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<channel>
	<title>Networked_Performance &#187; object</title>
	<atom:link href="http://transition.turbulence.org/blog/tags/networked-objects/feed" rel="self" type="application/rss+xml" />
	<link>http://transition.turbulence.org/blog</link>
	<description>A research blog about network-enabled performance</description>
	<pubDate>Fri, 18 Jul 2008 18:14:32 +0000</pubDate>
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	<language>en</language>
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		<title>Towards Participative Ecology: the OpenSpime project</title>
		<link>http://transition.turbulence.org/blog/2008/07/18/towards-participative-ecology-the-openspime-project/</link>
		<comments>http://transition.turbulence.org/blog/2008/07/18/towards-participative-ecology-the-openspime-project/#comments</comments>
		<pubDate>Fri, 18 Jul 2008 17:55:16 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[ecology]]></category>

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

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

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

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

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/?p=7470</guid>
		<description><![CDATA[OpenSpime is a project of a pervasive technology infrastructure that allows individuals and corporations to better understand their environment, through the use of a series of GPS-enabled sensors.
A brainchild of Leandro Agrò, Roberto Ostinelli and David Orban, OpenSpime was inspired by Bruce Sterling&#8217;s vision of &#8220;Internet of Things&#8221;. Sterling describes a new type of technological [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-7469" title="openspimepost" src="http://transition.turbulence.org/blog/images/2008/07/openspimepost.jpg" alt="" width="285" height="217" /><strong><a href="http://www.openspime.com/">OpenSpime</a></strong> is a project of a pervasive technology infrastructure that allows individuals and corporations to better understand their environment, through the use of a series of GPS-enabled sensors.</p>
<p>A brainchild of Leandro Agrò, Roberto Ostinelli and David Orban, <strong>OpenSpime</strong> was inspired by <a href="http://en.wikipedia.org/wiki/Bruce_Sterling">Bruce Sterling&#8217;s</a> vision of &#8220;Internet of Things&#8221;. Sterling describes a new type of technological device called &#8220;<a href="http://en.wikipedia.org/wiki/User:Casey_Marshall/Spime">spime</a>&#8220;, a physical object that is part of the internet as it becomes trackable in space and time, through pervasive RFID communications and GPS navigation.</p>
<p>In this sense, <strong>OpenSpime</strong> platform represents one of the first concrete attempt to turn <em>Internet of Things</em> into reality. The first spime they&#8217;ve designed is a sensor that can measure the CO2 level in parts-per-million in the surrounding air, and through a wireless connection can send that information back to the <strong>OpenSpime</strong> servers. There they can be mashed up and aggregated on Google Maps.</p>
<p>check it out the concept video:</p>
<div class="vvqbox vvqyoutube" style="width:425px;height:355px;">
<p id="vvq4881937d79756"><a href="http://www.youtube.com/watch?v=xmiG2MzPMnA">http://www.youtube.com/watch?v=xmiG2MzPMnA</a></p>
</div>
<p>[posted by Andrea Gaggioli on <a href="http://gaggio.blogspirit.com/archive/2008/03/26/openspime.html">Positive Technology</a>]</p>
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		<item>
		<title>The Cloud</title>
		<link>http://transition.turbulence.org/blog/2008/06/20/the-cloud/</link>
		<comments>http://transition.turbulence.org/blog/2008/06/20/the-cloud/#comments</comments>
		<pubDate>Fri, 20 Jun 2008 20:49:23 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[data]]></category>

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

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

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

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

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

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

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

		<category><![CDATA[site-specific]]></category>

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/?p=7313</guid>
		<description><![CDATA[The Cloud, by the MIT Mobile Experience Lab, is an organic sculptural landmark that responds to human interaction and expresses context awareness using hundreds of sensors and over 15,000 individually addressable optical fibers. Constructed of carbon glass, spanning over four meters, and containing more than 65 kilometers of fiber optics, The Cloud encourages visitors to [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/06/overview2.jpg" alt="" title="overview2" width="285" height="227" class="alignnone size-full wp-image-7314" /><strong><a href="http://www.thecloud.ws/overview.html">The Cloud</a></strong>, by the <a href="http://mobile.mit.edu/"><em>MIT Mobile Experience Lab</em></a>, is an organic sculptural landmark that responds to human interaction and expresses context awareness using hundreds of sensors and over 15,000 individually addressable optical fibers. Constructed of carbon glass, spanning over four meters, and containing more than 65 kilometers of fiber optics, <strong>The Cloud</strong> encourages visitors to touch and interact with information in new ways, manifesting emotions and behavior through sound and a dichotomy of luminescence and darkness.</p>
<p>Located in downtown Florence outside the Fortezza da Basso, <strong>The Cloud</strong> is part of the “Redesigning Fashion Trade Shows” project that Pitti Immagine launched with MIT Mobile Experience Lab in January 2007. It is a long-term project that will creatively rethink the trade show concept and will propose innovative technologies, perspectives and sensory experiences for fashion trade shows.</p>
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		<title>Turbulence Commission: No Matter</title>
		<link>http://transition.turbulence.org/blog/2008/04/01/turbulence-commission-no-matter/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/01/turbulence-commission-no-matter/#comments</comments>
		<pubDate>Tue, 01 Apr 2008 20:28:54 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[3-D]]></category>

		<category><![CDATA[augmented/mixed reality]]></category>

		<category><![CDATA[im/material]]></category>

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

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

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

		<category><![CDATA[second life]]></category>

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

		<category><![CDATA[web 2.0]]></category>

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/01/turbulence-commission-no-matter/</guid>
		<description><![CDATA[Turbulence Commission: No Matter by Scott Kildall and Victoria Scott (Part of the Mixed Realities exhibition, on view until April 15, 2008) - NO MATTER is an interactive installation that activates the transformation of imaginary objects through the Second Life virtual economy into physical space. Second Life builders construct replicas of famous buildings, luxury goods [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://turbulence.org/index_files/nomatter2.jpg" alt="No Matter" />Turbulence Commission: <strong><a href="http://transition.turbulence.org/works/nomatter">No Matter </a></strong>by <em>Scott Kildall</em> and <em>Victoria Scott (</em>Part of the <a href="http://turbulence.org/mixed_realities/turbulence.html">Mixed Realities</a> exhibition, on view until April 15, 2008) - <strong>NO MATTER</strong> is an interactive installation that activates the transformation of imaginary objects through the <em>Second Life</em> virtual economy into physical space. <em>Second Life</em> builders construct replicas of famous buildings, luxury goods and custom-designed objects, first reproducing, then inverting the notion of value itself. With zero cost for gathering resources, production of goods and transport of finished product, these items proliferate widely and quickly. In the real world, consumer items and imaginary objects serve as forms of emotional attachment — projection screens for desire, fear and love. These idealized forms seem real but when actualized in <em>Second Life</em>, they simultaneously disappoint and fascinate.</p>
<p>Likewise, humans have long sought escape from the physical world through both stories and invention, creating “imaginary objects”, which embody the tension between the ideal and the real. These shared cultural artifacts surface in mythology (Holy Grail, Trojan Horse), literature (Tell-Tale Heart), film (Maltese Falcon), thought experiments (Schrodinger’s Cat) and impossible inventions (Time Machine). Second Life, an online social environment, offers similar possibilities of the imaginary. With 3D-simulated space combined with a virtual currency and social interaction, this is a fully functioning economy of the immaterial.</p>
<p><strong>NO MATTER</strong> reflects this tension between the imaginary and real economics by (1) commissioning 25 builders and artists to produce 40 cultural artifacts in <em>Second Life</em> space; (2) paying them in Linden dollars at an equivalent scale of $1.50 to $12.00 per object; (3) extracting the objects from <em>Second Life</em> — a closed system where 3D models cannot be exported; (4) inviting volunteers to reconstruct these as 3D paper replicas in physical space and paying them the equivalent wages in Linden dollars.</p>
<p><strong>NO MATTER</strong> is a 2007 commission of <a href="http://www.turbulence.org/" target="_new">New Radio and Performing Arts, Inc.,</a> (aka Ether-Ore) for its <a href="http://turbulence.org/mixed_realities/" target="_new">Mixed Realities</a> exhibition. It was made possible with funding from the Andy Warhol Foundation for the Visual Arts.</p>
<p><strong><a href="http://slurl.com/secondlife/Leodegrance/250/96/47/?title=No%20Matter%20Installation%20in%20SL">Teleport</a></strong> to the <a href="http://arsvirtua.com">Ars Virtua Gallery</a> in <a href="http://secondlife.com">Second Life</a>.</p>
<p>BIOGRAPHIES</p>
<p><a href="http://www.kildall.com/">Scott Kildall</a> is cross-disciplinary artist working with video, installation, prints, sculpture and performance. He gathers material from the public realm as the crux of his artwork. Through this method, he uncovers relationships between human memory and social media technology. He has a B.A. in Political Philosophy from Brown University. In 2006, he received a M.F.A. from the School of the Art Institute of Chicago through the Art &amp; Technology Studies Department. He has exhibited in Chicago, New York, Los Angeles, San Francisco, Toronto, Helsinki, Ireland, Spain and Romania. In the fall of 2006, he finished a conceptual art residency called The Future of Idea Art at The Banff Centre for the Arts. He followed this with a six-month fellowship at the Kala Art Institute focusing on remembrance in simulated worlds. He also works with Second Front — the first performance art group in Second Life. He currently resides in San Francisco.</p>
<p><a href="http://www.redhotcoil.com/">Victoria Scott</a> is a visual artist who works with electronic media, sculpture and social relations, both materially and as conceptual metaphor. For over a decade she has researched and created large-scale installations, objects, digital prints and audio works. Her ongoing projects include the material depiction of personal simulations and psychological spaces within online environments and real life. She is also developing a series of batteries that are charged by emotional energy and microorganisms. Born and raised in Winnipeg, Manitoba, Victoria graduated from the New Media/Photo Electric Arts Dept., at The Ontario College of Art &amp; Design. In 2003, she was awarded the full Trustees Scholarship to attend at the School of the Art Institute of Chicago within the Art and Technology Department. Scott completed her MFA in 2005. She has exhibited in Sweden, Mexico City, Toronto, Berlin, Boston, Miami and Chicago and is the recipient of grants from both the Canada and Ontario Arts Councils.</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>

		<category><![CDATA[im/material]]></category>

		<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>Making Things Talk</title>
		<link>http://transition.turbulence.org/blog/2007/11/02/making-things-talk/</link>
		<comments>http://transition.turbulence.org/blog/2007/11/02/making-things-talk/#comments</comments>
		<pubDate>Fri, 02 Nov 2007 21:32:47 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[interaction]]></category>

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2007/11/02/making-things-talk/</guid>
		<description><![CDATA[Making Things Talk - Practical Methods for Connecting Physical Objects by Tom Igoe: Building electronic projects that interact with the physical world is good fun. But when devices that you&#8217;ve built start to talk to each other, things really start to get interesting. Through a series of simple projects, you&#8217;ll learn how to get your [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2007/11/9780596510510_lrg.jpg" alt="9780596510510_lrg.jpg" /><a href="http://www.oreilly.com/catalog/9780596510510/index.html"><strong>Making Things Talk - Practical Methods for Connecting Physical Objects</strong></a> by <a href="http://www.tigoe.net/"><em>Tom Igoe</em></a>: Building electronic projects that interact with the physical world is good fun. But when devices that you&#8217;ve built start to talk to each other, things really start to get interesting. Through a series of simple projects, you&#8217;ll learn how to get your creations to communicate with one another by forming networks of smart devices that carry on conversations with you and your environment. Whether you need to plug some sensors in your home to the Internet or create a device that can interact wirelessly with other creations, <strong>Making Things Talk</strong> explains exactly what you need.</p>
<p>This book is perfect for people with little technical training but a lot of interest. Maybe you&#8217;re a science teacher who wants to show students how to monitor weather conditions at several locations at once, or a sculptor who wants to stage a room of choreographed mechanical sculptures. Making Things Talk demonstrates that once you figure out how objects communicate &#8212; whether they&#8217;re microcontroller-powered devices, email programs, or networked databases &#8212; you can get them to interact.</p>
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		<title>Slow Messenger</title>
		<link>http://transition.turbulence.org/blog/2007/10/30/slow-messenger/</link>
		<comments>http://transition.turbulence.org/blog/2007/10/30/slow-messenger/#comments</comments>
		<pubDate>Tue, 30 Oct 2007 17:01:43 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[interaction]]></category>

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2007/10/30/slow-messenger/</guid>
		<description><![CDATA[Slow Messenger Prototype (II) by Near Future Laboratory: This is the second prototype hardware for the Slow Messenger project  &#8230; (It) uses a small 96 x 64 pixel OLED display by 4D Systems and the idea is that you’d have your “instant” messages displayed over relatively long periods of time, and the more you [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2007/10/1796800207_d083a8ba35.jpg" alt="1796800207_d083a8ba35.jpg" /><strong><a href="http://www.nearfuturelaboratory.com/2007/10/28/slow-messenger-prototype-ii/">Slow Messenger Prototype (II)</a></strong> by <a href="http://www.nearfuturelaboratory.com">Near Future Laboratory</a>: This is the second prototype hardware for the <strong>Slow Messenger</strong> project  &#8230; (It) uses a small 96 x 64 pixel OLED display by 4D Systems and the idea is that you’d have your “instant” messages displayed over relatively long periods of time, and the more you carried the messaging device with you — the more you held it — the more of the message you would see. If you left the device by itself — thereby not really showing much commitment or affinity to the message — the longer it would take for the message to reveal itself.</p>
<p><em>The conceit of the project is to create a kind of “durable affinity” amongst the messaging participants. By coupling the message’s slow unfolding to a tangible object that the recipient must hold and carry around, the communication has a kind of interaction ritual that might be more intimate than punching little plastic squares while staring at a screen. Turning time, touch into a condition of affinity and commitment is the interaction ritual we are exploring.</em></p>
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		<title>Sketch Furniture</title>
		<link>http://transition.turbulence.org/blog/2007/10/03/sketch-furniture/</link>
		<comments>http://transition.turbulence.org/blog/2007/10/03/sketch-furniture/#comments</comments>
		<pubDate>Wed, 03 Oct 2007 21:35:31 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[3-D]]></category>

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2007/10/03/sketch-furniture/</guid>
		<description><![CDATA[Sketch Furniture by Front allows sketching onto space to become an object.
Motion Capture translates motions into 3D-files and are used in this project to simply record the tip of a pen when people draw pieces of furniture in the air. Rapid Prototyping is a technique that materializes 3D-files. A laser beam builds the 3D-file layer [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2007/10/process.jpg" alt="process.jpg" /><a href="http://www.frontdesign.se/sketchfurniture/">Sketch Furniture</a> by<a href="http://www.frontdesign.se/"> Front</a> allows sketching onto space to become an object.</p>
<p>Motion Capture translates motions into 3D-files and are used in this project to simply record the tip of a pen when people draw pieces of furniture in the air. Rapid Prototyping is a technique that materializes 3D-files. A laser beam builds the 3D-file layer by layer within a liquid plastic material. Every 0.1mm the liquid harden by a laser beam. After a few hours, the 3D-files come out as materialized pieces. The <strong>Sketch Furniture</strong> project in Japan is made in collaboration with Barry Friedman Ltd. Tokyo Wonder Site Aoyama and Crescent. [via <a href="http://architectradure.blogspot.com/">architectradure</a>]</p>
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		</item>
		<item>
		<title>Teleshadow</title>
		<link>http://transition.turbulence.org/blog/2007/08/15/teleshadow/</link>
		<comments>http://transition.turbulence.org/blog/2007/08/15/teleshadow/#comments</comments>
		<pubDate>Wed, 15 Aug 2007 20:28:11 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[architecture]]></category>

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2007/08/15/teleshadow/</guid>
		<description><![CDATA[&#8220;Shadows are being used by Japanese researchers as an non-intrusive way for friends to stay in touch. Called Teleshadow the system pipes video of what people are doing at home via the net to their friends&#8217; houses. But instead of showing images in full motion and colour, Teleshadow turns them into shadow outlines projected on [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2007/08/_44046079_shadowyasuda203.jpg" alt="_44046079_shadowyasuda203.jpg" />&#8220;Shadows are being used by Japanese researchers as an non-intrusive way for friends to stay in touch. Called <strong>Teleshadow</strong> the system pipes video of what people are doing at home via the net to their friends&#8217; houses. But instead of showing images in full motion and colour, <strong>Teleshadow</strong> turns them into shadow outlines projected on the inside of a small decorative lamp. Creator <em>Shunpei Yasuda</em> said the shadow presence system aims to fill the gap between live video and static images.</p>
<p>Mr Yasuda, a post-graduate student in Media Design at Japan&#8217;s Keio University, said the inspiration for the system came from Japanese history. For many years, he said, Japanese homes have had Shoji or paper walls that divide some rooms. The thin walls preserve some privacy but the shadows cast on the paper as people move about also act as a reminder of that person&#8217;s presence&#8230;&#8221; Continue reading <a href="http://news.bbc.co.uk/2/hi/technology/6936627.stm">Shadow lamps to connect friends</a> by Mark Ward, BBC News.</p>
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		</item>
		<item>
		<title>Park View Hotel</title>
		<link>http://transition.turbulence.org/blog/2007/05/30/park-view-hotel/</link>
		<comments>http://transition.turbulence.org/blog/2007/05/30/park-view-hotel/#comments</comments>
		<pubDate>Wed, 30 May 2007 16:30:33 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[object]]></category>

		<guid isPermaLink="false">http://turbulence.org/blog/2007/05/30/park-view-hotel</guid>
		<description><![CDATA[Hotels &#8216;Bleed&#8217; into the Neighborhood
Park View Hotel&#8211; by Ashok Sukumaran&#8211;stretches between the Cesar Chavez plaza in downtown San Jose and the neighbouring Fairmont Hotel. Using specially-built pointing devices, audiences in the park can access interior hotel spaces, by &#8220;pinging&#8221; them optically. Once found and hit (two different modes on the scope) the interiors release their [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="night.jpg" src="http://www.turbulence.org/blog/images/night.jpg" width="200" height="148" border="0" style="float: left; margin: 0px 5px 5px 0px";><H4>Hotels &#8216;Bleed&#8217; into the Neighborhood</H4>
<p><a href="http://0ut.in/parkviewhotel/"><b>Park View Hotel</b></a>&#8211; by <a href="http://www.0ut.in">Ashok Sukumaran</a>&#8211;stretches between the Cesar Chavez plaza in downtown San Jose and the neighbouring Fairmont Hotel. Using specially-built pointing devices, audiences in the park can access interior hotel spaces, by &#8220;pinging&#8221; them optically. Once found and hit (two different modes on the scope) the interiors release their properties into a wireless network&#8230; the color of the interior propagates stochastically, leaking out of the building skin, jumping across the street, and entering some street-lights in the park below. In this way, the park enjoys a certain neighbourly access to the hotel, inverting the usual character of the relationship.</p>
<p>This project was the result of a residency at Sun Microsystems Labs, where the artist was (according the residency brief) working with SunSPOTs, small &#8220;programmable object technologies&#8221; which are a simple-to-use prototyping platform for embedded technologies, or the so-called &#8220;Internet of Things&#8221;. [<a href="http://www.vvork.com/">via</a>]</p>
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		</item>
		<item>
		<title>Digital marks</title>
		<link>http://transition.turbulence.org/blog/2007/03/13/digital-marks/</link>
		<comments>http://transition.turbulence.org/blog/2007/03/13/digital-marks/#comments</comments>
		<pubDate>Tue, 13 Mar 2007 13:30:30 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[augmented/mixed reality]]></category>

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

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

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

		<category><![CDATA[second life]]></category>

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

		<guid isPermaLink="false">http://turbulence.org/blog/2007/03/13/digital-marks</guid>
		<description><![CDATA[
Augmented Realities
A little bit on digital marks, I selected a variety of them.
The semacode, a two dimensional code that encodes a URL. The picture (left) is the semacode of architectradure. Thank you Michael Surtees for the link! This tag embed the URL address of my blog, that can be read by your cell phone and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.turbulence.org/blog/images/digitalmarks1.png" alt="digitalmarks1.png" style="margin: 0px 5px 5px 0px; float: left" border="0" height="144" width="144" /></p>
<h4>Augmented Realities</h4>
<p>A little bit on digital marks, I selected a variety of them.</p>
<p>The <a href="http://en.wikipedia.org/wiki/Semacode">semacode</a>, a two dimensional code that encodes a URL. The picture (left) is the <a href="http://semacode.org/">semacode</a> of architectradure. Thank you <a href="http://designnotes.info/">Michael Surtees</a> for the link! This tag embed the URL address of my blog, that can be read by your cell phone and send you to its page. I guess it avoids typing in the URL and you can rapidly go through a series of web sites using the respective tags.</p>
<p>It is especially useful for combining physical space to digital content. The Semacode&#8217;s Software Development Kit has is developed for ubiquitous computing by creating visual tags for objects and contexts, and read them using a mobile camera phone. The physical Wikipedia called <a href="http://www.semapedia.org/">Semapedia</a>, created by Alexis Rondeau and Stan Wiechers, allows you to add place tags on places and things to link them to the relevant Wikipedia articles.<br />
<img src="http://www.turbulence.org/blog/images/digitalmarks2.jpg" alt="digitalmarks2.jpg" style="margin: 0px 5px 5px 0px; float: left" border="0" height="216" width="162" />[images: trash can with a wikipedia tag] Semacode <a href="http://semacode.org/about/technical/">technical paper</a>.</p>
<p><a href="http://urbantapestries.net/">Urban Tapestries</a> allows public mapping and sharing by combining mobile and internet technologies with geographic information systems. This system was linked to <a href="http://xdesign.ucsd.edu/">Natalie Jeremijenko&#8217;s</a> famous feral robots -open source robots for investigating contaminated urban sites- and called <a href="http://socialtapestries.net/feralrobots/">Robotic Feral Public Authoring</a>: &#8220;Adding the sensor readings to online mapping tools, such as Urban Tapestries, suddenly brings the relationships between environment and home vividly to life. It enables people to feel they can learn about their environment and have the evidence to do something about it&#8221;</p>
<p><a href="http://yellowarrow.net/index2.php">Yellow Arrow</a> allows a community to tag places using arrows. You can post a message using the arrow and anyone could retrieve it using their cell phone. Another method to link digital content to a physical place. The community of yellow arrow is quite big. Their <a href="http://yellowarrow.net/drupal/">blog</a>.</p>
<p><img src="http://www.turbulence.org/blog/images/digitalmarks3.jpg" alt="digitalmarks3.jpg" style="margin: 0px 5px 5px 0px; float: left" border="0" height="154" width="216" /></p>
<p><a href="http://mobile.mit.edu/elens/">Elens</a> allows anyone to create talking landmarks. Developed by the MIT Media Lab it allows anyone to tag a place by adding a sticker on a physical location, sticker that can later be scanned by a cell phone, in this case the Motorola A1000.</p>
<p><a href="http://ic.media.mit.edu/projects/M-Views/">M-views</a> developed at the MIT media lab in the interactive cinema group -media fabrics- with <a href="http://ic.media.mit.edu/people/gid/">Glorianna Davenport</a>, explores the &#8220;ideas, methods, and culture of mobile cinema, which is experienced in temporal and spatial narrative segments that can be delivered on context-aware mobile devices.&#8221;</p>
<p>In 2002, I researched with Glorianna Davenport on technologies to allow digital information to communicate with the physical space. I worked on <a href="http://www.inventiondb.com/browse.php?cubeid=375">Passing Glances</a> a system that enables users to create ambient urban interludes through the use of SMS text messages. Associated graphics and storytelling were projected in the urban space.<br />
<a href="http://web.media.mit.edu/~cati/papers/Vaucelle_CHI2004.pdf">CHI&#8217;04 paper</a><br />
<a href="http://web.media.mit.edu/~cati/publications/textingglanceseNarrative03.pdf">Enarrative5 2003 paper</a></p>
<p>With these tags, the physical space is tagged to the digital space. One can think the other way around and tag the virtual space with physical content. That is what <a href="http://web.media.mit.edu/~lifton/">Josh Lifton</a> told me he was working on the other day. Josh created a plug sensor/actuator network, called the <a href="http://web.media.mit.edu/~lifton/research/dual_reality_lab/">dual reality lab</a>, that links the <a href="http://www.media.mit.edu/">MIT Media Laboratory</a> space to a virtual lab space in the <a href="http://secondlife.com/">Second Life</a> online virtual world.</p>
<p><img src="http://www.turbulence.org/blog/images/digitalmarks4.png" alt="digitalmarks4.png" style="margin: 0px 5px 5px 0px; float: left" border="0" height="144" width="216" /><br />
[left: Location of the MIT Media Laboratory in Second Life] More info technical about the <a href="http://www.media.mit.edu/resenv/plug/">plug</a>. [blogged by Cati Vaucell on <a href="http://architectradure.blogspot.com/">Architectradure</a>]</p>
<p><img src="http://www.turbulence.org/blog/images/shadow_lab.png" alt="shadow_lab.png" style="margin: 0px 5px 5px 0px; float: left" border="0" height="163" width="216" /></p>
<p>["<a href="http://web.media.mit.edu/~lifton/research/dual_reality_lab/">Dual reality</a>" is the concept of maintaining two worlds, one virtual and one real, that reflect, influence, and merge into each other by means of deeply embedded sensor/actuator networks. Both the real and virtual components of a dual reality are complete unto themselves, but are enriched by their mutual interaction. The dual reality Media Lab is an example of such a dual reality, as enabled the Plug sensor/actuator network that links our actual lab space to a virtual lab space in the Second Life online virtual world.]</p>
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