era-of-design-art-technology/">Near Future Laboratory</a>]</p>
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		<title>Share Festival: Manufacturing [Torino]</title>
		<link>http://transition.turbulence.org/blog/2008/02/15/share-festival-manufacturing-torino/</link>
		<comments>http://transition.turbulence.org/blog/2008/02/15/share-festival-manufacturing-torino/#comments</comments>
		<pubDate>Fri, 15 Feb 2008 21:17:27 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
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		<category><![CDATA[festival]]></category>

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		<category><![CDATA[new media]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/02/15/share-festival-manufacturing-torino/</guid>
		<description><![CDATA[Piemonte Share Festival: Manufacturing - Guest Curator: Bruce Sterling :: March 1-16, 2008 :: Torino, Italy.
The theme for the 2008 edition, which will dominate the contents of the conferences, round tables, workshops and performances, is the new materiality of digital arts. In the 90s the net art phenomenon addressed a need to reach beyond its [...]]]></description>
			<content:encoded><![CDATA[<p><img src='http://transition.turbulence.org/blog/images/2008/02/specialplayer.jpg' alt='specialplayer.jpg' /><a href="http://www.toshare.it/eng/"><strong>Piemonte Share Festival</strong></a><strong>: Manufacturing</strong> - Guest Curator: Bruce Sterling :: March 1-16, 2008 :: Torino, Italy.</p>
<p>The theme for the 2008 edition, which will dominate the contents of the conferences, round tables, workshops and performances, is the new materiality of digital arts. In the 90s the net art phenomenon addressed a need to reach beyond its own limits, drawing immateriality into the equation and threatening the real. Nowadays, society relates to technologies in a natural way by allowing the immaterial to become real. By exploring new, intelligent interaction between man and machine, this relationship has been completely integrated into everyday life. In the new millennium man and machine interact on the same level, shaping and changing the surrounding environment as they see fit. The <strong>Piemonte Share Festival</strong> is an international cultural event that probes the vast panorama of new technologies and investigates their applications in art and design.</p>
<p>Because of recent advances in digital fabrication technology, manufacturing is becoming a digital art and culture enterprise. The exciting advent of 3-D printing, rapid prototyping, and rapid manufacturing is of profound importance to SHARE, for it bring the power to create physical objects to the techno-artist&#8217;s lab-bench, studio and atelier. It means that digital artists, whose work was once mostly virtual, can create in the actual.</p>
<p>SHARE has chosen the theme <strong>Manufacturing</strong> for its 2008 event for two compelling reasons. First, we want to demonstrate digital manufacturing to our core audience, who are very technically adept people, but not used to the idea that they can create real objects with CAD, fabricators and the Internet. The second reason is that Torino is the World Capital of Design 2008. Torino is a strong manufacturing center. SHARE is very international in its outlook and audience, but in 2008 this Torino festival should and will emphasize the fact that it is from Torino.</p>
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		<title>Generator.x 2.0: Beyond the Screen [Berlin]</title>
		<link>http://transition.turbulence.org/blog/2007/12/03/generatorx-20-beyond-the-screen-berlin/</link>
		<comments>http://transition.turbulence.org/blog/2007/12/03/generatorx-20-beyond-the-screen-berlin/#comments</comments>
		<pubDate>Mon, 03 Dec 2007 19:12:15 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[3-D]]></category>

		<category><![CDATA[audio/visual]]></category>

		<category><![CDATA[calls + opps]]></category>

		<category><![CDATA[exhibition]]></category>

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		<category><![CDATA[generative]]></category>

		<category><![CDATA[performance]]></category>

		<category><![CDATA[space]]></category>

		<category><![CDATA[tangible]]></category>

		<category><![CDATA[workshop]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2007/12/03/generatorx-20-beyond-the-screen-berlin/</guid>
		<description><![CDATA[Generator.x 2.0: Beyond the Screen - Workshop / Exhibition / Performance :: Call for Participation :: January 24 - February 2, Ballhaus Naunynstrasse [DAM] :: part of CTM.08 - Unpredictable - Festival for Adventurous Music and Related Visual Arts, Berlin.
Generator.x in collaboration with Club Transmediale and [DAM] presents Generator.x 2.0: Beyond the screen, a workshop [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/networked_music_review/wp-content/uploads/2007/12/071127_gx20_lennyjpg.jpg" alt="071127_gx20_lennyjpg.jpg" /><strong>Generator.x 2.0: Beyond the Screen</strong> - Workshop / Exhibition / Performance :: Call for Participation :: January 24 - February 2, Ballhaus Naunynstrasse <a href="http://www.dam-berlin.de">[DAM]</a> :: part of <em>CTM.08 - Unpredictable</em> - Festival for Adventurous Music and Related Visual Arts, Berlin.</p>
<p><a href="http://www.generatorx.no">Generator.x</a> in collaboration with <a href="http://www.clubtransmediale.de">Club Transmediale</a> and <a href="http://www.dam-berlin.de">[DAM]</a> presents <strong>Generator.x 2.0: Beyond the screen</strong>, a workshop and exhibition about digital fabrication and generative systems. <em>Digital fabrication</em> (also known as &#8220;<em>fabbing</em>&#8220;) represents the next step in the digital revolution. After years of virtualization, with machines and atoms being replaced by bits and software, we are coming full circle. Digital technologies like rapid prototyping, laser cutting and CNC milling now produce atoms from bits, eliminating many of the limitations of industrial production processes. Once prohibitively expensive, such technologies are becoming increasingly accessible, pointing to a future where mass customization and manufacturing-on-demand may be real alternatives to mass production.</p>
<p>For artists and designers working with generative systems, digital fabrication opens the door to a range of new expressions beyond the limits of virtual space. Parametric models apply computational strategies to the analysis and synthesis of space, producing structures and surfaces of great complexity. Through <em>fabbing</em> these forms may be rendered tangible, even tactile.</p>
<p>&#8220;Beyond the screen&#8221; explores these new types of spatial constructs in a hands-on workshop, bringing together artists and designers working with code-based strategies for producing physical form. The workshop will feature public presentations bringing the topics of the workshop to a broader audience, culminating in an exhibition of <em>fabbing</em> works at the [DAM] gallery. In a continuation of the Generator.x concert tour, &#8220;Beyond the Screen&#8221; will also include an evening of concerts, showing the use of generative systems in audiovisual performance.</p>
<p>Call for participants</p>
<p>We are looking for 15 artists, designers and architects who have an existing practice based on generative systems and custom software, and who are interested in investigating physical formats through digital fabrication. The workshop will be practical in nature, and will produce a selection of works that will be included in the exhibition at [DAM].</p>
<p>Participants will have access to an on-site laser cutter, and an introduction to this technology will be part of the workshop. The workshop is free of charge, but we will not be able to provide support for travel or accommodation. Participants are expected to have experience with programming software that will allow them to produce work suitable for production, such as Processing, VVVV or any other system capable of producing vector output. Previous experience with laser cutting or digital fabrication technologies is a bonus, but not a requirement.</p>
<p>Applications must be in PDF format and should including a CV and a short statement of intent, describing why you want to participate in the workshop and how fabbing relates to your existing practice. You should include a maximum of 5 images of relevant work, with a total file size of 2 megabytes. Feel free to provide links to web sites containing documentation such as videos or downloadable software, but please dont send such content by email.<!--</p-->
<p>Please submit applications by email to generatorx [at] clubtransmediale.de. The deadline for application is December 21, 2007, accepted participants will be notified at the beginning of January 2008.</p>
<p>Generator.x &amp; Club Transmediale</p>
<p><a href="http://www.generatorx.no">Generator.x</a> is a platform for generative strategies in art and design, founded in 2005 to produce the conference Generator.x: Art from Code at Atelier Nord in Oslo. Other events have included a travelling exhibition as well as a series of audiovisual concerts. The Generator.x blog promotes code-based work of an experimental nature, bringing a critical discourse to the field of generative art.</p>
<p><a href="http://www.clubtransmediale.de">Club Transmediale</a> 2008 is the 9th edition of this international festival for adventurous music and related visual arts, and takes place in Berlin under the theme &#8220;predictable&#8221; currently and cooperatively with the transmediale - international festival for art and digital culture. It is a prominent festival dedicated to contemporary electronic, digital and experimental music, as well as the diverse range of artistic activities in the context of sound and club culture. Characterised by the title Unpredictable, the 2008 festival investigates artistic concepts that imply the surprising and unforeseeable, accidents, mistakes and coincidences as a means to alter the dynamics of creative processes and to discover new aesthetic forms.</p>
<p><a href="http://www.dam-berlin.de">[DAM] Berlin</a> has since its opening 2003 been a leader in the field of digital art, showing pioneers of new media as well as emerging contemporary artists.</p>
<p>Generator.x 2.0: Beyond the screen is supported by The Office for Contemporary Art Norway. We also thank our partners, Institut HyperWerk HGK FHNW and Lasern.</p>
<p>Marius Watz<br />
Work: <a href="http://www.unlekker.net/">http://www.unlekker.net/</a><br />
Blog: <a href="http://www.generatorx.no/">http://www.generatorx.no/</a><br />
Play: <a href="http://www.evolutionzone.com/">http://www.evolutionzone.com/</a></p>
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