Friday, September 27. 2013Two Opposite Ideologic Territories: The Imperialist Mediterranean Sea vs. the “Archipelic” & Creolized Caribbean
Via The Funambulist -----
My regular readers would have understood that I develop a certain amount of quasi-pathological obsessions for a certain amounts of ideas or concepts that tend to come back regularly in my articles, in such a way that one could say that each article tends towards an attempt to articulate always the same idea. Among these obsessions is the idea of the archipelago and you will soon see that I did not finish to articulate a few thoughts around this idea yet, since an ambitious project of the same name will soon complement my writing on this blog. In the following text, I would like to approach the archipelago through the same way that I first did, through a philosopher that has been highly influential to me in this last decade, Édouard Glissant. The archipelago is for him a figure of a utopia towards which the world should tend in order to construct a politics of “the relation” rather than a politics of the universal. Of course, an archipelago is a very evocative example of territories that construct simultaneously the difference between each island, and a collective identity as a group; that is what makes it a strong figure for a new paradigm of sovereignty (see past article). However, according to Glissant, there is an additional complexity to it that enriches this territory of an exemplary ideology. In order to look at it more closely, we need to first observe its opposite, the continental sea — etymologically, the archipelago is also a sea before being a group of islands. The paradigmatic example of the continental sea, because of both its history and its contemporaneity is the Mediterranean Sea. The following excerpt is what he writes about it in one of his only translated books in English, about which we might want to observe the difficulty to translate the language — Glissant was talking about translation as an emerging art in itself — that Betsy Wings brilliantly managed to translate from French to English:
When one looks at maps of the history of the Mediterranean Sea, whether dominated by the Greeks, the Romans, the Christians, the Muslims, the Ottomans, or the European colons (French, British and Italians), one can easily understand the consistence of the efforts that have been deployed for centuries to force the multiple into the uniform. In this regard, the Mediterranean itself a sort of virtually neutral territory that each nation, one by one, attempts to dominate in order to bring one’s identity to the rank of universal norm. The fact that the three largest monotheist religions — two of which are still the most populated in the world — emerged and developed around the Mediterranean, is symptomatic for Glissant of this obsessive will to unify. The geography of the region is, of course, not alone to blame, but one understands that in the case of the Mediterranean Sea, the territory of water constitutes a certain object of covetousness for the nations that surround it. The Caribbean, as an archipelago constitutes, on the contrary, a layout of islands for which the water is the environing milieu; there is therefore no desire to dominate it since it has virtually no limits, and thus does not constitute a territory per se. History has not been ‘tender’ with these islands as they were the first territories discovered in the late 15th-century by Christopher Columbus who enslaved the indigenous population. Starting in the beginning of the 18th-century, during the colonial domination of the Spanish, the French and the British, hundreds of thousands of African slaves were brought by boat — the vessel of colonial uniformization for Glissant — and provided the manpower of the colonies until the first part of the 19th-century when slavery was progressively abolished. In the meantime, in 1791, Toussaint L’Ouverture and the slaves of Saint-Domingue won a historical war against the French colons and created an autonomous territory on what is now Haiti. The current blockade on Cuba from the United States is also revealing the various tensions that are still operative around this special territory. Nonetheless, the Caribbean is also the territory of a concept that Glissant work his all life around, the one of creolization. Creole itself often refers to one of the local languages spoken in the Caribbean as something that emerged from the encounter of the colonial language (mostly Spanish and French) and the various languages spoken by the slave population. In general, creole can refer to a similar linguistic evolutionary process between any number of languages (colonial/colonized or not), and even at a broader level, the phenomenon of creolization, as understood by Glissant, constitutes a process in which any aspect of an individual or collective identity encounters another to create a new one, richer because integrating the difference, if not opposition, from which it is born. The jazz is one of the mot evocative example of such a process, as it was invented in the American plantations by slaves after their encounters with European music instruments. This music cannot possibly be considered without the resistive struggle that its birth constituted, since any act of freedom — creativity being at the paroxysm of it — accomplished by the slave materializes by definition a negation of his or her status. The archipelago is the territory of creolization par excellence, as it embodies a geography of islands whose coast are in continuous contact with the unexpected — another important component of Glissant’s philosophy/poetry — of the otherness. The processes of exchanges — pacific or violent — that occur on it are a form of recognition of the difference with the otherness, that then construct voluntarily or not new aspects of individual and collective identities that are richer than a simple synthesis of the two original ones. In this regard, Glissant’s philosophy of the Relation can be understood as the social interpretation of Baruch Spinoza’s philosophy of affects that I have been evoking many times in the past. Just like Spinoza, Glissant starts by analyzing the world in a ‘neutral’ way, unfolding the nature of exchanges between humans and nations, and only then establishes an ethics based on this philosophical scheme. For Glissant, the archipelago constitutes the territory of his ethics. For more in English about the philosophy and history of the Caribbean, consult the excellent Public Archive edited and written by Professor Peter Hudson.
Saturday, September 21. 2013fabric | ch new project: a geo-engineered troposphere in the form of open data feeds (@Close_Closer)
By fabric | ch -----
Deterritorialized Living is a new project by fabric | ch that we've just published online last week, in relation with the Call and the Talks we are presenting during Close, Closer, the 3rd Lisbon Architecture Triennale curated by Beatrice Galilee (first talk is today, September, 21 at 5pm, LX Factory, Rua Rodrigues Faria, Lisbon, while the second one will be on December, 14). This project is the result of a residency we did in Beijing last spring, at the Tsinghua University (TASML) and has certainly some unconscious relation with the experience of climate we had in the city!
http://www.deterritorialized.org, the server of Deterritorialized Living, the artificial and livable troposphere.
Deterritorialized Living is an artificial troposphere that reverses our causal relationship to the natural rhythms of day and night, air, seasons, time. It is a “man made” environment where the atmosphere is the effect, continuously shaped from the global activities on the networks produced by humans and robots. The aim of this artificial, almost fictional atmosphere is to give permanent presence (at this stage only in the form of data flows) to what has paradoxically become an ambient, "atmospheric" and contextual experience of deterritorialisation / detemporalisation induced by the massive use of networks, transportation devices, flows of data or communication technologies. Therefore, to literally become able to "breathe" the environment we are generating through our common actions. To some extent, Deterritorialized Living could then also be considered as an information design, delivered in the form of an atmosphere. As the result of its initial and designed rules, this milieu develops strange behaviors: daylight is always “on” (as there are always activities on the networks) but at variable strengths, nighttime never occurs, air composition regularly reaches “physiological enhancement” levels of high altitude, it is composed of a unique single day that goes back and forth and that ideally last forever, continuous. There are no months, no years. Deterritorialized Living is delivered in the form of open data feeds which define this “geo-engineered” yet livable environment, computed by the deterritorialized.org server. We expect to develop and use the troposphere in the future in the form of installations, responsive devices and architecture projects. But the artificial troposphere is also freely available to architects, artists, designers, scientists and makers of all kinds in the form of different “services”: Deterritorialized Air (N2, O2, CO2, Ar), Deterritorialized Daylight (visible light Intensity, IR, UV) and Deterritorialized Time (HH:MM:SS). Additional feeds and refined rules will be added along the time to mature this generated atmosphere.
The live parameters, data and charts that show the evolution of values for Deterritorialized Air (N2, O2, AR, CO2).
Values for Deterritorialized Daylight, including Intensity (lm, visible light), Infrared (w) and ultraviolet (w) as well as Deterritorialized Time (HH:MM:SS), with their related charts. It is interesting to note that the generated time changes along time... but not in a linear manner, it varies between 06:32 and 19:36.
Man page explaining how to access the different data feeds for the ones who would like to develop their own project out of Deterritorialized Living.
These algorithmically designed data feeds can therefore be used independently or combined to drive experimental devices, interfaces, software and speculative livable environments of all kinds (under the responsibility of their authors...). Let us know if you'll be using it!
Related Links:
Posted by Patrick Keller
in fabric | ch, Architecture, Interaction design, Territory
at
10:19
Defined tags for this entry: architecture, artificial reality, atmosphere, climate, data, fabric | ch, interaction design, interferences, public, territory, variable
Friday, September 20. 2013How to make players sick in your virtual reality game
Via Joystiq -----
There is a great, undiscovered potential in virtual reality development. Sure, you can create lifelike virtual worlds, but you can also make players sick. Oculus VR founder Palmer Luckey and VP of product Nate Mitchell hosted a panel at GDC Europe last week, instructing developers on how to avoid the VR development pitfalls that make players uncomfortable. It was a lovely service for VR developers, but we saw a much greater opportunity. Inadvertently, the panel explained how to make players as queasy and uncomfortable as possible.
In virtual reality, small and closed-off areas truly feel small, said Luckey. "Small corridors are really claustrophobic. It's actually one of the worst things you can do for most people in VR, is to put them in a really small corridor with the walls and the ceiling closing in on them, and then tell them to move rapidly through it."
Virtual reality is all about depth and immersion, said Mitchell. So, if you want to break that immersion, your ideal user interface should be as traditional and flat as possible.
Possible applications: Any menu or user interface from Windows 3.1.
If you disable head-tracking in part of your game, it artificially creates just that sort of sensory disconnect. Furthermore, if you move the camera without player input, say to display a cut-scene, it can be very disorienting. When you turn your head in VR, you expect the world to turn with you. When it doesn't, you can have an uncomfortable reaction.
"Quick changes in altitude do seem to cause disorientation," said Mitchell. Exactly why that happens isn't really understood, but it seems to hold true among VR developers. This means that implementing stairs or ramps into your games can throw players for a loop ? which, remember, is exactly what we're after. Don't use closed elevators, as these prevent users from perceiving the change in altitude, and is generally much more comfortable.
When players look down in VR, they expect to see their character's body. Likewise, in a space combat or mech game, they expect to see the insides of the cockpit when they look around. "Having a visual identity is really crucial to VR. People don't want to look down and be a disembodied head." For the purposes of this guide, that makes a disembodied head the ideal avatar for aggravating your players.
Okay, this is probably one of the most devious ways to manipulate your players. Mitchell imagines a simulation of sitting on a beach, watching the sunset. "If you subtly tilt the horizon line very, very minimally, a couple degrees, the player will start to become dizzy and disoriented and won't know why."
"With VR, having the world tear non-stop is miserable." Enough said. Furthermore, a low frame rate can be disorienting as well. When players move their heads and the world doesn't move at the same rate of speed, its jarring to their natural senses. Possible applications: Limitless.
Virtual reality is still a fledgling technology and, as Luckey and Mitchell explained, there's still a long way to go before both players and developers fully understand it. There are very few points of reference, and there is no widely established design language that developers can draw from.
Posted by Patrick Keller
in Interaction design
at
13:01
Defined tags for this entry: 3d, artificial reality, behaviour, cognition, design (interactions), interaction design, vr
How Mechanical Turkers Crowdsourced a Huge Lexicon of Links Between Words and Emotion
-----
Sentiment analysis on the social web depends on how a person’s state of mind is expressed in words. Now a new database of the links between words and emotions could provide a better foundation for this kind of analysis.
One of the buzzphrases associated with the social web is sentiment analysis. This is the ability to determine a person’s opinion or state of mind by analysing the words they post on Twitter, Facebook or some other medium. Much has been promised with this method—the ability to measure satisfaction with politicians, movies and products; the ability to better manage customer relations; the ability to create dialogue for emotion-aware games; the ability to measure the flow of emotion in novels; and so on. The idea is to entirely automate this process—to analyse the firehose of words produced by social websites using advanced data mining techniques to gauge sentiment on a vast scale. But all this depends on how well we understand the emotion and polarity (whether negative or positive) that people associate with each word or combinations of words. Today, Saif Mohammad and Peter Turney at the National Research Council Canada in Ottawa unveil a huge database of words and their associated emotions and polarity, which they have assembled quickly and inexpensively using Amazon’s crowdsourcing Mechanical Turk website. They say this crowdsourcing mechanism makes it possible to increase the size and quality of the database quickly and easily. Most psychologists believe that there are essentially six basic emotions– joy, sadness, anger, fear, disgust, and surprise– or at most eight if you include trust and anticipation. So the task of any word-emotion lexicon is to determine how strongly a word is associated with each of these emotions. One way to do this is to use a small group of experts to associate emotions with a set of words. One of the most famous databases, created in the 1960s and known as the General Inquirer database, has over 11,000 words labelled with 182 different tags, including some of the emotions that psychologist now think are the most basic. A more modern database is the WordNet Affect Lexicon, which has a few hundred words tagged in this way. This used a small group of experts to manually tag a set of seed words with the basic emotions. The size of this database was then dramatically increased by automatically associating the same emotions with all the synonyms of these words. One of the problems with these approaches is the sheer time it takes to compile a large database so Mohammad and Turney tried a different approach. These guys selected about 10,000 words from an existing thesaurus and the lexicons described above and then created a set of five questions to ask about each word that would reveal the emotions and polarity associated with it. That’s a total of over 50,000 questions. They then asked these questions to over 2000 people, or Turkers, on Amazon’s Mechanical Turk website, paying 4 cents for each set of properly answered questions. The result is a comprehensive word-emotion lexicon for over 10,000 words or two-word phrases which they call EmoLex. One important factor in this research is the quality of the answers that crowdsourcing gives. For example, some Turkers might answer at random or even deliberately enter wrong answers. Mohammad and Turney have tackled this by inserting test questions that they use to judge whether or not the Turker is answering well. If not, all the data from that person is ignored. They tested the quality of their database by comparing it to earlier ones created by experts and say it compares well. “We compared a subset of our lexicon with existing gold standard data to show that the annotations obtained are indeed of high quality,” they say. This approach has significant potential for the future. Mohammad and Turney say it should be straightforward to increase the size of the date database and at the same technique can be easily adapted to create similar lexicons in other languages. And all this can be done very cheaply—they spent $2100 on Mechanical Turk in this work. The bottom line is that sentiment analysis can only ever be as good as the database on which it relies. With EmoLex, analysts have a new tool for their box of tricks. Ref: arxiv.org/abs/1308.6297: Crowdsourcing a Word-Emotion Association Lexicon.
Posted by Patrick Keller
in Culture & society, Interaction design, Science & technology
at
12:57
Defined tags for this entry: community, culture & society, data, interaction design, mining, monitoring, participative, research, science & technology, social, writing
Wednesday, September 18. 2013Lightning Farm
Via BLDGBLOG -----
[Image: Triggered lightning technology at the University of Florida's Lightning Research Group].
[Images: From a project by Farah Aliza Badaruddin at the Bartlett School of Architecture].
[Image: Triggered lightning technology at the University of Florida Lightning Research Group].
[Images: From a project by Farah Aliza Badaruddin at the Bartlett School of Architecture].
[Image: Triggered lightning technology at the University of Florida's Lightning Research Group].
[Image: Aerial collage view of the lightning farm, by Farah Aliza Badaruddin at the Bartlett School of Architecture].
[Image: Collage of the lightning farm, by Farah Aliza Badaruddin at the Bartlett School of Architecture].
[Image: Farah Aliza Badaruddin].
[Images: From a project by Farah Aliza Badaruddin at the Bartlett School of Architecture].
[Images: From a project by Farah Aliza Badaruddin at the Bartlett School of Architecture].
[Images: From a project by Farah Aliza Badaruddin at the Bartlett School of Architecture].
Posted by Patrick Keller
in Architecture, Territory
at
14:23
Defined tags for this entry: architecture, artificial reality, ecology, energy, engineering, fiction, geography, research, speculation, territory
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fabric | rblgThis 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.
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