Tuesday, August 02. 2016
By fabric | ch
As we continue to lack a decent search engine on this blog and as we don't use a "tag cloud" ... This post could help navigate through the updated content on | rblg (as of 07.2016), via all its tags!
HERE ARE ALL THE CURRENT TAGS TO NAVIGATE ON | RBLG BLOG:
(to be seen just below if you're navigating on the blog's page or here for rss readers)
Posted by Patrick Keller in fabric | ch at 16:58
Defined tags for this entry: 3d, activism, advertising, agriculture, air, animation, applications, archeology, architects, architecture, art, art direction, artificial reality, artists, atmosphere, automation, behaviour, bioinspired, biotech, blog, body, books, brand, character, citizen, city, climate, clips, code, cognition, collaboration, commodification, communication, community, computing, conditioning, conferences, consumption, content, control, craft, culture & society, curators, customization, data, density, design, design (environments), design (fashion), design (graphic), design (interactions), design (motion), design (products), designers, development, devices, digital, digital fabrication, digital life, digital marketing, dimensions, direct, display, documentary, earth, ecal, ecology, economy, electronics, energy, engineering, environment, equipment, event, exhibitions, experience, experimentation, fabric | ch, farming, fashion, fiction, films, food, form, franchised, friends, function, future, gadgets, games, garden, generative, geography, globalization, goods, hack, hardware, harvesting, health, history, housing, hybrid, identification, illustration, images, information, infrastructure, installations, interaction design, interface, interferences, kinetic, knowledge, landscape, language, law, life, lighting, localization, localized, magazines, make, mapping, marketing, mashup, materials, media, mediated, mind, mining, mobile, mobility, molecules, monitoring, monography, movie, museum, music, nanotech, narrative, nature, networks, neurosciences, opensource, operating system, participative, particles, people, perception, photography, physics, physiological, politics, pollution, presence, print, privacy, product, profiling, projects, psychological, public, publishing, reactive, real time, recycling, research, resources, responsive, ressources, robotics, santé, scenography, schools, science & technology, scientists, screen, search, security, semantic, services, sharing, shopping, signage, smart, social, society, software, solar, sound, space, speculation, statement, surveillance, sustainability, tactile, tagging, tangible, targeted, teaching, technology, tele-, telecom, territory, text, textile, theory, thinkers, thinking, time, tools, topology, tourism, toys, transmission, trend, typography, ubiquitous, urbanism, users, variable, vernacular, video, viral, vision, visualization, voice, vr, war, weather, web, wireless, writing
Wednesday, February 24. 2016
Note: j'aurai le plaisir d'être en entretien --en français-- ce vendredi 26.02 à 20h avec le journaliste Frédéric Pfyffer, de la Radio Télévision Suisse Romande, dans le cadre du programme Histoire Vivante qui traite cette semaine du sujet des "Big Data".
Cet entretien, qui a été enregistré en fin de semaine passée, nous verra évoquer la façon dont les artistes ou designers abordent aujourd'hui --mais aussi un peu hier-- cette question des données. En contrepoint ou complément peut-être des approches scientifiques. Pour ma part, aussi bien dans le contexte de ma pratique indépendante (fabric | ch où de nombreux projets réalisés ou en développement s'appuient sur des données) qu'académique (projet de recherche interdisciplinaire en cours autour des "nuages"... entre autres).
À noter encore qu'au terme de la semaine d'émissions thématiques sera diffusé sur la TSR (dimanche 28.02) le documentaire Citizenfour, qui relate toute l'aventure d'Edward Snowden et du journaliste Glenn Greenwald.
Ces cinq émissions seront également disponibles en mode podcast à la même adresse, suite à la diffusion de cette semaine.
Une semaine d’Histoire Vivante consacrée à l’histoire de la recherche scientifique à la lumière de l’émergence de l’internet et des big data.
Dimanche 28 février 2016, vous pouvez découvrir sur RTS Deux: CitizenFour, un documentaire de Laura Poitras (Allemagne-USA/2014):
"Citizenfour est le pseudonyme utilisé par Edward Snowden pour contacter la réalisatrice de ce documentaire lorsqu'il décide de révéler les méthodes de surveillance de la NSA. Accompagnée d'un journaliste d'investigation, elle le rejoint dans une chambre d'hôtel à Hong Kong. La suite est un huis-clos digne des meilleurs thrillers."
Wednesday, July 29. 2015
Note: after the recent post about E.A.T. and while we are into history, here is also an intersting article by Phyllis (Gershuny) Segura, one of the founders of the 1970's journal Radical Software, where she explains the birth and motivatiosn behind the magazine. It was a journal about the then very young video art, but exceeded this thematic by far, including avant-garde thematics such as cybernetic, information theory or networks.
Creating Radical Software: A Personal Account
By Phyllis (Gershuny) Segura
What can be analyzed in my work, or criticized, are the questions that I ask…my composition arises out of asking questions.
— John Cage
Radical Software Volume I, Number 1: the Alternate Television Movement (Spring 1970)
Radical Software Volume I, Number 2: the Electromagnetic Spectrum (Autumn 1970).
As rare as it is for something to be an instant success, this is what happened with Radical Software, a journal started in 1970 to bring a fresh direction to communication via personal and portable video equipment and other cybernetic explorations. Its intention was to foster an alternative to broadcast media and lessen the impact of its control. I was the co-founder.
When I began conceiving of the journal, no one really knew precisely what I was getting at because my ideas about it were at an inchoate stage of development, making for loose coherency. The idea was for individuals to be able to communicate interactively without the filters of broadcast media. Even at a more formalized stage the process superseded any formulaic views. Perhaps asking non-hierarchical questions could materialize the structures leading to a two-way network for communicative exchange. Our choices were no longer determined by traditions and customs.
I don't often look, but when I do, I notice so much misinformation, both printed and online, about the origins of Radical Software. I‘d like to clarify what my role was then and what my inspiration was in conceiving of it. It is important to set the background and tone of events. In order to accurately tell the tale I will weave in some personal life anecdotes from the time. It's all one story to me, as the vicissitudes of life often direct our fates.
Read more about it HERE.
Wednesday, February 18. 2015
Via iiclouds.org (Nicolas Nova)
“World Brain” by Stéphane Degoutin and Gwenola Wagon (2015):
Thursday, November 13. 2014
By fabric | ch
I'm very happy to write that after several months of preparation, I'm leading a new design-research (that follows Variable Environment, dating back from 2007!) for the University of Art & design, Lausanne (ECAL), in partnership with Nicolas Nova (HEAD). The project will see the transversal collaboration of architects, interaction designers, ethnographers and scientists with the aim of re-investigating "cloud computing" and its infrastructures from a different point of view. The name of the project: Inhabiting and Interfacing the Cloud(s), which is now online under the form of a blog that will document our progresses. The project should last until 2016.
The main research team is composed of:
Patrick Keller, co-head (Prof. ECAL M&ID, fabric | ch) / Nicolas Nova, co-head (Prof. HEAD MD, Near Future Laboratory) / Christophe Guignard (Prof. ECAL M&ID, fabric | ch) / Lucien Langton (assistant ECAL M&ID) / Charles Chalas (assistant HEAD MD) / Dieter Dietz (Prof. EPFL - Alice) & Caroline Dionne (Post-doc EPFL - Alice) / Dr. Christian Babski (fabric | ch).
I&IC Workshops with students from the HEAD, ECAL (interaction design) and EPFL (architecture) will be conducted by:
James Auger (Prof. RCA, Auger - Loizeau) / Matthew Plummer-Fernandez (Visiting Tutor Goldsmiths College, Algopop) / Thomas Favre - Bulle (Lecturer EPFL).
Finally, a group of "advisors" will keep an eye on us and the research artifacts we may produce:
Babak Falsafi (Prof. EPFL - Ecocloud) / Prof. Zhang Ga (TASML, Tsinghua University) / Dan Hill (City of Sound, Future Cities Catapult) / Ludger Hovestadt (Prof. ETHZ - CAAD) / Geoff Manaugh (BLDGBLOG, Gizmodo).
Andrea Branzi, 1969, Research for "No-Stop City".
Google data center in Lenoir, North Carolina (USA), 2013.
As stated on the I&IC webiste:
The design research I&IC (Inhabiting and Interfacing the Clouds), explores the creation of counter-proposals to the current expression of “Cloud Computing”, particularly in its forms intended for private individuals and end users (“Personal Cloud”). It is led by Profs. Patrick Keller (ECAL) and Nicolas Nova (HEAD) and is documented online as a work in progress, 2014-2017.
I&IC is to offer an alternative point of view, a critical appraisal as well as to provide an “access to tools” about this iconic infrastructure of our modernity and its user interfaces, because to date their implementation has followed a logic chiefly of technical development, mainly governed by corporate interests, and continues therefore to be paradoxically envisioned as a purely functional, centralized setup.
However, the Personal Cloud holds a potential that is largely untapped in terms of design, novel uses and territorial strategies. Through its cross-disciplinary approach that links interaction design, the architectural and territorial dimensions as well as ethnographic studies, our project aims at producing alternative models resulting from a more contemporary approach, notably factoring in the idea of creolization (theorized by E. Glissant).
Thursday, April 03. 2014
Wednesday, February 26. 2014
Three years ago we published a post by Nicolas Nova about Salvator Allende's project Cybersyn. A trial to build a cybernetic society (including feedbacks from the chilean population) back in the early 70ies.
Here is another article and picture piece about this amazing projetc on Frieze. You'll need to buy the magazione to see the pictures, though!
Phograph of Cybersyn, Salvador Allende's attempt to create a 'socialist internet, decades ahead of its time'
This is a tantalizing glimpse of a world that could have been our world. What we are looking at is the heart of the Cybersyn system, created for Salvador Allende’s socialist Chilean government by the British cybernetician Stafford Beer. Beer’s ambition was to ‘implant an electronic nervous system’ into Chile. With its network of telex machines and other communication devices, Cybersyn was to be – in the words of Andy Beckett, author of Pinochet in Piccadilly (2003) – a ‘socialist internet, decades ahead of its time’.
Capitalist propagandists claimed that this was a Big Brother-style surveillance system, but the aim was exactly the opposite: Beer and Allende wanted a network that would allow workers unprecedented levels of control over their own lives. Instead of commanding from on high, the government would be able to respond to up-to-the-minute information coming from factories. Yet Cybersyn was envisaged as much more than a system for relaying economic data: it was also hoped that it would eventually allow the population to instantaneously communicate its feelings about decisions the government had taken.
In 1973, General Pinochet’s cia-backed military coup brutally overthrew Allende’s government. The stakes couldn’t have been higher. It wasn’t only that a new model of socialism was defeated in Chile; the defeat immediately cleared the ground for Chile to become the testing-ground for the neoliberal version of capitalism. The military takeover was swiftly followed by the widespread torture and terrorization of Allende’s supporters, alongside a massive programme of privatization and de-regulation. One world was destroyed before it could really be born; another world – the world in which there is no alternative to capitalism, our world, the world of capitalist realism – started to emerge.
There’s an aching poignancy in this image of Cybersyn now, when the pathological effects of communicative capitalism’s always-on cyberblitz are becoming increasingly apparent. Cloaked in a rhetoric of inclusion and participation, semio-capitalism keeps us in a state of permanent anxiety. But Cybersyn reminds us that this is not an inherent feature of communications technology. A whole other use of cybernetic sytems is possible. Perhaps, rather than being some fragment of a lost world, Cybersyn is a glimpse of a future that can still happen.
Wednesday, February 19. 2014
Fourteen30 Contemporary, Portland
In his video California Bloodlines (GPS Dozen) (all works 2013), California artist Jesse Sugarmann drives through a bright desert expanse in search of somewhere elusive. The camera is trained on the car’s dashboard and windshield, which are festooned with 12 GPS devices that relegate the dramatic landscape of sand and scrub, distant mountains and azure sky to a removed presence. As he drives, a chorus of robotic voices talk over one another, blurting out contradictory directions (‘Turn left!’, ‘Turn right!’, ‘Re-calculating!’). Sugarmann’s intended destination is California City, from which the artist’s exhibition at Fourteen30 Contemporary took its name: a place real enough to have assigned geo-positioning coordinates, yet not real enough for the dozen devices to reach consensus.
Geographically, California City is the third-largest city in the Golden State. Its 40- square-mile grid in the Mojave Desert was developed in the 1960s in tandem with the California Aqueduct, which would transform the arid terrain into a lush, cosmopolitan oasis, a two-hour drive north of Los Angeles. But when the aqueduct was rerouted to the west, development was abandoned. In the ensuing half-century, a population of 15,000 made California City home, leaving the unfinished infrastructure of sidewalks and roads to be slowly reclaimed by the desert. Today, the outskirts of this unrealized city play host to Air Force weapons testing and off-road motor sports.
Symbolically, the site evidences a kind of regional amnesia, in which the glitz and glamour of Southern California’s main cultural centre allows this also-ran destination to fade from collective memory. But Sugarmann leverages its metaphoric impact for more personal ends, using California City as a stage to contemplate his mother’s worsening Alzheimer’s. This place, which bears the fundamental shape of a city but conspicuously lacks the city itself, becomes an analogue for his mother’s frustrated attempts to recall and organize a past she knows exists, but can’t seem to access.
In a second video, California Bloodlines (Parts 1 and 2), the artist has arrived in California City, or at least one of its desolate cul-de-sacs. Joined by an assistant, Sugarmann performs a series of actions addressing the site’s past, present and the irreconcilable divide between them. Initially, they appear as stewards, attempting to restore the road to working condition. They patch a makeshift bonfire pit left by an off-road after-party, sweep sand off the weather-beaten pavement (as desert winds violently undo their efforts), and spread a new layer of asphalt. But with the appearance of a sand dragster, a vehicle equally at home on sand or tarmac, the site’s present-day activities creep in, creating a confused connection to its past: the duo spreads asphalt on the exterior of the dragster and sets it ablaze.
In California Bloodlines (Parts 1 and 2), Sugarmann interpolates scenes of his own ‘weapons testing’ in California City, drawing square-mile development tracts onto Perspex in liquid napalm and burning them into the surface. These works were displayed in the gallery like production stills or outtakes from the film, each image executed in thick black burn marks and feathery yellow flickers. It’s not hard to connect the geometric patterns of the tract with the mapping of the human brain in neuro-imaging techniques.
Sugarmann’s previous body of work focused almost exclusively on cars – as figurative bodies, ‘vehicles’ for projecting human desire and as ubiquitous monuments to the fact of obsolescence and mortality. With the California City videos, this connection between subjects and their automotive stand-ins is made more powerful by the artist’s equation of the landscape with memory. Here, the internal stage of mental function – or in the case of his mother, dysfunction – is depicted in physical, spatial terms. And, tragically, in the enacted folly of restoring unused roads, he illustrates how that which is forgotten can never be recovered.
Tuesday, February 04. 2014
By Plummer Fernandez
Love in the time of algorithms by Dan Slater. A book about the online dating industry. I think the title of this book alone makes this relevant to #algopop.
Also researchers at the University of Iowa are developing an algorithm that much like Netflix, will recommend partners for dating based on data-mining rather than user input. The concept is based on the assumptions that a user’s self-curated profile is not entirely truthful, and that he or she 'may not know themselves well enough to know their own tastes in the opposite sex', so algorithms could potentially get to know the real you, and your potential partner, through your dating-site browsing habits.
Friday, May 11. 2012
Feel Me is a project by Marco Triverio that explores the gap between synchronous and asynchronous communication using our mobile device in attempt to “connect differently” and enrich digital communications. Whereas we draw lines between phone conversations and sms messages, Feel Me looks for space in between that would allow you to be intimate in realtime, non-verbally using touch.
Feel Me first appears to be a text messaging application. When two people are both looking at the conversation they are having, touches on the screen of one side are shown on the other side as small dots. Touching the same spot triggers a small reaction, such as a vibration or a sound, acknowledging that both parts are there at the same time. Feel Me creates a playful link with the person on the other side, opening a channel for a non-verbal and interactive connection.
“Feel Me” was awarded honors at CIID. Marco is currently working as an interaction designer at IDEO.
See also concept development videos below.
(Page 1 of 3, totaling 23 entries) » next page
fabric | rblg
This blog is the survey website of fabric | ch - studio for architecture, interaction and research.
We curate and reblog articles, researches, writings, exhibitions and projects that we notice and find interesting during our everyday practice and readings.
Most articles concern the intertwined fields of architecture, territory, art, interaction design, thinking and science. From time to time, we also publish documentation about our own work and research, immersed among these related resources and inspirations.
This website is used by fabric | ch as archive, references and resources. It is shared with all those interested in the same topics as we are, in the hope that they will also find valuable references and content in it.
| rblg on Twitter