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Victoria Reynolds

Victoria Reynolds

Victoria Reynolds takes the metaphor ‘meat curtains’ to a new level with her unnervingly photo-realistic portraits of flesh fresh from the butcher shop. Some have a cheeky yonic quality, while others are grotesquely beautiful. (more…)

Originally from Lost At E Minor: Music, illustration, art, photography and more by Gerry Mak
reBlogged by michael on Mar 3, 2008, 5:41PM

Usable Witchery

Yaniv Steiner has been running a class at the Visual and Multimedia Design graduate programme from the University of Architecture in Venice a few weeks ago. Its approach was slightly different from classical physical computing classes, starting with the name of the class: Usable Witchery. Students learned magic tricks with coins and cards, and then built up some Animatronics elements trying to humanize machine and robots to look and feel more like humans.

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I’m just going to give a summary of the course as i feel its spirit might be relevant to the interests of many readers. But i’ll keep it short as i’ve decided a while ago not to cover anything i haven’t had the opportunity to see nor experience myself. Rules are supposed to have exceptions, right?

Usable Witchery investigated how products could be less a result of technical thinking, and become more “humanized”, natural and intuitive. As Yaniv told me recently: “I will trade many functional elements to magical and slightly more poetical element in any of my devices. I hope the student will apply it one day as they go and work for IDEO and Nintendo J.”

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Image by Yaniv Steiner

He explains with further details this association between magic and interaction design in a list of reasons why advanced technology can be compared to magic. According to him, interfaces are actually doing the same to some extent. His text illustrates the point by giving examples of interaction procedures, viewed from this frame of reference: calculators displaying, without revealing how, the correct series of digits, mountains of information “leaping” invisibly in the air, “hold” switches, etc.

But still… Harry Pottering design students?

“Regarding the coin tricks, think about it as a mean of presentation, a critical presentation that can go only two ways, good and enjoyable or simply fail,” explains Yaniv. “Once a successful magic been produced, the observer appreciate the illusion, sometimes even on the emotional level. While learning sleight of hand tricks and practicing the art on the physical level, one can theoretically apply this art into other fields, interaction/interface design is just one of them.”

“Regarding the animatronics part, I feel it is dealing with humanization of machines in relation to Physical-Computing,” he goes on. “We all saw the blinking LED - Blink; and how motors can move robotic limbs with the grace of “Marvin the paranoid android”. We conducted experiments with ways to humanize these artifacts, making them closer to the way we, humans, interact and communicate with the world around us. And thus giving a small humanized illusion.”

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Image by Synodic Month

Tons of images from Usable Witchery.

Related entries: Yaniv Steiner’s talk on rapid prototyping process and Opensourcery (where Zach Lieberman learns a few tricks from Mago Julián.)

Originally from we make money not art by Regine
reBlogged by michael

Tanks but no tanks

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They say rooting out insurgents is like finding a needle in a haystack.

If that’s true, this tank is in trouble.

(By German artist Hans Hemmert.)

via like cool

Originally from core77.com's design blog
reBlogged by michael on Feb 29, 2008, 9:56AM

Core Memory photography by Mark Richards

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Mark Richards has captured the beauty of computer equipment in his photography series, Core Memory.

via coudal

Originally from core77.com's design blog
reBlogged by michael on Jan 14, 2008, 11:39AM

Edushi: China’s Cities Drawn and Mapped

Edushi

Whilst Google uses satellite imagery, photographs and map overlays to create their mapping systems, China’s Edushi uses intricate (and quite incredible) computer-based drawings to create their city maps. Edushi will ‘virtually represent’ many Chinese cities – a part of Hong Kong is shown above (and that’s the city-demo you can use on their site). Each proposed city map will be complete with virtual community, game-like emulation advertisements and directory features. Try not to spend quite a bit of time here exploring and marvelling at the remarkable (and zoom-able) bird’s-eye views of Hong Kong.

It’s interesting to draw parallels with the pixel-illustrations of eBoy, but thus far, Edushi doesn’t feature giant destructive robots and scantily-clad women riding missiles. Via PSFK.

Originally from One Plus One Equals Three by Andrew Haig
reBlogged by michael on Dec 12, 2007, 9:22PM

Sean Hanna

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Sean Hanna
is an interesting architect/engineer whose work I’ve been meaning to cover for some time. He was awarded a American Institute of Architects Student Gold Medal and went on to work on algorithmic & parametric design aspects of major construction projects with architects including Foster and Partners and sculptor Antony Gormley. His research is mainly in developing computational methods for dealing with complex systems in architecture, and in structural optimisation and rapid prototyping technology. I’ve selected a couple of his projects to give a sample of his work but check out his website for more details. His work is part of the currently running “Capture & Context” exhibition I posted on early this week.

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BODY / SPACE / FRAME

Sean role in the BODY / SPACE / FRAME by artist Antony Gormley was in the creation of methods for generating a body formally and constructing a geometry appropriate for and structurally constructing the 25 metre high sculpture. Built out of an open steel lattice in the shape of a crouching figure, it was sited on the end of an 800 metre polder and faced outward from the coast of the Zuiderzee, Holland.

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PAN_07 CHAIR

Optimised cellular structure in collaboration with Timothy Schreiber

Based on an analogy with the highly efficient cellular structure of living wood or bone, which adapts to its environment as it grows, the chair’s interior is comprised of a fine lattice that minimises weight while maximising strength. The design method combines principles of evolution and artificial intelligence to create a material that responds to its environment by growing denser in the areas required to best withstand the external forces applied when the chair is in use.

Sean’s website

Originally from Interactive Architecture dot Org by Ruairi
reBlogged by michael on Dec 6, 2007, 4:46PM

Universal Avatars Bestride Worlds

wiregaze.jpg“A virtual character, or avatar, for all the virtual worlds in which people play is the goal of a joint project between IBM and Linden Lab. - The computer giant and the creator of Second Life are working on universal avatars that can travel between worlds.

The project aims to open up virtual worlds by introducing open tools that work with any online environment. The companies hope to boost interest in virtual worlds as well as make them easier to navigate. At the moment every virtual world requires a player or user to go through the process of creating an avatar that will act as their proxy in that online environment. Typically, an avatar created for one world, be it a game or a system like Second Life, cannot move between these different virtual spaces. The project started by IBM and Linden Lab aims to create a universal character creation system so people only have to create a digital double once.” Continue reading Universal Avatars Bestride Worlds, BBC News.

Originally from Networked_Performance by jo
reBlogged by michael on Oct 12, 2007, 3:53PM

Interview with Milk and Tales

_milkandtales.jpgThe British collective Milk and Tales is made of three young women who design interactive environments for cultural venues. I don’t know how they do it but each of their new projects manages to enchant everyone: kids and their grand parents, Londoners and tourists, people for whom interactive environments is a new expression and old grumpy blasés like me who keep on complaining that interaction is getting tired and tiring.

Who is Milk and Tales? How did you get to work on interactive environments?

We are Arlete Castelo, Melissa Mongiat and Kelsey Snook.
We met on the MA Creative Practice for Narrative Environments (CPNE) course at Central Saint Martins, in London, and started working on projects together, in parallel to the course activities.

– We also have a set of rotating collaborators for different projects. We have been working with Dan Harris, Charles Ward, Matthew Olden and Rakhi Rajani on some projects, we are currently working with Chris O’Shea on a new project.

We started to work on interactive installations together as an offshoot from the course where we were fine-tuning our skills in creating narrative environments. A narrative environment is an experience or a place designed to communicate a story, is hopefully engaging and a place for dialogue. Interactive environments are inevitably linked to narrative environments. We’ve got a mix of skills and are very happy designing both.

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Hidden Love Song

Your installations seem to manage to get the broad public immediately engaged and entertained. At the same time, your works are very elegantly designed. Is one of you responsible for the “look” of an installation and someone else works more intensely on the sound technicalities or on the experience side of it? How do you work?

Arlete and Melissa have a background in communication / graphic design and Kelsey has one in in product and installation design. In concept phases, our skills blend to work on the experience of the user/visitor/passer-by – that is our focus and what attracted us to the MA CPNE. For design detailing and production though, we may be working separately on different parts depending on our expertise and we usually seek extra help for technological development, but this is always done in a collaborative spirit, so that in the end, we all have a say and all make sure we are working towards a cohesive whole.

How much do you manage to control the way people interact with your work? Which kind of unexpected behaviour have you witnessed with your installations? Any bad or good surprise? What have you learnt from the way people interact with your works?

We like unexpected behaviours, we see our role as providing a medium for people to be creative. However, for the interaction to work, we feel there needs to be a careful study of the context. We carefully plan the first spark, and then let it go from there.

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Hidden Love Song

When we study the context, we’re looking at factors such as the environment, the user, and the existing types of behavior in the environment. This enables us to set the foundation for a successful interactive piece, however, we enjoy when people find new ways to use our work and take ownership over what we do. For example, in Gamelan Playtime, we took time to study how people moved in the space and understood that everyone was in a hurry with no time to stop. We made it a priority for people to only have to stroke the wall while passing by for the interaction to work. However, when the installation was up, we realised people were stopping to pull and twist the buffers and were spending a lot of time discovering the different instruments and creating their own piece. They were seeking much more engagement than what we had anticipated. For the following installation of the same ‘Keeping in Touch’ series, Hidden Love Song, we provided a much more flexible and empowering medium, the scratch-off layer. People could scratch the wall to reveal hidden words or sounds, but they could also scratch in their own messages or simply draw. The piece was particularly nice because it wasn’t precious, the whole wall was fair game for manipulation.

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Gamelan Playtime

Gamelan Playtime was created for the Royal Festival Hall in London. What was the brief for that project? How easy or difficult is it to get such a prestigious and probably a bit conservative institution to accept your unusual ideas.

First we have to mention that we have been working with the Learning and Participation team at the Royal Festival Hall, who is one of our very innovative and most forward thinking clients. Their way of doing and thinking has been an inspiration for our work, and was really a true collaboration. We met Shân Maclennan, head of L&P through the MA CPNE network and she asked us to come up with an interesting experience using the RFH hoardings while the building was closed for refurbishment. The initial thought was that we could start with communicating Gamelan workshops held with primary school children in Lambeth. They wanted to bring back the life that usually inhabited the area when the building was open. Typical marketing posters campaign didn’t seem to do that.

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Gamelan Playtime

We came up with a broader program that we called ‘Keeping In Touch’ which would aim to communicate ongoing activities to the general public via an interactive system on the RFH hoardings for the entire duration of the refurbishment period. This system was made up of a tactile surface, sensors and a sound system which would enable a series of hoarding to go up every 2-3 months. This would keep a momentum with the audience until the re-opening of the hall, and maximise the use of the interactive system. Even though Shân could not commit to the program at the start, we ended up having 3 cycles on the hoardings, up until they took the hoardings down. Then followed PLAY.orchestra on the Riverside Terrace. Now the RFH is open, and we are still working with them on various interactive systems.

Where does the idea of PLAY.orchestra come from?

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The brief came from the Royal Festival Hall (RFH) in collaboration with the Philharmonia Orchestra (PO). The PO wanted to communicate their Sound Exchange website, which enables the general public to download sounds from the orchestra and upload their own.

This installation was to take place on the Riverside Terrace which was not very busy, though a lot of people would pass by. Some people were using the seating in the area to take breaks. We needed to make it a destination point, for all audiences.

The Philharmonia initially thought of having their website on the hoardings for people to take part in the sound exchange. We thought it was all a bit too abstract for people to come by and want to ‘exchange sounds’ through a website interface on a hoarding. So we thought through what a sound exchange meant to begin with: it was about taking part in the Orchestra, learning about the sounds and sending your own for a composition to take place. We noticed on the website there was a page of the orchestra scheme with all the instruments laid out in their particular spot and the sound they each make. So there, we decided to recreate the orchestra scheme on a stage with only seats. Each seat was labeled with its instrument. When people would sit, they would activate the sound of the instrument. All together, they would hear an entire piece, either classical or specially commissioned pieces. Once comfortably sitting and engaged, people could further take part in the orchestra by sending their own sounds via their mobile phones. A composition was made with all the sounds received and took place on the PLAY.orchestra installation in the last two weeks of its showing.

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It turned out to be a huge success that the Royal Festival Hall directors could witness from their office windows not very far away. We also have had quite a lot of demand for it from around the world. We are now in discussion with the RFH and the Philharmonia to make a touring version.

In general, how much do you have to battle to get your vision of a work accepted? Do you get carte blanche?

It is very rare to get carte blanche, we feel the biggest trick is to be resourceful! Our process is pretty rational and directly responds to a client’s need, so it’s does not feel like a battle to have our ideas accepted. The biggest challenge is always to fully understand the context, the client’s desires and apprehensions, and then of course to make the idea work within budget…

Which kind of advice would you give to young designers who would like to work on similar projects? What are the pitfalls? What worked well for you?

We feel we’ve been pretty lucky with our opportunities, but our advice to new designers in the field— to see the opportunity to do something great in every brief, to think ahead and make the opportunity exciting even when the brief might not be. Gamelan Playtime’s initial brief was just a hoarding design that could have seemed somewhat boring, and made with a very small budget. But where there’s a will… Our first design had a great response and so the idea was allowed to grow. We also were careful to plan a basic interactive system that could be changed in a series of different installations, and luckily we were able to produce a series!

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Is there any spot in London where you´d love to install a work?

Many spots… of course the Tate would be nice. An installation for the Olympics as part of a celebration, that would be great. The New York City Subway has a great art installation and tile art programme, which has really changed the experience of using their transport system. We would love a chance to do something similar for Transport for London. Tube journeys are just torturous, the NYC subway isn’t a whole lot better, but when you are navigating the subway maze or arrive at stations where there is some kind of installation, you feel at least that your journey hasn’t been all that bad. It’s an opportune ‘dead’ time and space where people have the time to engage, if you can pique their interest.

Thanks Arlete, Melissa,and Kelsey!

All images courtesy of Milk and Tales.

Originally from we make money not art by Regine
reBlogged by michael on Oct 13, 2007, 3:53AM

Kacy Maddux: New Drawings

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Kansas City artist Kacy Maddux, whose headless sketches in the University of Chicago Renaissance Society’s “All My Pretty Corpses” exhibition caught a lot of attention in 2005, is to be featured again in the Windy City.

This time her fine illustrations are to be featured in a solo exhibition at the Gescheidle gallery in downtown Chicago. These free-hand drawings appear to riff on the theme of anatomy and symmetry while remaining fairly abstract. It’s an interesting installment in this 27 year-old artist’s career, presenting “empirical information metaphorically, and intuitive misunderstandings literally.” The result is equal parts new age and science class, to stunning effect.

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New Drawings
Opening Reception: 12 October 2007, 6-9pm
Conversation with the artist: 13 October 2007, 1-2pm
12 October -10 November 2007
Gescheidle
1039 W. Lake Street, 2nd floor
Chicago, IL. 60607 map
tel. +1 312.226.3500

Originally from Cool Hunting by Jacob Resneck
reBlogged by michael on Oct 11, 2007, 5:18PM

Evolving in Brussels

On October 4th, a vernissage held concurrently in Second Life and in Brussels inaugurated that city’s first art space devoted entirely to art made in electronic media. Located in central Brussels, iMAL (Interactive Media Art Lab) Center for Digital Cultures and Technology boasts a group of workshops at the disposal of resident artists as well as more than 400 square meters of public space for events and exhibitions. The facility opened both its real and virtual doors with a three-evening series of events, including the dual celebrations, as well as audio and visual performances by French artists Pascal Baltazar and Mathieu Chamagne, who are known for their digital sound works created with custom gestual interfaces, and a demonstration of Danish artist Sven Konig’s instant video sampling software. Through October 14th, noted electronic music composer Kim Cascone is hosting a workshop titled ‘Genetic Laptop Music’ at iMAL. Each of the 15 participants in the project, equipped with a networked laptop running common audio software, perform a function within a composition process based on genetic selection. Audio is chosen from a ‘gene’ pool of open-source sound files, which are then recombined or ‘killed’ by participants. As the group of possible combinations narrows, a participatory audio work emerges. The workshop culminates with a public performance at the new iMAL space on October 14th. - William Hanley

http://www.imal.org/cascone_workshop/

Originally from Rhizome News
reBlogged by michael on Oct 11, 2007, 10:00PM