Wednesday, February 26. 2014Picture Piece: Cybersyn, Chile 1971-73 | #cybernetic #historyThree 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!
----- Via Frieze
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.
Posted by Patrick Keller
in Culture & society, Interaction design, Science & technology
at
17:04
Defined tags for this entry: automation, communication, community, computing, control, culture & society, infrastructure, interaction design, mediated, monitoring, science & technology
Shall we dance Tango? (for Google) | #monitoring #data
Seen everywhere online these days and now on | rblg too... Yet another "trojan horse" by Google to turn you into a mobile and indoor sensor for their own sake (data collection, if I said so). And soon will we be able to visit your flat or the ones of your friends through Google Maps/Earth, or through a constellation of other applications. After clicking at the door, of course. But also, as it is often the case with such devices, an interesting tool as well... On top of which disruptive apps will be built that will further mix material and immaterial experiences and that will further locate parts of your "home" into "clouds". As it consists in an open call for ideas, before they'll give away 200 dev. kits, don't hesitate to send them a line if you have an unpredictable one (this promiss to be very competing...)!
Link to the projetc and call HERE.
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*An Android unit with registration. http://www.google.com/atap/projecttango/ (…) “What is it? “Our current prototype is a 5” phone containing customized hardware and software designed to track the full 3D motion of the device, while simultaneously creating a map of the environment. These sensors allow the phone to make over a quarter million 3D measurements every second, updating its position and orientation in real-time, combining that data into a single 3D model of the space around you. “It runs Android and includes development APIs to provide position, orientation, and depth data to standard Android applications written in Java, C/C++, as well as the Unity Game Engine. These early prototypes, algorithms, and APIs are still in active development. So, these experimental devices are intended only for the adventurous and are not a final shipping product….”
Posted by Patrick Keller
in Architecture, Interaction design, Science & technology, Territory
at
08:57
Defined tags for this entry: 3d, architecture, data, devices, interaction design, mobile, mobility, monitoring, research, science & technology, territory
Wednesday, February 12. 2014Fujiko Nakaya & E.A.T. for the Expo '70 (Osaka) | #artificial #environment
And what about this prequel to Blur by architects Diller & Scofidio (during Swiss National Exhibition in 2002), the Pepsi Pavilion for the Expo '70" in Osaka, japan, by Fujiko Nakaya and E.A.T. (Experiments in Art & Technology: Robert Breer, Billy Klüver, Frosty Myers, Robert Whitman and David Tudor)!
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Related Links:
Posted by Patrick Keller
in Architecture, Art, Interaction design
at
09:26
Defined tags for this entry: architecture, art, artificial reality, artists, atmosphere, interaction design, science & technology, sound
Fujiko Nakaya & Shiro Takatani's Cloud Forest | #installation #fog
While browsing around on the Internet, I found the remnants of this exhibition that took place in Yamaguchi Center for the Arts and Media in Tokyo back in 2010. To my big ignorance, I didn't know the work of Fujiko Nakaya dating back from the 1970ies. Now I do and I can see how far Blur, Diller & Scofidio's famous building (during Expo.01 in Switzerland back in 2001), was pushing Nakaya's ideas one step further/bigger.
Via Yamaguchi Center for the Arts & Media -----
Artistic environmental spheres formed by fog, light and sound Large-scale project unveiled simultaneously in three public spaces in and around YCAM The upcoming CLOUD FOREST exhibition at the Yamaguchi Center for Arts and Media [YCAM] presents examples of newly discovered environmental creation, realized with an "artistic environments" themed fusion of artistic expression and information technology. Currently on show in three different public spaces in and around YCAM will be a large-scale collaborative project featuring "fog sculptures" by Fujiko Nakaya, an artist whose works have gained much attention at various occasions in Japan and overseas, along with the original light and sound art of Shiro Takatani.
Fujiko Nakaya "Fog Sculpture #47773" Pepsi Pavilion Commissioned by Experiments in Art and Technology (EXPO' 70, Osaka, Japan 1970). Photo: ©Takeyoshi Tanuma
Environment as an art form
"Island Eye Island Ear" Project by Experiments in Art & Technology (Knavelskar Island, Sweden 1974). Photo: Fujiko Nakaya
Environments emerging out of human perception and networking technology
Fujiko Nakaya "GREENLAND GLACIAL MORAINE GARDEN" (Nakaya Ukichiro Museum of Snow and Ice,Kaga City, Japan 1994). Photo: Rokuro Yoshida
Cloud Forest
Environmental spheres in three installations
"Cloud Forest" [Patio] (YCAM 2010)
"Cloud Forest" [Central Park] (YCAM 2010)
Posted by Patrick Keller
in Architecture, Art, Interaction design
at
09:21
Defined tags for this entry: architecture, art, artificial reality, artists, atmosphere, design (environments), engineering, geography, history, interaction design
Thursday, February 06. 2014Wolfram moves to connected objects (too) | #responsive #objects
----- "Launching the Wolfram Connected Devices Project" January 6, 2014
“Connected devices are central to our long-term strategy of injecting sophisticated computation and knowledge into everything. With the Wolfram Language we now have a way to describe and compute about things in the world. Connected devices are what we need to measure and interface with those things. “In the end, we want every type of connected device to be seamlessly integrated with the Wolfram Language. And this will have all sorts of important consequences. But as we work toward this, there’s an obvious first step: we have to know what types of connected devices there actually are. “So to have a way to answer that question, today we’re launching the Wolfram Connected Devices Project—whose goal is to work with device manufacturers and the technical community to provide a definitive, curated, source of systematic knowledge about connected devices….” (((Gosh there sure are lots of them.)))
Related Links:
Posted by Patrick Keller
in Interaction design, Science & technology
at
09:26
Defined tags for this entry: code, design (interactions), design (products), devices, interaction design, science & technology, software
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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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