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
Friday, January 24. 2014Bracket [takes action] | #callA new call by the very interesting Bracket magazine/books!
Via Bracket ----- Dear Bracket friends,
We are happy to announce the CFS for Bracket [Takes Action];
We hope you consider submitting. Please also pass this along to anyone you think might be interested.
The deadline is quickly approaching — February 28th!
Best wishes,
Neeraj & Mason
Bracket [Takes Action] Editors
![]() Bracket [takes action] “When humans assemble, spatial conflicts arise. Spatial planning is often considered the management of spatial conflicts.” —Markus Miessen Call for submissions
Hannah Arendt’s 1958 treatise The Human Condition cites “action” as one of the three tenants, along with labor and work, of the vita active (active life). Action, she writes, is a necessary catalyst for the human condition of plurality, which is an expression of both the common public and distinct individuals. This reading of action requires unique and free individuals to act toward a collective project and is therefore simultaneously ‘bottom-up’ and ‘top-down’. In the more than fifty years since Arendt’s claims, the public realm in which action materializes, and the means by which action is expressed, has dramatically transformed. Further, spatial practice’s role in anticipating, planning, or absorbing action(s) has been challenged, yielding difficulty in the design of the ‘space of appearance,’ Arendt’s public realm. Our young century has already seen contested claims of design’s role in the public realm by George Baird, Lieven De Cauter, Markus Meissen, Jan Gehl, among others. Perhaps we could characterize these tensions as a ‘design deficit’, or a sense that design does not incite ‘action’, in the Arendtian sense. Amongst other things, this feeling is linked to the rise of neo-liberal pluralism, which marks the transition from public to publics, making a collective agenda in the public realm often illegible. Bracket [takes action] explores the complex relationship between spatial design, and the public(s) as well as action(s) it contains. How can design catalyze a public and incite platforms for action? Consider two images indicative of contemporary action within the public realm of our present century: (i) the June 2009 opening of the High Line Park in New York City, and (ii) the January 2011 occupation of Tahrir Square in Cairo. These two spaces and their respective contemporary publics embody the range within today’s space of appearance. At the High Line, the urban public is now choreographed in a top-down manner along a designed, former infrastructure with an endless supply of vistas into an urban private realm. In Tahrir Square, an assembled swirling public occupies, and therefore re-designs, an infrastructural plaza overwhelming a government and communication networks. This example reveals a bottom-up, self-assembling public. But what role did spatial practice play in each of these scenarios and who were the spatial practitioners and public(s)? The contrast of two positions on action in a public realm offers an opening for wider investigations into spatial practice’s role and impact on today’s public(s) and their action(s). Bracket [takes action] asks: What are the collective projects in the public realm to act on? How have recent design projects incited political or social action? How can design catalyze a public, as well as forums for that public to act? What is the role of spatial practice to instigate or resist public actions? Bracket 4 provokes spatial practice’s potential to incite and respond to action today. The fourth edition of Bracket invites design work and papers that offer contemporary models of spatial design that are conscious of their public intent and actively engaged in socio-political conditions. It is encouraged, although not mandatory, that submissions documenting projects be realized. Positional papers should be projective and speculative or revelatory, if historical. Suggested subthemes include: Participatory ACTION – interactive, crowd-sourced, scripted Disputed PUBLICS – inconsistent, erratic, agonized Deviant ACTION – subversive, loopholes, reactive Distributed PUBLICS – broadcasted, networked, diffused Occupy ACTION – defiant, resistant, upheaval Mob PUBLICS – temporary, forceful, performative Market ACTION – abandoning, asserting, selecting The editorial board and jury for Bracket 4 includes Pier Vittorio Aureli, Vishaan Chakrabarti, Adam Greenfield, Belinda Tato, Yoshiharu Tsukamoto as well as co-editors Neeraj Bhatia and Mason White. Deadline for Submissions: February 28, 2014 Please visit www.brkt.org for more info. Related Links:
Posted by Patrick Keller
in Architecture, Culture & society, Design, Interaction design
at
10:25
Defined tags for this entry: architecture, culture & society, design, design (interactions), interaction design, politics, research, speculation, thinking
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
Friday, September 06. 2013Landscape Futures Arrives
Via BLDGBLOG -----
[Image: Internal title page from Landscape Futures; book design by Everything-Type-Company].
At long last, after a delay from the printer, Landscape Futures: Instruments, Devices and Architectural Inventions is finally out and shipping internationally.
[Images: A few spreads from the "Landscape Futures Sourcebook" featured in Landscape Futures; book design by Everything-Type-Company].
Of course, everything just listed supplements and expands on the heart of the book, which documents the eponymous exhibition hosted at the Nevada Museum of Art, featuring specially commissioned work by Smout Allen, David Gissen, and The Living, and pre-existing work by Liam Young, Chris Woebken & Kenichi Okada, and Lateral Office.
[Images: Interview spreads from Landscape Futures; book design by Everything-Type-Company].
In any case, I've written about Landscape Futures here before, and an exhaustive preview of it can be seen in this earlier post.
Posted by Patrick Keller
in Architecture, Territory
at
07:56
Defined tags for this entry: architecture, books, design (environments), design (interactions), landscape, speculation, territory, thinking
Friday, January 18. 2013INABA Completes SkylightVia Archinect
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![]()
INABA has completed Skylight, a permanent installation for KORO Public Art Norway. The 6.6 m (22 ft) diameter, 11.5 m (38 ft) long structure hangs from the foyer of the New Concert Hall in Stavanger, Norway. It is visible from the adjacent public plaza, and surrounding neighborhood and harbor, serving as a light beacon for the complex. Responding to the region’s extreme atmospheric conditions, Skylight emits a range of pure color light patterns that contrast and complement the blended luminous tones of the dawn and twilight Nordic sky. Conceived of as an inverted chandelier, Skylight’s light fixtures are mounted to face inward and illuminate the structure’s interior surface. Its programmable LED system is animated to change in brightness and hue, and produce distinct patterns during arrival, theater calls, intermission, departure, and after hours.
Skylight is based on a simple cylinder. Areas along the surface of the cylinder were removed to create views from the five-stor.
Related Links:
Posted by Patrick Keller
in Architecture, Interaction design
at
10:54
Defined tags for this entry: architects, architecture, artificial reality, design (interactions), interaction design, lighting, weather
Monday, December 31. 2012Here are some balloons, they are floating...
And a last post on | rblg for this year, a "balloonesque" and well-timed one with this installation by William Forsythe.
Included are all our best wishes and joy for 2013!
Patrick
Via It's Nice That
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Posted by Ross Bryant, Wednesday 21 November 2012
![]() William Forsythe: Scattered Crowds
We’ve seen some fantastic installation art recently, ranging from the Interactive Thunderstorm in Philadelphia, to The Rain Room in London. And now – joy of joys – we’re reflecting on more amazing installation art for y’all to dive into. This time we’re in the Bockenhelmer Depot, in Frankfurt, Germany. Ready? Right, let’s GO! The magical spacial installation Scattered Crowds was conceived of by multi-disciplinary artist William Forsythe. Thousands of white balloons are suspended in the air, accompanied by a wash of music, emphasising “the air-borne landscape of relationships, distance, of humans and emptiness, of coalescence and decision”. Obviously, keep your eyes open and finish reading my little post, but this installation is well worth taking five; Put some tunes on and visualise your world surrounded by balloons. What would you do? How would you move? And that’s the physical point of the installation – you’re forced to interact with each balloon which requires effort to manoeuvre, dodge, dance pass, or simply run headlong through like a sexually charged elephant. William’s installation draws this out of everybody who interacts with it, replicating the emotions and decisions of people. With this in mind, please – no pins!
![]() William Forsythe: Scattered Crowds
![]() William Forsythe: Scattered Crowds
![]() William Forsythe: Scattered Crowds
![]() William Forsythe: Scattered Crowds
William Forsythe: Scattered Crowds Related Links:Wednesday, January 25. 2012Gardens as Crypto-Water-ComputersVia Pruned
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de Alexander Trevi
In the front right corner, in a structure that resembles a large cupboard with a transparent front, stands a Rube Goldberg collection of tubes, tanks, valves, pumps and sluices. You could think of it as a hydraulic computer. Water flows through a series of clear pipes, mimicking the way that money flows through the economy. It lets you see (literally) what would happen if you lower tax rates or increase the money supply or whatever; just open a valve here or pull a lever there and the machine sloshes away, showing in real time how the water levels rise and fall in various tanks representing the growth in personal savings, tax revenue, and so on. “It’s a network of dynamic feedback loops,” Strogatz further writes. “In this sense the Phillips machine foreshadowed one of the most central challenges in science today: the quest to decipher and control the complex, interconnected systems that pervade our lives.”
Filling up not just a corner but the entire room, inside not one but several structures that resemble large cupboards with a transparent front, is a Rube Goldberg collection of tubes, tanks, valves, pumps and sluices. You could think of it as a hydraulic computer. Water flows through a series of clear pipes, mimicking the production line of concrete blocks. It lets you see (literally) what would happen if you change the type of cement used or increase the load capacity of the concrete or whatever; just open a valve here or pull a lever there and the machine sloshes away, showing in real time how the water levels rise and fall in various tanks representing material properties, curing time, temperature, and so on. Changes to the water level in the “measuring tube” would be marked on a graph paper — “a kind of curve,” and “these marks build schedule, which was the solution of the problem.”
Embedded in the earth is a Rube Goldberg collection of tubes, tanks, valves, pumps and sluices. You could think of it as a hydraulic computer. Water flows through a series of clear pipes, mimicking the way that money flows through the empire. It lets you see (literally) what would happen if you lower the price of bread or increase the construction of palaces or whatever; just open a valve here or pull a lever there and the machine in the garden sloshes away, showing in real time how the water levels rise and fall in various tanks representing colonial trade supplies, food riots, and so on. Attached to the measuring tube is a series of fountains that gurgles the solution to the equation.
Posted by Patrick Keller
in Architecture, Science & technology, Territory
at
10:16
Defined tags for this entry: architecture, design (interactions), ecology, landscape, science & technology, territory
Friday, November 25. 2011Flight Assembled Architecture by Gramazio & Kohler and Raffaello d’Andreade Rose Etherington
Flying robots will assemble a six metre-high tower at the FRAC Centre in Orléans, France, next month.
Created by Swiss architects Gramazio & Kohler and Raffaello D’Andrea, the mobile machines will lift, transport and assemble 1500 polystyrene foam bricks to build a 3.5 metre wide structure.
The installation will be on show from 2 December 2011 to 19 February 2012. More about it HERE.
Posted by Patrick Keller
in Architecture
at
15:45
Defined tags for this entry: architects, architecture, design (interactions), digital fabrication, exhibitions, generative, research
Monday, July 18. 2011Printed Book + Physical Hyperlinks = Real Page-Turner
Printed Book + Physical Hyperlinks = Real Page-Turner by Delana in Architecture & Design. Try to describe a recent dream to someone and the details are likely to dissolve into absolute nonsense. Dreams themselves are ephemeral, fleeting and altogether mysterious. But trying to figure out the connections between different events in the dream and certain components of reality can prove even more confusing than the dreams themselves. This incredible project perfectly embodies the beautiful confusion that is the dreaming mind.
Designer Maria Fischer produced the book Dream Thoughts as her diploma project at the University of Augsburg, Germany. The book is a tangible model of the most intangible subject: dreams. Scientific, literary and philosophical texts about dreams are arranged on the pages to give a conceptual understanding of the many different aspects of dreaming.
But like a dream, nothing in this book is quite that simple. Various terms and concepts are “hyperlinked” within the book. Like internet hyperlinks, these physical links lead to related information. But of course, these links are not established with computer code; they are made with thin pieces of thread.
The threads wind their way through the pages, across plains of paper and from one word to its distant partner. Their various colors paint a type of abstract picture with no particular form and no particular meaning other than that of unifying various parts of this unusual text. The winding, flowing forms of the threads offset the more concrete, stable words on the page to create a visual representation of the various parts of the stories our minds create while we sleep.
One page in the book contains a hidden message, spelled out in thread and visible only from the back side. The actual message is hidden within a folded page. Only the negative spaces of thread can be seen from the back, making the message impossible to read. The unreadable message embodies almost everything we know about dream interpretation: there is a message there, to be sure, but it lies obscured behind a curtain of interpretation and foggy memory.
Monday, June 27. 2011Solar Sinter [Objects, Arduino]----- By Filip Amongst the wonderful collection of work currently on show at the Royal College of Art, in the corner on the first floor sits an installation/object by Markus Kayser called Solar Sinter. An MA Design Products student project, Solar Sinter is probably one of the most inspiring projects this year, aiming to raise questions about the future of manufacturing and triggers dreams of the full utilisation of the production potential of the world’s most efficient energy resource - the sun. In a world increasingly concerned with questions of energy production and raw material shortages, this project explores the potential of desert manufacturing, where energy and material occur in abundance. In this experiment sunlight and sand are used as raw energy and material to produce glass objects using a 3D printing process, that combines natural energy and material with high-tech production technology. In August 2010 Markus Kayser took his first solar machine – the Sun-Cutter (see video below) – to the Egyptian desert in a suitcase. This was a solar-powered, semi-automated low-tech laser cutter, that used the power of the sun to drive it and directly harnessed its rays through a glass ball lens to ‘laser’ cut 2D components using a cam-guided system. In the deserts of the world two elements dominate – sun and sand. The sun offers the energy and sand an unlimited supply of silica in the form of quartz. When silicia sand is heated to melting point, once cooled solidifies as glass. This process of converting a powdery substance via a heating process into a solid form is known as sintering and has in recent years become a central process in design prototyping known as 3D printing or SLS (selective laser sintering). By using the sun’s rays instead of a laser and sand instead of resins used in modern 3D printers, Markus had the basis of an entirely new solar-powered machine and production process for making glass objects that taps into the abundant supplies of sun and sand to be found in the deserts of the world. The Solar-Sinter was completed in mid-May and later that month Markus took this experimental machine to the Sahara desert near Siwa, Egypt, for a two week testing period. The machine and the results shown here represent the initial significant steps towards what Markus envisages as a new solar-powered production tool of great potential. The Solar-Sinster uses ReplicatorG software, an open source 3D printing program. For more information, see replicat.org. The project is currently on show at the Royal College of Art graduate exhibition and I agree “a ‘must-see’ event for anyone interested in twenty-first century art and design”. 24 June to 3 July 2011. (Thanks to Steffen for pointing it out) Related:
Posted by Patrick Keller
in Design, Sustainability
at
09:23
Defined tags for this entry: design, design (interactions), design (products), digital fabrication, energy, materials, solar, sustainability
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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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