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	<title>Networked_Performance &#187; physical</title>
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	<link>http://transition.turbulence.org/blog</link>
	<description>A research blog about network-enabled performance</description>
	<pubDate>Thu, 03 Jul 2008 22:11:15 +0000</pubDate>
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		<title>&#8230; Creating Worlds as Interface</title>
		<link>http://transition.turbulence.org/blog/2008/07/02/creating-worlds-as-interface/</link>
		<comments>http://transition.turbulence.org/blog/2008/07/02/creating-worlds-as-interface/#comments</comments>
		<pubDate>Wed, 02 Jul 2008 14:40:36 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
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		<category><![CDATA[im/material]]></category>

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/?p=7354</guid>
		<description><![CDATA[&#8220;&#8230; I have become increasingly disaffected with the sterile aesthetics and anaemic experience of virtual worlds. They simply do not capture my soul, or haunt my dreams. They do not stir my passions, as the dramatic foreshorthenings in a grand Caravaggio painting do. So I am wondering, can there be another way in which we [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/07/pwned.jpg" alt="" title="pwned" width="217" height="294" class="alignnone size-full wp-image-7355" /><em>&#8220;&#8230; I have become increasingly disaffected with the sterile aesthetics and anaemic experience of virtual worlds. They simply do not capture my soul, or haunt my dreams. They do not stir my passions, as the dramatic foreshorthenings in a grand Caravaggio painting do. So I am wondering, can there be another way in which we can build a deferred reality that includes the observer and the implicit interface, suitable for explicit study?&#8230;&#8221;</em></p>
<p><strong>Turning the machine inside out - Creating Worlds as Interface</strong> by <em>Eric Kluitenberg</em>: It is always a good thing for artists who work with technology and technological media to study the inner life of the machines. Break open the box and look what is inside. This helps to foreclose an overly naive relationship to the medium. Obviously, it also seems a good thing for artists to simply know their material, understand their medium. This is hardly any different today for media-artists than it was, for instance, for Fresco painters in the grand hall of Sienna&#8217;s Palazzo Publico in the thirteenth century. Still there might be more at stake in the case of digital machines, something that moves beyond the usual questions about the artist&#8217;s material.</p>
<p>That something might be the creation of Worlds as Interface. This speculative idea was suggested in the proposal for a new physics by the physicist Otto E. Rossler. An approach he named Endophysics. The main problem for Rossler was the apparently insolvable question of how to define an explicit model of the world in its entirety, in which the implicit role of the observer was accounted for, given that the observer is always inextricably implicated in what can be observed of the world in the first place. It would require an explicit model that includes the observer. Such a model would, however only be possible to construct from an &#8216;exophysical&#8217; location, a position outside of the world (in its entirety), which is by definition impossible.</p>
<p>The world according to Rossler is defined by that what transfers between the observer and the &#8216;real&#8217; world at the interface. It is the interface to the world that defines what can be observed about the &#8216;real&#8217; world. This interface constitutes a &#8216;cut&#8217; across the &#8216;real&#8217; which remains in itself inaccessible, as it is the very implication of the observer in the observed. The riddle of the necessary but impossible inclusion of the observer and the interface in the picture of the world would appear as a problem without solution. But Rossler suggest there might just be a little escape hatch from this unresolvable implication. He describes it as the construction of model worlds that include the model-observer and their interface with that model world, which allows us, by deferral, from our meta-position outside the model world, to study explicitly the implicit implication of the observer into the microscopic phenomena that transpire in the model world, and their influence on macroscopic phenomena in that model world.</p>
<p>Through this deferral it is possible to make explicit the relationships between the observer, the interface, and the &#8216;real&#8217; world. While the true nature of the &#8216;real&#8217; world remains as such unknowable, since all knowledge is a product of an interface whose structure and effect cannot be determined as there is no external position to the &#8216;real&#8217; world from where this could be judged, this deferred study suggests next steps to bring the analysis closer to our own world. First of all Endophysics recognises the necessity to include the study of the human brain, the biological material substructure that structures the interface to the &#8216;real&#8217; world. It attempts to bridge the gap between physics, neurophysiology and the subjective, the object of psychological study and psycho-analysis. Endophysics understands the world as something specific to each observer, defined and constituted by the specific structure of the observers&#8217; brain and experience, but still attempts through this deferred study and return to the original observer to come closer to an explicit understanding of the interface that defines the world this observer inhabits and escape &#8216;mere subjectivism&#8217;, even if the interface itself remains ultimately inaccessible for external scrutiny.</p>
<p>It cannot be a coincidence that Rossler chooses his terminology of the interface as a &#8216;cut&#8217; across the &#8216;real&#8217; that we know so well from Lacanian psycho-analytical theory. In a Lacanian understanding it is the symbolic order that &#8216;cuts&#8217; across the &#8216;real&#8217;, which is always in its place but is itself unknowable. The symbolic order, language par excellence, but also the wider objects of semiotic study, open the real as in a cut, without a sense of where or how this cut is applied. The subject is thus stumbling in the dark of that what cannot be known - the &#8216;real&#8217; itself.</p>
<p>What the interface creates, both in Rossler&#8217;s conception as well as in Lacan&#8217;s, is not an access to the world, but the world itself. As such we can never study the world in its entirety as it s structured by the interface that exists prior to this world, but escapes its own detection by the observer - us as human subjects - being nothing more than the effect of an unknown interface that links us to a an equally unknown &#8216;real&#8217;. We continue to stumble in the dark, playing around whit the effects of the interface and delimited by its structural limitations, the structuring principles of which are unknown to us. When we try to observe them at their microscopic (fundamental) level they change as a result of our action. When we want to see place we cannot see time, when we want to see moment we cannot see space. The state of the fundamental building blocks of &#8216;reality&#8217; is unknown to us until we look inside Shrodinger&#8217;s box, but when we look inside we produce the reality we observe. Outside the box the state of that reality remains undecidable, it can be one or zero, we just cannot know. Rossler also refers to Kurt Godel&#8217;s undecidability theorem that shows the limits of formal (explicit) reasoning in a thus far undisputed mathematical expos?.</p>
<p>What to do then, if we cannot extricate ourselves from the world to study the interface that produces our world as an &#8216;effect&#8217;? Should we give up trying to understand hat world, our world, our relationship to that world, as we are entangled in a senseless circulatory motion that will never get us closer to the &#8216;real&#8221;, closer to understanding, to &#8216;enlightenment&#8217;? Or is this all just a formal game, a puzzle, a fancy at best? Surely there are still &#8216;real&#8217; passions, joys, pains, beauty and sublime suffering to engage with?</p>
<p>Rossler suggests one possible trajectory: the construction of model worlds. He sees them embodied in our times in virtual worlds, in simulations that can run on digital brains, in finite schemes of explicit description.</p>
<p>Well&#8230;, perhaps. But over the years (as a personal note on this) I have become increasingly disaffected with the sterile aesthetics and anaemic experience of virtual worlds. They simply do not capture my soul, or haunt my dreams. They do not stir my passions, as the dramatic foreshorthenings in a grand Caravaggio painting do. So I am wondering, can there be another way in which we can build a deferred reality that includes the observer and the implicit interface, suitable for explicit study? Such an undertaking would not simply be the construction of formal model worlds in finite schemes of explicit description, but much rather a more visceral experimental practice. Its object would have to be the construction and simultaneous deconstruction of the interface; the conscious explication of an interface with the aim to study the interfaces that implicitly structure our world - not just our experience of the world, but notably the world itself.</p>
<p>The reason why I am going into all this is that some of these thoughts were triggered by one work in particular I had the privilege of seeing &#8216;under construction&#8217; (always the most exciting phase of a technologically invested art work, in preparation for the Piet Zwart Institute&#8217;s Media Design MA graduation show of 2008. An installation work by Danja Vassiliev. The monstrous machine he created felt like a psychoanalytically ambiguous tunnel that allowed a view into the very belly of the beast, as if we are looking at the inner life of the machines themselves. It looked a bit like the wonderfully kitschy culmination scene of the Matrix trilogy, where the story&#8217;s protagonist Neo visits the heart of the machine empire to negotiate a truce between men and machines.</p>
<p>Vassiliev constructed a patently absurd machine, called m/e/m/e/2.0[1], and finds himself (inadvertently or not) in the best company of a long tradition of &#8216;avant-garde&#8217; artists who created various sorts of absurd, ironic, impossible, sadistic, insane or ridiculous machines. His likes are the creators of ominous bachelor machines (Duchamp, Lautreamont, Picabia, Roussel, Kafka), self-destructing machines of the Tinguely type, right down to the magically autistic robotic anti-sculptures of Allan Rath.</p>
<p>In his comments Vassiliev showed himself sceptical of the current infatuation with disembodied information, especially the world-wide web with its inapt page metaphors that suggest a stability where only flux and impermanence are the rule. To counter the loss of materiality in the info- interface, Vassiliev constructed an elaborate machine that allows us to look, through the tunnel in the installation an via a web cam on the web (yes the object of criticism is part of the work) at a stunningly analogue &#8216;interface&#8217;. The information is printed or drawn on half transparent sheets of circuit board material and becomes visible by a light that shines through the sheet from behind, like an electrical viewing box. To make the whole thing &#8216;interactive&#8217;, Vassiliev constructed a tunnel of surgically removed and reinserted cd/dvd computer drives, mounted at 45 degrees angle relative to each other, and hollowed out their sliders. The sheets are now covering the slide and the drive places a different sheet in front of the light - at the click of a mouse!</p>
<p>&#8220;My main problem was to get the camera to focus automatically&#8221;, said Vassiliev, as the slides of the drives necessarily had to be placed at different distances from both the source of light as well as the relative position of the observer/camera. So here some complex algorithmic manipulation had to be put in place to give us a readable &#8216;in-focus&#8217; web cam image on the website - what would the point of the whole web-interface otherwise be if the image be systematically out of focus&#8230;?!</p>
<p>The interesting point of Vassiliev&#8217;s machine is that we can witness it in two forms at once, as a physical interface to a limited universe, five or eight half translucent sheets (depending on the number of drives mounted in the machine) containing some printed information, or maybe one or two hand- drawn images, whatever might be stored on those few lowly sheets, illuminated by the artists&#8217; light from behind. Captured for us lower mortals by a cheap mass-consumption web cam and made visible again in an indirect exposure emanating from the computer screen in the from of a web page containing the webcam feed.</p>
<p>We need this double perspective to understand the nature of the interface, as a principle. We can witness it simultaneously from within the model world constructed by the artist (the feed on the web page), and from the outside as a materialised structure (in the installation). Obviously here the &#8216;content&#8217; is not the point of the work. Neither is the medium the thing under scrutiny. Much more it is the interface: The way in which our relationship to whatever it is that is mediated is structured by this interface. By extension we can understand our relationship to the &#8216;real&#8217; world as a question of interface and mediation through this deferred but still visceral model world.</p>
<p>One word of caution, though: The analogy of the biological brain to the electronic machine should not be taken too literally. We have witnessed over many century&#8217;s of scientific and engineering discourse a recurrent recourse to mechanistic models of the mind. Most recently within Hard A.I. research. According to this latter doctrine a symbol processing machine such as an electronic digital computer, should, if it is able to perform &#8216;typically&#8217; human tasks (of symbolic processing) offer us a possibility, by analogy, to understand the mechanisms of the human mind and the workings of the human brain as a biological symbol processor. However, leaving the obvious contestations of scale and complexity aside (the complexity of the human brain outranks that of current computers by an enormous magnitude), these models offer very little insight, quite likely none whatsoever, into the workings of the human mind and brain. For the simple reason that human minds do not only process symbols, but also many other sensations. The brain itself is not independent of the rest of the body, most notably the nervous system. The biological brain is not silicon-based, and therefore essentially (physically, quantum-mechanically) different from electronic digital machines. And finally, humans are part of living cultures that transform with and through them, while the electronic digital machines are little more than a mere product of the same, without any significant immanent transcendent potential[2].</p>
<p>So the central issue in these experimental practices is not to create a literal analogy to the biological brain as such, but much rather to explore the question of the interface in a visceral manner. In fact virtually all works represented in the Media Design graduation show exemplify and embody this central point. They investigate, externalise, and manifest the interface to the domain of information, which lies at the heart of the digital machine.</p>
<p>In the case of Michael van Schaik&#8217;s Archus Browser[3] project he investigates simultaneously the (so far) never delivered promised of the semantic web, an information structure based on ordering by association of meaning and semantic properties, rather than syntactical and physical (and therefore often arbitrary) links, and the emerging practice of social tagging. Van Schaik&#8217;s project is the most purely informational of the group, but through its emphasis on extra-medial structuring and social praxis it clearly explores the interface as problem and suggests alternative approaches to the information interface.</p>
<p>Maria Karagianni&#8217;s project &#8220;Notations under Provisions&#8221; creates a linkage between the informational and embodied realm by creating a system in which Laban dance notations can be interactively performed with the help of a digital machine. But the linkage then exceeds the relationship of notation and performance by capturing this instant performance and putting it under copyright, utilising legal provisions that enable the copyrighting of a first-time performance of a dance score. The interface between the informational and embodied realm is thus extended into the social, institutional and legal realm. Copyright itself, of course, is a purely informational construct, and deeply contested one for that matter. The interesting transformation is the movement from the informational (a digital rendition of Laban notation) through the corporeal (the performance) back to the informational domain (the legal regime). Here again we can be both inside and outside the system to witness how the interface between these domains produces new realities as an &#8216;effect&#8217;.</p>
<p>In Gordan Savcic&#8217;s project &#8220;PlaySureVeillance&#8221;, similarly the interface between a physical game console, a game, and a hidden profiling system creates a play of entertainment and security politics. Player&#8217;s of hacked version of Nintendo&#8217;s Terror Toad are recorded, profiled and automatically presented and tracked on Facebook. In the course of the game more and more information is gathered of the participant and stored in a public record. The sinister politics of social coercion in the revered social web are revealed as a problem of unwarranted interfacing.</p>
<p>During my studio visit Ivan Monroy Lopez showed me a version of his algorithmic typography generator, where the typeface could be dynamically generated using a midi controller to influence seed parameters for the system. While the final version should be implemented in a web interface, this haptic interface seemed all the more prescient to the interrogation of the interface-problem, so it seemed to me.</p>
<p>Linda Hoffling&#8217;s &#8220;Remote Control / Democracy Player&#8221; fits in a series of projects that have attempted to deregulate the tight editorial control of mass-media channels - the ultimate tool for social normalisation. Here she proposes a series of participatory tools to influence the content and programming of a local Copenhagen TV station, subverting the logic of tight top-down control of the mass-brainwash-medium TV - it should include the on/off switch, which might have a devastatingly stroboscopic effect on the TCV transmission&#8230;</p>
<p>Salvador d&#8217;Souza&#8217;s Traditional Ritual Information System (TRIS)[4] explores the abyss of post-colonial transcultural misunderstanding. Investigating how to build web-based tools to support the study of symbolic and visual anthropology. In this case d&#8217;Souza is looking at the representation of Ghanaian Chieftaincy rituals and their relationship to world cultures. While these rituals are regularly and often erroneously framed as exotic and authentic (in the sense of untainted by external cultures), d&#8217;Souza reflects on the complex interrelations between Colonial history, migration and translocal linkages, as for instance in the Libation Pouring ritual, which as a local Ghanaian phenomenon is entirely dependent on De Kuyper&#8217;s Schnapps from Schiedam, another local but distinctively not Ghanaian product. The question is how the essential translocal and borderless nature of the world wide web relates to such local/translocal practices and linkages.</p>
<p>That in virtually all these projects the information interface and the inner life of the machine are at the heart of the works produced here is certainly no coincidence. Under the leadership of the Media design MFA, first by Matthew Fuller and now Florian Cramer, there has been a deliberate attempt to question the structure of the machine and the construction of the interface from its inception. Both Fuller and Cramer understand this necessity to dive into the machine, to turn its bowels inside out, to make explicit the implicit interface, to deconstruct and reconstruct it in visceral examinations. Some of the projects presented this year take this objective quite literally, while others imply the interface as a border and as a problem; a locus of activity even if the interface is ultimately a non- locality (because of its essential inaccessibility).</p>
<p>We could maybe even call this approach a &#8217;style&#8217;, though both Fuller and Cramer would probably abhor such a notion. It is certainly significant, however, that the machine is turned inside out here to reveal that the interface is a permeable border which can be reconfigured through such visceral, sometimes haptic acts.</p>
<p>Eric Kluitenberg,<br />
Amsterdam, June 2008.</p>
<p>[1] <a href="http://k0a1a.net/meme20/">http://k0a1a.net/meme20/</a><br />
[2] Granting some transcendent potential to self-programming machines - but only very little and limited&#8230;<br />
[3] <a href="http://archusproject.org/">http://archusproject.org/</a><br />
[4] <a href="http://tris.ofamfa.org/">http://tris.ofamfa.org/</a></p>
<p><em>[This essay was commissioned for the graduation catalogue of the Media Design M.A. of the Piet Zwart Institute, Willem de Kooning Academy Rotterdam, and will appear in the graduation catalogue designed by Open Source Publishing, Brussels. For more information on the graduation show <a href="http://www.wormweb.nl/agenda.php?id=1385">YOU ARE PWNED</a> at WORM Rotterdam, 4-6 July.]</em></p>
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		<title>KMA (Kit Monkman and Tom Wexler)</title>
		<link>http://transition.turbulence.org/blog/2008/04/18/kma-kit-monkman-and-tom-wexler/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/18/kma-kit-monkman-and-tom-wexler/#comments</comments>
		<pubDate>Fri, 18 Apr 2008 16:02:04 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[dance]]></category>

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

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/18/kma-kit-monkman-and-tom-wexler/</guid>
		<description><![CDATA[
http://www.youtube.com/watch?v=wXrhfFnXmrs

Flock is a work by digital artists KMA (Kit Monkman and Tom Wexler) and  choreographer Tom Sapsford. Inspired by Tchaikovsky&#8217;s Swan Lake, and specially  commissioned by the Institute of Contemporary Arts, London, Flock premiered in  Trafalgar Square in February 2007. Watch in  HD.
KMA&#8217;s mission is to apply leading digital innovation to [...]]]></description>
			<content:encoded><![CDATA[<div class="vvqbox vvqyoutube" style="width:425px;height:355px;">
<p id="vvq486eea9b43f09"><a href="http://www.youtube.com/watch?v=wXrhfFnXmrs">http://www.youtube.com/watch?v=wXrhfFnXmrs</a></p>
</div>
<p><strong>Flock</strong> is a work by digital artists <em><a href="http://www.kma.co.uk/">KMA</a></em> (Kit Monkman and Tom Wexler) and  choreographer Tom Sapsford. Inspired by Tchaikovsky&#8217;s <em>Swan Lake</em>, and specially  commissioned by the Institute of Contemporary Arts, London, <strong>Flock</strong> premiered in  Trafalgar Square in February 2007. Watch in  <a href="http://www.vimeo.com/739706">HD</a>.</p>
<p><em>KMA&#8217;s</em> mission is to apply leading digital innovation to large-scale live environments in order to expand the audiences’ experience of theatrical work beyond the physical environment in which it is presented. Within the last few years <em>KMA</em> has become a leading and prolific innovator across stage, film and public environments, expanding expectations of how technology can interface with these fields and how audiences ultimately experience the work.</p>
<p><em>KMA’s</em> interactive work stems from their joint areas of interest in patterns of social behavior and digital technology as a vehicle for public theatre.</p>
<p><em>KMA’s</em> most recent large-scale interactive installation projects (<strong>Flock</strong>, Trafalgar Square, 2007; <strong>The Hive</strong>, Grand Canal Square, Dublin, 2008) have expanded the horizons for how technology can interface with theatrical activity in an emotional and playful way. These pieces are set out of doors, in large urban spaces, without prepared actors or formal participants. The scale of the work creates a vast aesthetic impact on the urban environments in which these works reside, drawing audiences to it, quite often by chance as people go about their daily lives, curiosity draws people in but it is the intelligence of the language structures which layer within these installations which holds the public attention and engages them in problem solving, play and social engagement. By arresting time and space within the public arena and blurring the distinction between performer and audience, <em>KMA’s</em> work is opening up new and vast environments in which art and audiences meet, equally on each other’s terms.</p>
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		<title>Slow Furl</title>
		<link>http://transition.turbulence.org/blog/2008/04/18/slow-furl/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/18/slow-furl/#comments</comments>
		<pubDate>Fri, 18 Apr 2008 15:49:51 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[architecture]]></category>

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

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

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

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

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

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

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

		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/18/slow-furl/</guid>
		<description><![CDATA[INTERArChTIVE has commissioned Mette Ramsgard Thomsen (School of Architecture and Design, University of Brighton) and Karin Bech to develop the interactive installation Slow Furl for the Architecture 08 festival in June at Lighthouse in Brighton. The proposal is to make a room size textile installation that acts and reacts on its inhabitation. The installation exists [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://transition.turbulence.org/blog/images/2008/04/vivisection2.jpg" alt="vivisection2.jpg" />INTERArChTIVE has commissioned <a href="http://cita.karch.dk/">Mette Ramsgard Thomsen</a> (School of Architecture and Design, University of Brighton) and <a href="http://cita.karch.dk/">Karin Bech</a> to develop the interactive installation <strong>Slow Furl</strong> for the <em>Architecture 08 festival </em>in June at Lighthouse in Brighton. The proposal is to make a room size textile installation that acts and reacts on its inhabitation. The installation exists as a soft and pliable skin that lines the Lighthouse space. The skin shifts. As guests enter and move within the foyer, the skin moves imperceptibly at deep timeframes, creating new cavities and spaces, revealing slits and apertures.</p>
<p>The project explores the notion of flow. Rather than fixing the digital in a responsive relationship to the user, where every call defines a reply, <strong>Slow Furl</strong> finds its temporality outside the immediately animate. The thick skin envelops the space in a deep furl. Like a glacier, this robotic membrane, is formed by its slow action, reacting imperceptibly to its inhabitation.</p>
<p><strong>Slow Furl</strong> is playful environment that engages the physical presence of its guests. Users are invited to touch, to sit, or lie within its soft skins. As they do they feel the slow pulse of it’s movements. As a landscape, a cloud formation or an ice wall, it forms and reforms around the body of its user. <strong>Slow Furl</strong> is the making of a cybernetic environment that holds its own patterns of action and reaction. Conceived as an organism of interacting subsystems, the architecture holds an own motility, an own language of movements that defines its behavioural patterning. The skin clads a dynamic armature creating the possibility for movement. The armature is understood as a distributed computational system where separate parts hold their own potential for actuation. Each arm is controlled by a stand alone micro-controller that activates its mechanical movements. The skin acts as a unifier. Cladding the whole of the surface, the skin joins the movement of the individual arms into one fluid surface.</p>
<p>The skin also acts as a sensory system. Active patches are embroidered into the skin. These patches act on touch. As the skin moves, it activates the micro-controller. The simple shift between self activation (through the movement cycles of the armature) and interaction (through touch and movement of the users) allows the organism to engage an inherent indeterminacy. The architecture is behavioural rather than interactive, motile rather than animate.</p>
<p><strong>Slow Furl</strong> has received funding from the Arts Council England, Lighthouse (Brighton) and RIBA (Sussex Branch). INTERArChTIVE is a consortium of Lighthouse (Brighton), Architecture Centre Network, interactivearchitecture.org and RIBA (Sussex branch). [via <a href="http://www.interactivearchitecture.org/interarchtive-commission-winner.html">Interactive Architecture dot org</a>]</p>
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		<title>Counter Intuitive</title>
		<link>http://transition.turbulence.org/blog/2008/04/10/counter-intuitive/</link>
		<comments>http://transition.turbulence.org/blog/2008/04/10/counter-intuitive/#comments</comments>
		<pubDate>Thu, 10 Apr 2008 23:12:04 +0000</pubDate>
		<dc:creator>jo</dc:creator>
		
		<category><![CDATA[locative]]></category>

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

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		<guid isPermaLink="false">http://transition.turbulence.org/blog/2008/04/10/counter-intuitive/</guid>
		<description><![CDATA[How do you find the spirit and play of exploration in an optimized geography?
In the idiom of maps and cartography, the tendency is to thoroughly identify as many attributes of the physical world and coordinate them to geographic, you know…coordinates, typically using latitude and longitude. Those attributes are usually other instrumental and worldly markers, like [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/julianbleecker/1594086051/" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.flickr.com');" title="GPSDrawing.jpg by JulianBleeckr, on Flickr"><img src="http://farm3.static.flickr.com/2135/1594086051_dc26860735.jpg" alt="GPSDrawing.jpg" height="209" width="300" /></a><strong><em>How do you find the spirit and play of exploration in an optimized geography?</em></strong></p>
<p>In the idiom of maps and cartography, the tendency is to thoroughly identify as many attributes of the physical world and coordinate them to geographic, you know…coordinates, typically using latitude and longitude. Those attributes are usually other instrumental and worldly markers, like street addresses, nearly immovable physical markers like, you know…landmarks, buildings, franchise stores, and so on. The database tables fill in with this information, sorted, sifted, refined. Some deletes and updates.</p>
<p>In between the record sets are the most interesting possibilities for new services, new ways of experiencing the physical world and new kinds of adventures. What I’m thinking about are ways to creatively explore within a fully instrumented, surveilled and mapped world, with counter intuitive uses of this data. There are some excellent examples within the art-technology and  design-technology communities, such as GPS Drawing, as shown above. This practice is intriguing because it couples measurement with expression and finds an alternative use for the devices involved — a GPS and a mapping application like GoogleEarth.</p>
<p><a href="http://www.youtube.com/watch?v=RILTl8mxEnE" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.youtube.com');"><img src="http://farm3.static.flickr.com/2400/2400848611_906bc0d860_o.png" alt="SurveillanceCameraPlayers" height="228" width="302" /></a><strong><em>Surveillance Camera Players using CCTV cameras as a site for performance opportunities</em></strong></p>
<p><a href="http://younghee.com/" onclick="javascript:pageTracker._trackPageview('/outbound/article/younghee.com');">Younghee wonders</a>, in this context, what are the ways of minimizing “digital traces” — those indications of where you are, and where you have been, in a surveillance world. <a href="http://younghee.com/2008/03/27/surveillance-techniques/" onclick="javascript:pageTracker._trackPageview('/outbound/article/younghee.com');">She says,</a></p>
<blockquote><p>That leaves another interesting question: How would people drop out of, or at least minimize their digital traces and minimize contributing to create others’? We are probably not expecting stickers and badges showing “this person does NOT have cameras” or “this person will NOT use cameras”. One of the memorable Ubicomp conference talks was on the interesting concept of creating capture-resistant environment, preventing camera phones to take photos by overexposing photos attempted in the region covered by this technology. While I am sure there are certain types of places this technology would be very useful, I do have my doubts if there would ever be any technology successfully controlling people’s digital behaviors.</p></blockquote>
<p>Similarly, in a reverse mode, <a href="http://www.ubermatic.org/argos/index.html" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.ubermatic.org');">Life: A User’s Manual</a> by Michelle Teran captures the signals leaked into public space by RF-based video cameras and reveals intimate spaces in a very DIY and performative fashion.</p>
<p>Minimzing traces is one possible perspective. I think, perhaps in this era where digital kids do not reflect so much on how much of a trace they leave behind, and indeed have entirely different perspectives on the meaning of surveillance and its implications. How many digital kids (the next “us”) have read <a href="http://www.amazon.com/gp/redirect.html%3FASIN=0451524934%26tag=researchtechk-20%26lcode=xm2%26cID=2025%26ccmID=165953%26location=/o/ASIN/0451524934%253FSubscriptionId=02ZH6J1W0649DTNS6002" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.amazon.com');">“1984″</a> for example?</p>
<p><a href="http://www.flickr.com/photos/nearfuturelaboratory/2401693932/" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.flickr.com');" title="ISEE by nearfuturelab, on Flickr"><img src="http://farm3.static.flickr.com/2251/2401693932_afcd432676.jpg" alt="ISEE" height="190" width="304" /></a>In contrast to the <a href="http://www.notbored.org/the-scp.html" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.notbored.org');">Surveillance Camera Players</a> and  their performances — where they are maximizing their impact and traces for counter-intuitive purposes, and counter-systemic purposes — groups like the Institute for Applied Autonomy have constructed — years ago, pre-Google Maps — a  digital map system called <a href="http://www.appliedautonomy.com/isee/info.html" onclick="javascript:pageTracker._trackPageview('/outbound/article/www.appliedautonomy.com');">iSee</a> of surveillance  cameras that would allow one to plot a course that does precisely what Younghee wonders about — minimizing one’s impact. In other words, the mapping system plots routes that avoids surveillance cameras.</p>
<p>It may be that the question is no to much avoiding “capture” but how to turn that space into something where your voice can be heard. I’m not convinced, but it seems that we (a bit older people) think of surveillance in one way that digital kids (the next “us”) will see as an opportunity for a new form of living.</p>
<p>Beyond this, I am interested in a kind of Personal Positioning System that points out the absences in my experiences in the world. For example, showing me where I have <em>not</em> been rather than showing the entire world from above, as if its fully prepared for my exploration. I’m interested in finding things  like longer route between two points, rather than the minimal route. Or routes that are deliberately constructed based on streets or regions I have not been. Purely as a form of creative, digital-era perambulation or motoring. Exploration in a world that is pretty much completely mapped, indexed, databased and optimized. What is exploration in an optimized, instrumented world? [posted by Julian Bleecker on <a href="http://www.nearfuturelaboratory.com/2008/04/09/counter-intuitive/">Near Future Laboratory</a>]</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>

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		<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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