Sticky PostingsAll 242 fabric | rblg updated tags | #fabric|ch #wandering #reading
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 09.2023), via all its tags!
FIND BELOW ALL THE TAGS THAT CAN BE USED TO NAVIGATE IN THE CONTENTS OF | RBLG BLOG: (to be seen just below if you're navigating on the blog's html pages or here for rss readers)
-- Note that we had to hit the "pause" button on our reblogging activities a while ago (mainly because we ran out of time, but also because we received complaints from a major image stock company about some images that were displayed on | rblg, an activity that we felt was still "fair use" - we've never made any money or advertised on this site). Nevertheless, we continue to publish from time to time information on the activities of fabric | ch, or content directly related to its work (documentation).
Posted by Patrick Keller
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Monday, September 11. 2023 14:29
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Friday, July 13. 2018Thinking Machines at MOMA | #computing #art&design&architecture #history #avantgarde
Note: following the exhibition Thinking Machines: Art and Design in the Computer Age, 1959–1989 until last April at MOMA, images of the show appeared on the museum's website, with many references to projects. After Archeology of the Digital at CCA in Montreal between 2013-17, this is another good contribution to the history of the field and to the intricate relations between art, design, architecture and computing. How cultural fields contributed to the shaping of this "mass stacked media" that is now built upon the combinations of computing machines, networks, interfaces, services, data, data centers, people, crowds, etc. is certainly largely underestimated. Literature start to emerge, but it will take time to uncover what remained "out of the radars" for a very long period. They acted in fact as some sort of "avant-garde", not well estimated or identified enough, even by specialized institutions and at a time when the name "avant-garde" almost became a "s-word"... or was considered "dead". Unfortunately, no publication seems to have been published in relation to the exhibition, on the contrary to the one at CCA, which is accompanied by two well documented books.
Via MOMA ----- Thinking Machines: Art and Design in the Computer Age, 1959–1989
November 13, 2017–
Drawn primarily from MoMA's collection, Thinking Machines: Art and Design in the Computer Age, 1959–1989 brings artworks produced using computers and computational thinking together with notable examples of computer and component design. The exhibition reveals how artists, architects, and designers operating at the vanguard of art and technology deployed computing as a means to reconsider artistic production. The artists featured in Thinking Machines exploited the potential of emerging technologies by inventing systems wholesale or by partnering with institutions and corporations that provided access to cutting-edge machines. They channeled the promise of computing into kinetic sculpture, plotter drawing, computer animation, and video installation. Photographers and architects likewise recognized these technologies' capacity to reconfigure human communities and the built environment. Thinking Machines includes works by John Cage and Lejaren Hiller, Waldemar Cordeiro, Charles Csuri, Richard Hamilton, Alison Knowles, Beryl Korot, Vera Molnár, Cedric Price, and Stan VanDerBeek, alongside computers designed by Tamiko Thiel and others at Thinking Machines Corporation, IBM, Olivetti, and Apple Computer. The exhibition combines artworks, design objects, and architectural proposals to trace how computers transformed aesthetics and hierarchies, revealing how these thinking machines reshaped art making, working life, and social connections. Organized by Sean Anderson, Associate Curator, Department of Architecture and Design, and Giampaolo Bianconi, Curatorial Assistant, Department of Media and Performance Art. - More images HERE.
Posted by Patrick Keller
in Architecture, Culture & society, Design, Interaction design, Science & technology
at
09:19
Defined tags for this entry: archeology, architects, architecture, art, artists, computing, culture & society, design, design (interactions), designers, history, interaction design, mediated, research, science & technology
Friday, December 15. 2017New MoMA show plots the impact of computers on architecture and design | #design #computers #history
Note: with a bit of delay (delay can be an interesting attitude nowadays), but the show is still open... and the content still very interesting!
Via Archpaper ----- New MoMA show plots the impact of computers on architecture and design. Pictured here: “Menu 23" layout of Cedric Price's Generator Project. (Courtesy California College of the Arts archive)
The beginnings of digital drafting and computational design will be on display at the Museum of Modern Art (MoMA) starting November 13th, as the museum presents Thinking Machines: Art and Design in the Computer Age, 1959–1989. Spanning 30 years of works by artists, photographers, and architects, Thinking Machines captures the postwar period of reconciliation between traditional techniques and the advent of the computer age. Organized by Sean Anderson, associate curator in the museum’s Department of Architecture and Design, and Giampaolo Bianconi, a curatorial assistant in the Department of Media and Performance Art, the exhibition examines how computer-aided design became permanently entangled with art, industrial design, and space planning. Drawings, sketches, and models from Cedric Price’s 1978-80 Generator Project, the never-built “first intelligent building project” will also be shown. The response to a prompt put out by the Gilman Paper Corporation for its White Oak, Florida, site to house theater and dance performances alongside travelling artists, Price’s Generator proposal sought to stimulate innovation by constantly shifting arrangements.
Ceding control of the floor plan to a master computer program and crane system, a series of 13-by-13-foot rooms would have been continuously rearranged according to the users’ needs. Only constrained by a general set of Price’s design guidelines, Generator’s program would even have been capable of rearranging rooms on its own if it felt the layout hadn’t been changed frequently enough. Raising important questions about the interaction between a space and its occupants, Generator House laid the groundwork for computational architecture and smart building systems.
R. Buckminster Fuller’s 1970 work for Radical Hardware magazine will also appear. (Courtesy PBS)
Thinking Machines: Art and Design in the Computer Age, 1959–1989 will be running from November 13th to April 8th, 2018. MoMA members can preview the show from November 10th through the 12th.
Posted by Patrick Keller
in Architecture, Design, Science & technology
at
07:39
Defined tags for this entry: architects, architecture, computing, design, design (environments), designers, digital, exhibitions, experimentation, history, science & technology
Monday, October 09. 201710+10, Research in Art & Design, ECAL | #research #bydesign
Note: I'll have the great pleasure to be in discussion tomorrow with Fabio Gramazio, Prof. & Head for Digital fabrication at ETHZ and partner at Gramazio Kohler, during the much-awaited symposium "Research in Art and Design", at ECAL. If you can attend, please do so! As we're expecting great presentations from the likes of Xavier Veilhan, Roel Wouters, Skylar Tibbits, Catherine Ince and several others... including Fabio Gramazio of course, who will speak about their rescent researches at the Swiss Institute of Technology / Department of Architecture in Zürich.
Via ECAL -----
10+10 Research in Art & Design at ECAL Tuesday 10 October 2017, 8.00–18.30 On the occasion of the 10 years since the moving of ECAL/University of Art and Design Lausanne to its current premises in Renens and marking the 10th anniversary of the foundation of EPFL+ECAL Lab, ECAL is hosting a symposium on Research in Art and Design, featuring artists, designers and scholars in these fields from all over the world, in conversation with ECAL faculty members. Admission is free upon registration through the online RSVP form at www.researchday.ch
--- Programme 8.00–8.30 Registration Introductory notes on Research in Art and Design in Switzerland Moderation Design Research: from Academia to the Real World 9.00–9.45 Alba Cappellieri professor, Politecnico di Milano, Milan 9.45–10.30 Sophie Pène vice president, Conseil National du Numérique, Paris 10.30–11.00 Coffee break Research Through Art and Design: Materials and Forms 11.45–12.30 Fabio Gramazio co-founder, Gramazio + Kohler Architects, Zurich - 12.30–13.30 Lunch - Research Practices in Curating Art and Design 14.15–15.00 Astrid Welter head of programs, Fondazione Prada, Milan/Venice 15.00–15.15 Coffee break The Future of Art and Design Research 16.00–16.45 Skylar Tibbits co-founder, MIT Self-Assembly Lab, Cambridge (MA) 16.45 Closing remarks, panel discussion --- 17.30 Exhibition openings at Cinema Studio, Gallery l’elac and EPFL+ECAL Lab
ECAL will launch the book Making Sense: 10 Years of Research in Art and Design at ECAL on the occasion of the symposium. --- 18.30 Cocktail
10+10 Research in Art and Design at ECAL Ecole cantonale d’art de Lausanne
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Posted by Patrick Keller
in fabric | ch, Architecture, Art, Design
at
10:45
Defined tags for this entry: architects, architecture, art, artists, conferences, curators, design, designers, experimentation, fabric | ch, research, schools, talks-fbrc, teaching, thinkers
Wednesday, November 30. 2016"Bot Like Me" at Centre Culturel Suisse Paris, CCS website (Paris, 2016) | #conference #talk #music
Note: I'll be pleased to be in Paris next Friday and Saturday (02-03.12) at the Centre Culturel Suisse and in the company of an excellent line up (!Mediengruppe Bitnik, Nicolas Nova, Yves Citton, Tobias Revell & Nathalie Kane, Rybn, Joël Vacheron and many others) for the conference and event "Bot Like Me" curated by Sophie Lamparter and Luc Meier. I'll present with Nicolas Nova the almost final state of our joint research project Inhabiting & Interfacing the Cloud(s).
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Entrée libre sauf concerts (12 €) / Réservations : billetterie en ligne / 01 42 71 44 50 / reservation@ccsparis.com
----- Post note : following the conference, the Swiss Cultural Center in Paris put up a video documentation of the full conference on their Youtube channel. In particular below the part when we're talking together about the research project Inhabiting and Interfacing the Cloud(s) with Nicolas Nova.
Posted by Patrick Keller
in fabric | ch, Art, Culture & society, Interaction design
at
23:09
Defined tags for this entry: art, artificial reality, artists, conferences, culture & society, data, designers, fabric | ch, interaction design, networks, publications, publications-fbrc, talks-fbrc, thinkers, thinking
Tuesday, November 01. 2016Get lost in Philippe Jarrigeon’s photographs of mazes | #odd
Note: posted a few weeks ago on It's Nice That, those pictures by photographer Philippe Jarrigeon about mazes. Where this out of date esthetic seems nowadays quite odd, with some "Marienbad" flavour in them, with colour and combined ... of ... course ... with some "Shining"!
Via It's Nice That -----
More about it HERE.
Related Links:
Posted by Patrick Keller
in Architecture, Design, Territory
at
09:28
Defined tags for this entry: architecture, design, designers, garden, landscape, photography, territory
Wednesday, August 26. 2015Hippie Modernism exhibition at the Walker Art Center to celebrate design's trippy side | #radical #experiments #counterculture
Note: In parallel with the exhibition about the work of E.A.T at the Museum der Moderne in Salzburg, another exhibition: Hippie Modernism: The Struggle for Utopia that will certainly be worth a detour at the Walker Art Center in Minneapolis later this autumn.
Via Dezeen -----
The architecture and design of the counterculture era has been overlooked, according to the curator of an upcoming exhibition dedicated to "Hippie Modernism".
Yellow submarine by Corita Kent, 1967. Photograph by Joshua White
The radical output of the 1960s and 1970s has had a profound influence on contemporary life but has been "largely ignored in official histories of art, architecture and design," said Andrew Blauvelt, curator of the exhibition that opens at the Walker Art Center in Minneapolis this autumn.
"It's difficult to identify another period of history that has exerted more influence on contemporary culture and politics," he said.
Superchair by Ken Isaacs, 1967 Women in Design: The Next Decade by Sheila Levrant de Bretteville, 1975. Courtesy of Sheila Levrant de Bretteville
While not representative of a formal movement, the works in Hippie Modernism challenged the establishment and high Modernism, which had become fully assimilated as a corporate style, both in Europe and North America by the 1960s. The exhibition, entitled Hippie Modernism: The Struggle for Utopia will centre on three themes taken from taken from American psychologist and psychedelic drug advocate Timothy Leary's era-defining mantra: Turn on, tune in, drop out. Organised with the participation of the Berkeley Art Museum/Pacific Film Archive, it will cover a diverse range of cultural objects including films, music posters, furniture, installations, conceptual architectural projects and environments.
Hendrixwar/Cosmococa Programa-in-Progress, 1973. Courtesy of the Walker Art Center collection, Minneapolis Jimi Hendrix, Ira Cohen, 1968. Photograph from the Mylar Chamber, courtesy of the Ira Cohen Archive
The Turn On section of the show will focus on altered perception and expanded individual awareness. It will include conceptual works by British avant-garde architectural group Archigram, American architecture collective Ant Farm, and a predecessor to the music video by American artist Bruce Conner – known for pioneering works in assemblage and video art. Tune In will look at media as a device for raising collective consciousness and social awareness around issues of the time, many of which resonate today, like the powerful graphics of the US-based black nationalist party Black Panther Movement.
Untitled [the Cockettes] by Clay Geerdes, 1972. Courtesy of the estate of Clay Geerdes
Drop Out includes alternative structures that allowed or proposed ways for individuals and groups to challenge norms or remove themselves from conventional society, with works like the Drop City collective's recreation dome – a hippie version of a Buckminster Fuller dome – and Newton and Helen Mayer Harrison's Portable Orchard, a commentary on the loss of agricultural lands to the spread of suburban sprawl.
Environment Transformer/Flyhead Helmet by Haus-Rucker-Co, 1968. Photograph courtesy of Haus-Rucker-Co and Gerald Zugmann
The issues raised by the projects in Hippie Modernism – racial justice, women's and LGBT rights, environmentalism, and localism among many other – continue to shape culture and politics today. Blauvelt sees the period's ongoing impact in current practices of public-interest design and social-impact design, where the authorship of the building or object is less important than the need that it serves.
Payne's Gray by Judith Williams, circa 1966. Photograph courtesy of the Morris and Helen Belkin Art Gallery, The University of British Columbia Superonda Sofa by Archizoom Associati, 1966. Photograph courtesy of Dario Bartolini, Archizoom Associati
Many of the exhibited artists, designers, and architects created immersive environments that challenged notions of domesticity, inside/outside, and traditional limitations on the body, like the Italian avant-garde design group Superstudio's Superonda: conceptual furniture which together creates an architectural landscape that suggests new ways of living and socialising.
Hello Dali by Isaac Abrams, 1965
Blauvelt sees the period's utopian project ending with the OPEC oil crisis of the mid 1970s, which helped initiate the more conservative consumer culture of the late 1970s and 1980s.
Organised in collaboration with the Berkeley Art Museum and the Pacific Film Archive, Hippie Modernism will run from 24 October 2015 to 28 February 2016 at the Walker Art Center.
Posted by Patrick Keller
in Architecture, Art, Culture & society, Design
at
15:14
Defined tags for this entry: architects, architecture, art, artists, community, culture & society, design, designers, exhibitions, history, participative, search, speculation, sustainability, theory
Thursday, August 06. 2015Ken Isaacs' Living structures | #livable #structure #infrastructure
Note: we remain in history for a little more time... It's now Ken Isaacs' turn to be praised for his work around micro inhabitable spaces and living structures! I post this with the iodea in mind that his work could serve as reference for a future workshop next November at ECAL, probably with rAndom International as guests and when we'll continue to work around "cloud computing" and its infrastructure (datacenter), looking for counter-proposals or rather "counter-designs".
Via Object Guerilla ----- This week at work I picked up an old book, How to Build Your Own Living Structures, by Ken Isaacs, to read at lunch. I didn't finish it, so I brought it home. A little internet-ing revealed this book was out-of-print, rare, and selling for a good bit at various outlets. However, I think the copyright has lapsed, because it is available online as a PDF. Isaacs was born in 1927 in Peoria, Illinois, and served in the military as a young man. After Korea, he studied architecture, and then began to craft a career as a designer, architect, and educator. In the late fifties, he became Head of Design at the Cranbrook Academy of Arts, birthplace of much notable mid-century modernism, including Eliel and Eero Saarinen Charles and Ray Eames, and Harry Weese. He also spent some time teaching at the Illinois Institute of Technology, founded by Mies van der Rohe as a sort of Bauhaus West. Cover, via Pop-Up City.
Matrix-based "super chair." Nowadays, most of that stuff can be replaced with an iPad... The next iterative leap in the Matrix was to do away with the framing altogether. Isaacs developed rigid stress-skin structures, using plywood and "L" brackets to make cubes. The cubes were built in modules: 16", 24", and eventually, 48". Smaller units were used for storage; mid-size ones could serve as desks and chairs; and the large units became the first Micro-Houses.
The Micro-House, circa late 60s, via Pop-Up City. Isaacs had the same idea, but he designed a modular, flat-pack, lightweight, re-configurable system. Combining the original beam-based Matrix and the stud-less panel structures, he built 8-foot modules out of 1" steel pipe and inserted plywood volumes into the matrix. Taking the classic modernist approach -- divorcing structure and skin -- he came up with a cheap, versatile house. The First Microhouse, built with a Graham Foundation grant in Groveland, Illinois, (near Carbondale, home of fellow light structure pioneer Buckminster Fuller), looks dated in the photos, but also startlingly fresh. I love the raw, stark geometry of it, everything stripped down to the margins.
Another variation on the Microhouse -- it is infinitely reconfigurable. His 8' Microhouse is very of its era, but has nonetheless managed to inspire at least one modern imitator, in Glasgow. It creates an 8' volume based on a matrix of eight 4' volumes bolted together. The canted sides, tetrahedral feet, and hatch doors give it a real Apollo feel, minus the silvery skin.
The plywood stress-skin Microhouse. Throughout, wrapped in some seventies slang and general architectural hooliganism, Isaacs stresses pre-fabrication, modularity, simplicity, and off-the-shelf parts. None of the projects are particularly difficult to make with simple tools(a little time-consuming, perhaps). The book itself is a bit shambling, combining personal narrative, philosophical inquiry, and DIY instructions. In many ways, it seems like a blog, written with no caps and little editing. Some of the book sale listings I found online show the original as spiral-bound, in keeping with its guerilla nature.
They were eventually able to replace the department-store albatross with this number.
Posted by Patrick Keller
in Architecture, Design, Territory
at
09:11
Defined tags for this entry: architects, architecture, design, design (environments), designers, history, installations, territory
Sunday, December 14. 2014I&IC workshop #3 at ECAL: output > Networked Data Objects & Devices | #data #things
Via iiclouds.org ----- The third workshop we ran in the frame of I&IC with our guest researcher Matthew Plummer-Fernandez (Goldsmiths University) and the 2nd & 3rd year students (Ba) in Media & Interaction Design (ECAL) ended last Friday (| rblg note: on the 21st of Nov.) with interesting results. The workshop focused on small situated computing technologies that could collect, aggregate and/or “manipulate” data in automated ways (bots) and which would certainly need to heavily rely on cloud technologies due to their low storage and computing capacities. So to say “networked data objects” that will soon become very common, thanks to cheap new small computing devices (i.e. Raspberry Pis for diy applications) or sensors (i.e. Arduino, etc.) The title of the workshop was “Botcave”, which objective was explained by Matthew in a previous post. The choice of this context of work was defined accordingly to our overall research objective, even though we knew that it wouldn’t address directly the “cloud computing” apparatus — something we learned to be a difficult approachduring the second workshop –, but that it would nonetheless question its interfaces and the way we experience the whole service. Especially the evolution of this apparatus through new types of everyday interactions and data generation.
Matthew Plummer-Fernandez (#Algopop) during the final presentation at the end of the research workshop.
Through this workshop, Matthew and the students definitely raised the following points and questions: 1° Small situated technologies that will soon spread everywhere will become heavy users of cloud based computing and data storage, as they have low storage and computing capacities. While they might just use and manipulate existing data (like some of the workshop projects — i.e. #Good vs. #Evil or Moody Printer) they will altogether and mainly also contribute to produce extra large additional quantities of them (i.e. Robinson Miner). Yet, the amount of meaningful data to be “pushed” and “treated” in the cloud remains a big question mark, as there will be (too) huge amounts of such data –Lucien will probably post something later about this subject: “fog computing“–, this might end up with the need for interdisciplinary teams to rethink cloud architectures. 2° Stored data are becoming “alive” or significant only when “manipulated”. It can be done by “analog users” of course, but in general it is now rather operated by rules and algorithms of different sorts (in the frame of this workshop: automated bots). Are these rules “situated” as well and possibly context aware (context intelligent) –i.e.Robinson Miner? Or are they somehow more abstract and located anywhere in the cloud? Both? 3° These “Networked Data Objects” (and soon “Network Data Everything”) will contribute to “babelize” users interactions and interfaces in all directions, paving the way for new types of combinations and experiences (creolization processes) — i.e. The Beast, The Like Hotline, Simon Coins, The Wifi Cracker could be considered as starting phases of such processes–. Cloud interfaces and computing will then become everyday “things” and when at “house”, new domestic objects with which we’ll have totally different interactions (this last point must still be discussed though as domesticity might not exist anymore according to Space Caviar).
Moody Printer – (Alexia Léchot, Benjamin Botros) Moody Printer remains a basic conceptual proposal at this stage, where a hacked printer, connected to a Raspberry Pi that stays hidden (it would be located inside the printer), has access to weather information. Similarly to human beings, its “mood” can be affected by such inputs following some basic rules (good – bad, hot – cold, sunny – cloudy -rainy, etc.) The automated process then search for Google images according to its defined “mood” (direct link between “mood”, weather conditions and exhaustive list of words) and then autonomously start to print them. A different kind of printer combined with weather monitoring.
The Beast – (Nicolas Nahornyj) Top: Nicolas Nahornyj is presenting his project to the assembly. Bottom: the laptop and “the beast”. The Beast is a device that asks to be fed with money at random times… It is your new laptop companion. To calm it down for a while, you must insert a coin in the slot provided for that purpose. If you don’t comply, not only will it continue to ask for money in a more frequent basis, but it will also randomly pick up an image that lie around on your hard drive, post it on a popular social network (i.e. Facebook, Pinterest, etc.) and then erase this image on your local disk. Slowly, The Beast will remove all images from your hard drive and post them online… A different kind of slot machine combined with private files stealing.
Robinson – (Anne-Sophie Bazard, Jonas Lacôte, Pierre-Xavier Puissant) Top: Pierre-Xavier Puissant is looking at the autonomous “minecrafting” of his bot. Bottom: the proposed bot container that take on the idea of cubic construction. It could be placed in your garden, in one of your room, then in your fridge, etc. Robinson automates the procedural construction of MineCraft environments. To do so, the bot uses local weather information that is monitored by a weather sensor located inside the cubic box, attached to a Raspberry Pi located within the box as well. This sensor is looking for changes in temperature, humidity, etc. that then serve to change the building blocks and rules of constructions inside MineCraft (put your cube inside your fridge and it will start to build icy blocks, put it in a wet environment and it will construct with grass, etc.) A different kind of thermometer combined with a construction game. Note: Matthew Plummer-Fernandez also produced two (auto)MineCraft bots during the week of workshop. The first one is building environment according to fluctuations in the course of different market indexes while the second one is trying to build “shapes” to escape this first envirnment. These two bots are downloadable from theGithub repository that was realized during the workshop.
#Good vs. #Evil – (Maxime Castelli) Top: a transformed car racing game. Bottom: a race is going on between two Twitter hashtags, materialized by two cars. #Good vs. #Evil is a quite straightforward project. It is also a hack of an existing two racing cars game. Yet in this case, the bot is counting iterations of two hashtags on Twitter: #Good and #Evil. At each new iteration of one or the other word, the device gives an electric input to its associated car. The result is a slow and perpetual race car between “good” and “evil” through their online hashtags iterations. A different kind of data visualization combined with racing cars.
The “Like” Hotline – (Mylène Dreyer, Caroline Buttet, Guillaume Cerdeira) Top: Caroline Buttet and Mylène Dreyer are explaining their project. The screen of the laptop, which is a Facebook account is beamed on the left outer part of the image. Bottom: Caroline Buttet is using a hacked phone to “like” pages. The “Like” Hotline is proposing to hack a regular phone and install a hotline bot on it. Connected to its online Facebook account that follows a few personalities and the posts they are making, the bot ask questions to the interlocutor which can then be answered by using the keypad on the phone. After navigating through a few choices, the bot hotline help you like a post on the social network. A different kind of hotline combined with a social network.
Simoncoin – (Romain Cazier) Top: Romain Cazier introducing its “coin” project. Bottom: the device combines an old “Simon” memory game with the production of digital coins. Simoncoin was unfortunately not finished at the end of the week of workshop but was thought out in force details that would be too long to explain in this short presentation. Yet the main idea was to use the game logic of Simon to generate coins. In a parallel to the Bitcoins that are harder and harder to mill, Simon Coins are also more and more difficult to generate due to the game logic. Another different kind of money combined with a memory game.
The Wifi Cracker – (Bastien Girshig, Martin Hertig) Top: Bastien Girshig and Martin Hertig (left of Matthew Plummer-Fernandez) presenting. Middle and Bottom: the wifi password cracker slowly diplays the letters of the wifi password. The Wifi Cracker is an object that you can independently leave in a space. It furtively looks a little bit like a clock, but it won’t display the time. Instead, it will look for available wifi networks in the area and start try to find their protected password (Bastien and Martin found a ready made process for that). The bot will test all possible combinations and it will take time. Once the device will have found the working password, it will use its round display to transmit the password. Letter by letter and slowly as well. A different kind of cookoo clock combined with a password cracker.
Acknowledgments: Lots of thanks to Matthew Plummer-Fernandez for its involvement and great workshop direction; Lucien Langton for its involvment, technical digging into Raspberry Pis, pictures and documentation; Nicolas Nova and Charles Chalas (from HEAD) so as Christophe Guignard, Christian Babski and Alain Bellet for taking part or helping during the final presentation. A special thanks to the students from ECAL involved in the project and the energy they’ve put into it: Anne-Sophie Bazard, Benjamin Botros, Maxime Castelli, Romain Cazier, Guillaume Cerdeira, Mylène Dreyer, Bastien Girshig, Jonas Lacôte, Alexia Léchot, Nicolas Nahornyj, Pierre-Xavier Puissant.
From left to right: Bastien Girshig, Martin Hertig (The Wifi Cracker project), Nicolas Nova, Matthew Plummer-Fernandez (#Algopop), a “mystery girl”, Christian Babski (in the background), Patrick Keller, Sebastian Vargas, Pierre Xavier-Puissant (Robinson Miner), Alain Bellet and Lucien Langton (taking the pictures…) during the final presentation on Friday.
Posted by Patrick Keller
in Interaction design
at
14:44
Defined tags for this entry: behaviour, code, computing, data, design (interactions), designers, devices, interaction design, interface, networks, research, robotics, teaching, ubiquitous
Tuesday, September 30. 2014Everything I Know: 42 Hours of Buckminster Fuller’s Visionary Lectures Free Online (1975) | #documentation
Via Open Culture -----
Think of the name Buckminster Fuller, and you may think of a few oddities of mid-twentieth-century design for living: the Dymaxion House, the Dymaxion Car, the geodesic dome. But these artifacts represent only a small fragment of Fuller’s life and work as a self-styled “comprehensive anticipatory design scientist.” In his decades-long project of developing and furthering his worldview — an elaborate humanitarian framework involving resource conservation, applied geometry, and neologisms like “tensegrity,” “ephemeralization,” and “omni-interaccommodative” — the man wrote over 30 books, registered 28 United States patents, and kept a diary documenting his every fifteen minutes. These achievements and others have made Fuller the subject of at least four documentaries and numerous books, articles, and papers, but now you can hear all about his thoughts, acts, experiences, and times straight from the source in the 42-hour lecture series Everything I Know, available to download at the Internet Archive. Though you’d perhaps expect it of someone whose journals stretch to 270 feet of solid paper, he could really talk. In January 1975, Fuller sat down to deliver the twelve lectures that make up Everything I Know, all captured on video and enhanced with the most exciting bluescreen technology of the day. Props and background graphics illustrate the many concepts he visits and revisits, which include, according to the Buckminster Fuller Institute, “all of Fuller’s major inventions and discoveries,” “his own personal history in the context of the history of science and industrialization,” and no narrower a range of subjects than “architecture, design, philosophy, education, mathematics, geometry, cartography, economics, history, structure, industry, housing and engineering.” In his time as a passenger on what he called Spaceship Earth, Fuller realized that human progress need not separate the “natural” from the “unnatural”: “When people say something is natural,” he explains in the first lecture (embedded above as a YouTube video above), “‘natural’ is the way they found it when they checked into the picture.” In these 42 hours, you’ll learn all about how he arrived at this observation — and all the interesting work that resulted from it. (The Buckminster Fuller archive has also made transcripts of Everything I Know — “minimally edited and maximally Fuller” — freely available.)
Parts 1-12 on the Internet Archive: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 Parts 1-6 on YouTube: 1, 2, 3, 4, 5, 6 Colin Marshall hosts and produces Notebook on Cities and Culture. Follow him on Twitter at @colinmarshall.
Related Content: Better Living Through Buckminster Fuller’s Utopian Designs: Revisit the Dymaxion Car, House, and Map Arthur C. Clarke Predicts the Future in 1964 … And Kind of Nails It 750 Free Online Courses from Top Universities
Posted by Patrick Keller
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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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