Sticky Postings
By fabric | ch
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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)
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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).
Thursday, January 28. 2016
Note: I'll move this afternoon to Grandhotel Giessbach (sounds like a Wes Anderson movie) to present later tonight the temporary results of the research I'm jointly leading with Nicolas Nova for ECAL & HEAD - Genève, in partnership with EPFL-ECAL Lab & EPFL: Inhabiting and Interfacing the Cloud(s). Looking forward to meet the Swiss design research community (mainly) at the hotel...
Via iiclouds.org
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Christophe Guignard and myself will have the pleasure to present the temporary results of the design research Inhabiting & Interfacing the Cloud(s) next Thursday (28.01.2016) at the Swiss Design Network conference.
The conference will happen at Grandhotel Giessbach over the lake Brienz, where we'll focus on the research process fully articulated around the practice of design (with the participation of students in the case of I&IC) and the process of project.
This will apparently happen between "dinner" and "bar", as we'll present a "Fireside Talk" at 9pm. Can't wait to do and see that...
The full program and proceedings (pdf) of the conference can be accessed HERE.
As for previous events, we'll try to make a short "follow up" on this documentary blog after the event.
Sunday, December 14. 2014
Via iiclouds.org
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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.
Friday, October 24. 2014
Via BLDGBLOG
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Immaterials: Satellite Lamps from Satellite Lamps on Vimeo.
An interesting new project called Satellite Lamps, by Einar Sneve Martinussen, Jørn Knutsen, and Timo Arnall, attempts to visualize the ever-drifting, never exactly accurate workings of GPS.
As the above video shows, the project uses "a set of lamps that contain GPS receivers, that change brightness according to the accuracy of received GPS signals. When we photograph them in timelapse, they reveal how the accuracy changes over time."
You're basically watching the indirect effects of signal drift, transformed here into ambient mood lighting that acts secondarily as a graph of celestial geography.
[Image: From Satellite Lamps].
In what the group calls a "selective history of how a piece of the Space Program has ended up in our pockets," they explain that the everyday reception of signals coming down from the constellation of GPS satellites is always subject to temporary errors, inaccuracies, and misalignments; this can be seen easily enough by glancing at nothing more than your own physical location, as mapped on your cell phone.
They also point to an interesting observation, made by artist James Bridle, that "if you leave a running app such as Nike+ or Runkeeper on your bedside table while you sleep at night, you will wake up to see that the app reports that you ran a significant distance, without doing anything. This, we speculated, is due to the way in which these apps are recording the GPS inaccuracies and counting these as actual, physical movements. In reality, these odd asymmetrical star-shaped tracks offer a map of the shifts of the phone attempting to locate itself."
This ghostly movement is not "real" in any spatial or geographic sense, but it nonetheless leaves digital tracks in our information profiles, like phantom trips being taken by our data-shadows in secret.
[Image: From Satellite Lamps].
So why not visualize this ongoing slippage—these minor tectonics events taking place inside the tools of geography—in a different form, not with, say, an iPhone scooting around all over your neighborhood at night, trying to keep up with the haunted midnight fugues of an errant running app, but with something stationary, something all the more uncanny for the invisible movements that seem to pass through it like an aurora?
This, then, is the point of Satellite Lamps, which flicker and dim to help reveal the invisible glitches in earth-to-satellite coordination, paradoxically unmoving chandeliers that shine in a chiaroscuro of side-effects leaking in from a parallel world.
[Image: From Satellite Lamps].
In any case, the project is voluminously explained and documented. Considering reading about GPS itself, about the team's strategy for giving visual form to invisible information, and, finally, about the physical realization of the lamps.
Wednesday, January 15. 2014
Via Make
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Intel’s new single board computer, Edison, takes on a familiar form factor. Jammed into an SD card, the 400MHz Quark processor on board has two cores, flash memory, and includes Wi-Fi and Bluetooth Low Energy for communication. It runs Linux on one core and a real time operating system on the other. You can program Edison by inserting the board into the SD card reader of your computer. The pins on the bottom of the board are capable of GPIO, UART, I2C, SPI, and PWM. “It can be designed to work with most any device—not just computers, phones, or tablets, but chairs, coffeemakers, and even coffee cups,” according to Intel’s press release. “The possibilities are endless for entrepreneurs and inventors of all kinds.” At first glance, I think this could be a good board for makers as well.
Check out the video below for more about Intel’s newest dev board including some test implementations from Thomas Lipoma, the founder of Rest Devices, the makers of the Mimo baby monitor.
Monday, October 22. 2012
Christophe forwarded me last day this link to a teaser for new game he saw on Pablo Marques's blog. When game play meets anticipatory, critical (and catastrophic) techno-social scenarios...
Ubisoft Montreal_Watch Dogs "Blackout" from Patrick Clair on Vimeo.
Wednesday, April 11. 2012
Via MIT Technology Review
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The chip achieves unprecedented accuracy by processing information from many different sensors.
By Christopher Mims
Broadcom has just rolled out a chip for smart phones that promises to indicate location ultra-precisely, possibly within a few centimeters, vertically and horizontally, indoors and out.
The unprecedented accuracy of the Broadcom 4752 chip results from the sheer breadth of sensors from which it can process information. It can receive signals from global navigation satellites, cell-phone towers, and Wi-Fi hot spots, and also input from gyroscopes, accelerometers, step counters, and altimeters.
The variety of location data available to mobile-device makers means that in our increasingly radio-frequency-dense world, location services will continue to become more refined.
In theory, the new chip can even determine what floor of a building you're on, thanks to its ability to integrate information from the atmospheric pressure sensor on many models of Android phones. The company calls abilities like this "ubiquitous navigation," and the idea is that it will enable a new kind of e-commerce predicated on the fact that shopkeepers will know the moment you walk by their front door, or when you are looking at a particular product, and can offer you coupons at that instant.
The integration of new kinds of location data opens up the possibility of navigating indoors, where GPS signals are weak or nonexistent.
Broadcom is already the largest provider of GPS chips to smart-phone makers. Its new integrated circuit relies on sensors that aren't present in every new smart phone, so it won't perform the same in all devices. The new chip, like a number of existing ones, has the ability to triangulate using Wi-Fi hot spots. Broadcom maintains a database of these hot spots for client use, but it says most of its clients maintain their own.
A company that pioneered the construction and maintenance of these kinds of Wi-Fi hot spot databases is SkyHook Wireless. Skyhook CEO Ted Morgan is skeptical that Broadcom can catch up to his company's software-based system allowing for precise indoor location. "Broadcom is just now talking about something we have been doing for seven to eight years, uncovering all the challenges," says Morgan. These include battery management and cataloging a new wave of mobile Wi-Fi hot spots. "Broadcom has never done major deployment," adds Morgan.
Scott Pomerantz, vice president of the GPS division at Broadcom, counters that "the big [mobile] operating systems all have a strategy in place" to create their own Wi-Fi databases. Pomerantz isn't allowed to name names, but one of Broadcom's biggest customers is Apple, which previously used Skyhook for location services in its iPhone but now employs its own, Apple-built location system.
At least one feature of Broadcom's new GPS chip is entirely forward-looking, and integrates data from a source that is not yet commercially deployed: Bluetooth beacons. (Bluetooth is the wireless standard used for short-range communications in devices like wireless keyboards and phone headsets.)
"The use case [for Bluetooth beacons] might be malls," says Pomerantz. "It would be a good investment for a mall to put up a deployment—perhaps put them up every 100 yards, and then unlock the ability for people walking around mall to get very precise couponing information."
"The density of these sensors will give you even finer location," says Charlie Abraham, vice president of engineering at Broadcom. "It could show you where the bananas are within a store—even on which shelf there's a specific brand."
Copyright Technology Review 2012.
Thursday, July 07. 2011
Via Pasta & Vinegar
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by Nicolas Nova
Preparing the Lift France 11 conference, and given our interest in a session about the future of cities, urban computing and its implications, we ran across this interesting column by Saskia Sassen about “Smart Cities” on a McKinsey digital. We liked it a lot and we invited her to the conference.
Few days ago, she kindly proposed to answer few questions I had about her perspective on this topic.
Nicolas: You recently wrote an essay about so-called “Smart Cities” at Mckinseydigital.com, I really liked your point about the need to “urbanize” the technologies deployed in Smart Cities projects. What do you mean by that and what do you think is missing in projects such as New Songdo or Masdar?
Saskia Sassen: This notion of urbanizing technology is one of several along those lines that I have been working out for a while. The starting point was not necessarily cities. It was the notion that in interactive domains the technology delivers its capabilities through ecologies that include non-technological variables –the social and the subjective, the logics/aims of users, for example finance uses the technology with different aims from Amnesty international, etc etc. Again, I make this argument for interactive domains, not, say, data pipelines.
There is another condition present in the interactive domain, separate from the technology itself. At the beginning I studied how the logic of finance (a sector that is deeply embedded in digital networks and digitized spaces) is not the logic of the engineer and computer scientist and software developer who made the digital domain. The effect is that the user (finance) does not necessarily use all the properties that the engineer etc. put into it. I also looked at civil society organizations along the same lines. This helps explain why the outcomes never correspond to what we may have predicted based on the capacities of the technology.
Now I am looking at cities through the same lens. Users bring their own logics to these technologies. In the case of a city with its vast diversities of people and what makes them tick, the outcome can be quite different from what the designers expected. And this matters. This keeps the city alive, and open. When you embed interactive technologies in urban settings, it is important to allow for this mutating as diverse types of users bring their own logics to those technologies. If the technology controls all outcomes in a routinized fashion ((as if it were a data pipeline) there is a high risk that it will become obsolete, or less and less used, or so routinized that it barely is interactive. More like buying a ticket from an automaton: yes you have choices, but you can hardly call this interactive.
The key, difficult, and ever changing question is how do we keep technologies open, responsive to environmental signals and to users choices, including what may seem quirky from the perspective of the engineer. The city is full of signals and quirky uses: given a chance , it would urbanize a whole range of technologies. But this possibility needs to be made – it is not simply a function of interactive technologies as we know them now, and it needs to go beyond the embedded feedback capability. Open Source is more like it.
Nicolas: Do you feel that networked technologies can lead to new forms of urbanity? Said differently, to what extent are the cities of the future shaped by our past urban experiences and infrastructures?
Saskia Sassen: Urbanity is a mutant. And this means it is made and remade along many different concepts/ideas/imaginations across the world. It can happen in sites where we, we of our westernized culture, might not see it. At night in working class neighborhoods of Shanghai bus stops become public spaces –that is urbanity. In some megacities the only spaces that the poor, often homeless have, are what during daytime hours we see as infrastructure: spaces where multiple bus lines intersect or end in. There are many many such examples of practices that destabilize the formal meaning of a space: this, again, takes making, and in that making lies an urbanity. I do think that urbanity is made; it is not only beautifully designed urban settings.
So yes! I think that networked technologies will also, and in fact, already are, leading to new forms of urbanity. The most familiar of these are of course using the tech to communicate about swarming an actual space –a square, a furniture shop—and diverse locational devices. Again, what intrigues me is to think beyond these somewhat “pre-scribed” possibilities: in two ways. One is through the unsettling, making unstable, the prescribed options embedded in the technology’s design. For instance, inserting a given technological capability into a different ecology of elements (in the sense I used this earlier –technical and non-technical elements). This is what hackers do, in a way. In the case of the city, it would mean bringing an urban logic into that ecology –the city as the hacker. .. a benign, positive hacker of a range of technological domains in cities. The other is what I like to refer to as “barefoot engineering” — this resonates with the so-called “barefoot doctors” in China’s villages during Communism –knowledgeable locals who knew the properties of plants and understood the village. We need urban “barefoot engineers”!
Nicolas: In the aforementioned paper, you use the term “open-source urbanism”. It’s interesting to see that metaphor coming from digital culture are currently transposed beyond their original realms. How do you think the “open source” concept can be applied to urbanism? What would be the limits and opportunities?
Saskia Sassen: As a technological practice of innovation, Open Source has not been about cities, but about the technology itself. Yet it resonates with what cities have and are at ground-level, where its users are. The park is made not only with the hardware of trees and ponds, but also with the software of people’s practices. There are manay examples, and each city has its own. In my city, NY, an example of such people’s software is New York’s Riverside Park in the 1980s which went from being a no-go zone, charged with dangers, to being a park for all those who wanted to use it. How did this switch happen? In part because dog-owners started to walk their dogs in large numbers. Having a dog was itself a function of feeling insecure in a city of high murder rates and much mugging. But the city as lived mutating environment allowed people to talk back: get a dog, walk your dog, go in groups, and you recover the territory of the park. Another example is the recent proliferation of urban agriculture; it was not a top-down decision. It resulted from a mix of conditions, primarily the desire of city residents to make, to green, to transform, and the romance with fresh produce. And now the push is for every roof, every empty plot of land to become a site for urban agriculture. Here we see that a thousand individual decisions created an urban possibility and transformation. There are many diverse initiatives that produce these kinds of “third space.”
These are ways in which the city can talk back. We can think of the multiple ways in which the city talks back as a type of open-source urbanism: the city as partly made through a myriad of interventions and little changes from the ground up. Each of these multiple small interventions may not look like much, but together they give added meaning to the notion of the incompleteness of cities and that this incompleteness gives cities their long lives, their flexibility, their capacity to mutate.
And this potential for distributed outcomes is a natural for open source technology. But beyond the technology proper, bringing open source concepts into multiple urban settings/domains strengthens these core features of cities, make them cities of people, strengthen the rights to the city.
In sharp contrast, I think that the model of “intelligent cities” as propounded by technologists, with the telepresence efforts of Cisco Systems a key ingredient, misses this opportunity to urbanize the technologies they mobilize. Secondly, the intelligent city concept if too rigid, becomes a futile effort to eliminate the incompleteness of the city, to get full closure/control. This is a recipe for built-in obsoleteness. Imagine if Rome could not have mutated across the millennia: it would be a dead city now. Third, the planners of intelligent cities, notably Songdo in South Korea actually make these technologies invisible, and hence put them in command rather than in dialogue with users.
Beyond the imagery of open-source urbanisms, can we strengthen this positive scenario of the city’s incompleteness by actually deploying open-source technologies in a variety of urban contexts
Monday, April 11. 2011
Via information aesthetics
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Next to their established offices in Boston and Milan, MIT Senseable Lab is now also active in Singapore, where they just launched an impressive exhibition [senseable.mit.edu] with five different graphical perspectives into Singapore's social, economic and mobility patterns. The five visualizations are all based on real-time data recorded and captured by a vast system of communication devices, microcontrollers and sensors.
What seems to be in the pipeline is an open API to allow others access to the rich data streams: "The exhibition is just the beginning of something that aims to develop into an open platform for the management of urban real-time data and the engagement of developer communities in writing innovative applications for the city."
"Hub of the World" shows the ships and containers arriving and leaving Singapore. "Isochronic Singapore" deformes a street map of the city proportional to its travel time. "Raining Taxis" combines taxi and rainfall data to establish the experience of not finding any taxis when it rains. "Urban Heat Islands" combines ambient temperature and energy usage to investigate whether cities are indeed warmer than the surrounding environment. "Formula One City" conveys the impact of the sports competition, for instance in terms of geo-located text messaging behavior. Lastly, "Real Time Talk" indicates the level of cellphone network usage throughout the city.
The exhibition runs from April 8th until May 1st at Singapore Art Museum.
Thursday, September 23. 2010
By fabric | ch
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We've been off for two weeks while travelling and exhibiting in California during the 2010 01SJ Biennial festival, where we've been presenting a new work entiltled I-Weather as Deep Space Public Lighting. We are currently doing a Lift workshop in Pécs organized by the Kitchen BudaPest.
While we thought we would be able to continue posting during this "travel-exhibit-workshop" time, it happens it didn't / it don't! Too much work to do, too much things going on...
fabric | rblg will be alive again from next week on and we'll post some "follow-up" pictures of the 01SJ exhibition as well!
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