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DRIFT: audio visual synergies

full article (at) pingmag.jp

For their DRIFT DVD, Lee Ranaldo and Leah Singer used split screen techniques to put two very different images next to each other and let the audience have their own experience out of this combination.

Sonic Youth guitarist Lee Ranaldo and filmmaker Leah Singer at Tokyo’s Super Deluxe.

On April 15th, poet and Sonic Youth guitarist Lee Ranaldo and visual artist and filmmaker Leah Singer came finally to Tokyo’s Super Deluxe for their experimental DRIFT DVD. Although the work has been shown all over the world since 1991, we hadn’t had a chance yet to see it in Japan! At the venue, film displayed images on a split screen to be overlapped by sound and poetry… Really, everyone in the crowded and overheated place was completely intoxicated with its fantastic world. PingMag luckily had a chance to talk to the couple about DRIFT.

Written by Ryoko
Photos by Sebastian Mayer
Translated by Junko

Filed under: art, films, new media, space/place

Ukiyo-e Series #1: Japanese Floating Worlds

full article (at) pingmag.jp

Never heard of “Ukiyo-e”? This is it: Katsushika Hokusai’s “Thirty-six Views of Mount Fuji – Kanagawa-oki nami-ura (The Great Wave off Kanagawa)”. Courtesy of The Japan Ukiyo-e Museum.

Women of the Edo period, a work by Utagawa Toyokuni. Courtesy of The Japan Ukiyo-e Museum.

Could this be the true origin of Manga? – “Hokusai Manga” by Katsushika Hokusai. Courtesy of Ohya Shobo Co. Ltd.

When you hear the word Ukiyo-e, you probably think of an old-fashioned type of Japanese art, or some hard to find antiques? Actually, these beautiful Japanese woodblock prints and paintings were produced between around the 17th to the 20th century. And we are sure that nearly everybody outside of Japan must have seen at least once Hokusai’s Great Wave Off Kanagawa: you will never forget this extraordinary image of smashing waves with their dramatically churning spindrift! A good point for PingMag to give a quick introduction to Ukiyo-e, a quite prolific genre in Japan that keeps on intriguing people all over the world – long after the European cubists and impressionists of the late 19th and 20th century got pretty influenced by it first.

Written by Ryoko
Translated by Natsumi Yamane

Filed under: art

Digitalability

full article (at) pingmag.jp

Spherical beauty: “Attracted to Light” by Geoffrey Mann traces a moth’s flight around a light source, digitized with a 3D scanner – and made physical through rapid prototyping. Part of the Digitalability exhibition of Berlin’s Designmai. Photo by Sylvain Deleu.

“Digitalability” lettering in the Designmai cataolgue: elettriche typeface by Alessio Leonardi.

Digitalability is this year’s main theme of the annual Designmai exhibition and conference in Berlin, starting from May 12th until May 20th. Digital ability – what does this actually mean, this portmanteau of digital and ability that rolls a bit heavy on the tongue? Easy, Digitalability curator Atilano González-Pérez will explain the three-dimensional convergence of designers and technology for PingMag.

Written by Verena

Filed under: art, new media, physical computing, technology

StudioKanna: A Meaningful Approach To Design

read full article at pingmag.jp

 

 

Cute and simple packaging design for hair salon “4th floor” in London, designed by Kanna. What a nice play with geometric forms: the “4” on the package gives you different impressions depending on your viewing angle.

The Syn Entertainment CD sleeve design is one of Kanna’s works at NORTH. The same track came as a package together with the Japanese mobile phone Talby, designed by Marc Newson. The font of the song title, “Free,” consists of Talby phone parts.
Though StudioKanna was only established last September in Tokyo, she has a lot to show us: Kanna’s design carries a strong concept and its logical simplicity has a comfy feeling thanks to its careful structure. Today, PingMag introduces StudioKanna and talks with her about an approach to meaningful design – something young designers around the world – and in Japan – easily tend to forget about.

Written by Chiemi
Translated by Natsumi

Filed under: graphics, new media, research

Creating from Scratch: New software from the MIT Media Lab unleashes kids’ creativity online

via MIT news

Stephanie Schorow, News Office Correspondent

May 14, 2007

A new programming language developed at the MIT Media Lab turns kids from media consumers into media producers, enabling them to create their own interactive stories, games, music, and animation for the Web.

With this new software, called Scratch, kids can program interactive creations by simply snapping together graphical blocks, much like LEGO® bricks, without any of the obscure punctuation and syntax of traditional programming languages. Children can then share their interactive stories and games on the Web, the same way they share videos on YouTube, engaging with other kids in an online community that provides inspiration and feedback.

“Until now, only expert programmers could make interactive creations for the Web. Scratch opens the gates for everyone,” said Mitchel Resnick, Professor of Learning Research at the MIT Media Lab and head of the Scratch development team.

Resnick’s Lifelong Kindergarten research group previously developed the “programmable bricks” that inspired the award-winning LEGO® MINDSTORMS® robotics kits. Just as MINDSTORMS allows kids to control LEGO creations in the physical world, Scratch allows them to control media-rich creations on the Web.

“As kids work on Scratch projects, they learn to think creatively and solve problems systematically — skills that are critical to success in the 21st century,” said Resnick.

Designed for ages 8 and up, Scratch is available by free download from the Scratch website (http://scratch.mit.edu). The software runs on both PCs and Macs. The MIT Media Lab is now collaborating with other organizations — including Intel, Microsoft, Samsung, BT, the LEGO Group, Motorola, and One Laptop Per Child (OLPC) – to create other versions and applications of Scratch, including versions for mobile phones.

The name Scratch comes from the technique used by hip-hop disc jockeys, who spin vinyl records to mix music clips together in creative ways. Similarly, Scratch lets kids mix together a wide variety of media: graphics, photos, music, and sounds.

A glance at the Scratch website (http://scratch.mit.edu) reveals a kaleidoscope of projects created by kids: a story about a polar bear school, space attack games, and a break-dancing performance. Some creations are goofy and fun; some reveal serious social themes. Children are constantly modifying and extending one another’s projects on the website – and learning from one another in the process. “It’s exciting to wake up each morning and see what’s new on the site,” said Resnick.

Scratch was developed by the Lifelong Kindergarten research group in collaboration with UCLA educational researchers, with financial support from the National Science Foundation and the Intel Foundation. Throughout the development process, the design team received feedback from children and teens at Intel Computer Clubhouses and school classrooms.

“There is a buzz in the room when the kids get going on Scratch projects,” said Karen Randall, a teacher at the Expo Elementary School in St. Paul, Minnesota. “Students set design goals for their projects and problem-solve to fix program bugs. They collaborate, cooperate, co-teach. They appreciate the power that Scratch gives them to create their own versions of games and animations.”

For more information about Scratch, see http://scratch.mit.edu/about.

LEGO and MINDSTORMS are trademarks of the LEGO Group.
Used here with special permission. ©2007 The LEGO Group.

Filed under: academic, applications, technology

Philips clothing prototypes light up to reflect the ‘emotions’ of the wearer

By Regine on Twenty1f: Fashion for the 21st century

Philips Design has developed dynamic garments as part of the ongoing SKIN exploration research into the area known as ‘emotional sensing’. The garments, which are intended for demonstration purposes only, demonstrate how electronics can be incorporated into fabrics and garments in order to express the emotions and personality of the wearer.

The marvelously intricate wearable prototypes include ‘Bubelle’, a dress surrounded by a delicate ‘bubble’ illuminated by patterns that changed dependent on skin contact- and ‘Frison’, a body suit that reacts to being blown on by igniting a private constellation of tiny LEDs.
‘Sensitive’ rather than ‘intelligent’
These garments were developed as part of the SKIN research project, which challenges the notion that our lives are automatically better because they are more digital. It looks at more ‘analog’ phenomena like emotional sensing and explores technologies that are ’sensitive’ rather than ‘intelligent’. SKIN belongs to the ongoing, far-future research program carried out at Philips Design. The aim of this program is to identify emerging trends and likely societal shifts and then carry out ‘probes’ that explore whether there is potential for Philips in some of the more promising areas.


Rethinking our interaction with products and content
According to Clive van Heerden, Senior Director of design-led innovation at Philips Design, the SKIN probe has a much wider context than just garments. “As our media becomes progressively more virtual, it is quite possible in long term future that we will no longer have objects like DVD players, or music contained on disks, or books that are actually printed. An opportunity is therefore emerging for us to completely rethink our interaction with products and content.”

“We chose fashion as an idiom to express the kind of research we were doing,” says Lucy McRae, Body Architect at Philips Design. “We did this because apparel and textiles can be augmented by a lot of new functionality. A garment can be a highly complex interactive electronic or biochemical device. We are experimenting with devices that are more responsive to subtle triggers like sensuality, affection and sensation.”


The blushing dress

The garments were therefore designed to respond to an individual’s body and create a visual representation of emotions rather than just being ‘on’ or ‘off’. For instance the ‘Bubelle’ – the ‘blushing dress’ – behaves differently depending on who is wearing it, and therefore exhibits completely nonlinear behavior.

Images.

Filed under: technology

How-to make an LED shirt by Craft-zine


hand-made LED shirt

the first issue of Craft: magazine, makers of MAKE magazine, is really excellent. There is, not only a feature story on Diana Eng, but also an extensive article on how to make your own programmable LED array shirt, with surface mount LEDs! Surface mount LEDs are really hard to work with because of their size. However, Janet Hansen obviously proves it’s not impossible because that’s what she mainly uses. Anyway, back to the Craft: zine article…

sewing surface mount LEDs

It is written by Leah Buechley, a PhD student in computer science and member of the Craft Technology Group at the U of Colorado at Boulder. The article has some great tips on sewing with surface mount LEDs and electronics in mind. It uses the AVR, which is a great microcontroller but not easy to learn for electronics newbies.

However, the AVR is part of Arduino, a new electronics platform cheaper than the Basic Stamp and easier to use than the PIC. What more can you ask for? You can program with processing to hook up your wearable project to graphics on the computer. Its own scripting language is very much like processing and very easy to learn. It’s about time someone came out with an open source electronics platform!

Another link worth checking out is Craft:’s page on LEDs.

Filed under: art, DIY, new media, opensource, physical computing, technology

Domestic Tension

via Rhizome

Anonymous writes:

For the duration of May, 2007, Iraqi born artist Wafaa Bilal will live in the FlatFile Galleries in Chicago. The public can watch him 24 hours a day over a live webcam; and if they choose, visitors to his website can shoot him with a remote controlled paintball gun.

Bilal’s self imposed confinement is designed to raise awareness about the life of the Iraqi people and the home confinement they face due to the both the violent and the virtual war they face on a daily basis.

You can participate – eg shoot at him with a paintball gun – by clicking here.

See this site for some videos and more about the Wafaa’s work. Good stuff.
Originally from selectparks.net- games by artists, published by Lauren Cornell

Filed under: art, new media, space/place, technology

A Disciplined Business

Published: April 29, 2007

Peter Acworth is 36 and trim, with a pale, boyish face. He grew up in the English Midlands, the son of a sculptor and a former Jesuit priest, and came to the United States in 1996 to get a Ph.D. in finance at Columbia University. He had already worked for Baring Brothers in London and was on track to do analytical research on Wall Street. Then, after his first year, he read in a British tabloid about a fireman who sold pornographic pictures on the Internet. “He had made a quarter of a million pounds over a short period doing nothing very clever at all,” Acworth told me not long ago, pointing to the clipping framed in his office in downtown San Francisco. “So I basically just ripped off that idea.”

Enlarge This Image

 

Larry Sultan For The New York Times

Open House When the neighbors complained, Actworth invited them in.

Acworth has since built what is arguably the country’s most successful fetish porn company, Kink.com — a fast-growing suite of 10 S-and-M and bondage-themed Web sites, each updated weekly with a new half-hour or hour video segment. Kink has 60,000 subscribers; access to each site costs about $30 a month. Acworth founded Kink’s first site, Hogtied, while still at Columbia. He purchased licensed digital photographs for content, many of which were simply old bondage-magazine spreads, torn out and scanned. Almost immediately, Hogtied made several hundred dollars a day — then, with a few ads in place, more than a thousand. In 1998, Acworth dropped out of grad school and moved to San Francisco, which he had always regarded as the world’s “fetish capital,” to run Hogtied full time. His mother worried that the lifestyle of a self-employed Web master might get lonely.

At the time, online porn was still an unruly if lucrative amateur hour. With the big companies of the San Fernando Valley — the center of pornographic video production — moving online sluggishly, if at all, a disparate crowd of upstarts was getting rich quickly. But just as quickly, the disarray of those early days soon constricted into a fiercely competitive, $3-billion-a-year American industry. “You can’t just throw up an adult Web site and watch the dollars roll in anymore,” says Kathee Brewer, editor of the trade magazine AVN Online, which covers the online adult industry. Many of the sites that have lasted, she adds, were founded, like Kink, by serious-minded, tech-oriented entrepreneurs working outside the influence of the porn establishment.

It has long been noted that the San Fernando Valley is increasingly populated by strait-laced corporate managers and not by the oily, medallion-wearing men we once assumed. But succeeding on the Web, or simply surviving its escalating demands, has required more sophisticated entrepreneurial types. With the Internet pushing porn discreetly into the homes of conventional consumers, making it more a part of everyday life and less seedy-seeming, the industry has been better able than ever to attract that sort of employee. That is, as pornography becomes a more mainstream product, it becomes an equally mainstream career. If anything, Kink may be an exaggerated example of just how ordinary pornographers will get, despite the wince-inducing grisliness of its content, which even by porn-industry standards is morbidly eccentric.

Talking with Kink’s 70 employees, the majority of whom are in their 20s or 30s, it would seem that porn has become just another career that creative people latch onto in the fog following college — years spent meandering between unpaid internships and dispiriting corporations, lashed with debt. A young woman who calls herself Cat Rich told me that she volunteered as a civilian nurse in Iraq after graduation but wound up back in Indiana selling cars; she is now Kink’s events coordinator. A Harvard alum in Kink’s marketing department worked in restaurants after moving to San Francisco and got his first adult-industry job after searching for the word “fun” on Craigslist. A cameraman, one of several employees with film degrees, was not only laid off in the dot-com bust but also found himself owing $14,000 in a perplexing stock-option scheme gone sour. “I promised myself I would never work at a dot-com again, but here I am,” he said, and “it feels very much like the blissful dot-com days before the crash.” There are weekly catered lunches, a health plan stretching to vision insurance and, even harder to come by, a pervasive feeling of usefulness. Reena Patel, Kink’s vice president for marketing, who has an M.B.A. and previously worked at Merrill Lynch, told me, “I actually apply my education to this job.”

Everyone at the company works 10 to 6. Matt Williams, who directs both Hogtied and the hard-hitting girl-on-girl wrestling site Ultimate Surrender, told me: “I like this because when eight hours are done, I’m done. I go home, and my job doesn’t follow me.” Williams used to shoot for a smaller, more sinister-seeming S-and-M site that is now shut down. He lives in the suburbs and has a child. “My wife and I watch ‘American Idol,’ ” he said, as if to show how average he is.

It was a recurring theme. Patel acknowledged the image of pornographers as “a bunch of sleazy guys that are drunk all day.” “I probably had some of the same misconceptions,” she said. “But we have 401(k) plans.”

A few weeks after Patel and I first spoke, Kink incited a minor media blitz by purchasing, for $14.5 million, the State Armory and Arsenal in San Francisco as its new offices and studios. The armory, which is on the National Register of Historic Places, is a 200,000-square-foot, brick, castlelike colossus in the Mission District. It had been abandoned by its only tenant, the National Guard, in the mid-’70s. After 30 years of disuse, its underground horse stables and ballroom; officers’ quarters, pool and banks of urinals; hockey-arena-like drill court with 70-foot ceilings and stadium seating — all of it — had attained a look of palatial depravity. It was the exact aesthetic Acworth and his directors had been struggling for so long to build from scratch. At the time the deed transferred in December, the basement pumps had shut off, and the creek that rushes through the armory subbasement had filled the old shooting range with several feet of water. Acworth was ecstatic. He imagined models waist-deep, with helmets and headlamps, or someone suspended over the waterline in a cage. “It could be very cinematic,” he told me.

By early February, a fraction of the basement had been readied for a first official shoot. They were filming an update for the site Men In Pain. It would feature two players billed as Wild Bill and Claire Adams. Adams, who is 25, gave up on a philosophy degree to become a bondage rigger. (Last year, she tied up the actor Peter Sarsgaard for a bondage-themed spread in Vanity Fair.) She wore a fishnet top and a miniature barbell through each nipple.

She laid her leather jacket over a concrete slab, and she and Bill sat down, nuzzling. Then she looked into the camera and, very cordially, spoke: “I’m Claire Adams.” “And I’m Wild Bill.” “And welcome to a very special Men In Pain update.” Just like that, like the opener of some fireside holiday special. They interviewed each other. She asked if there was anything she shouldn’t do, any ground rules. “I don’t like my ears being slapped,” he said.

They started on an old stage in the armory gymnasium, rundown to the point of missing its floorboards entirely and gathering trash — a Coke case, a poster advertising youth boxing classes once held here — in the underpinnings. There, Wild Bill was tied to a column and flogged. (There are rarely story lines in Kink’s porn, and acting is discouraged.) His crotch was slapped. Later, in the boiler room, he would be kicked and suspended from the ceiling on his back, like a hairy spider. In between takes, after Wild Bill mentioned getting a little back pain, Adams would adjust the cat’s-cradle of ropes.

Even as child, Acworth told me, he liked seeing people bound. “I would get an erection while watching a cowboy-and-Indian movie where somebody was getting tied up,” he said, “which I didn’t really understand.” For a long time, he experimented by tying up himself, alone; he was shy and didn’t have a girlfriend until his 20s. It seemed natural that when starting Kink, he would gear his company toward the subculture around consensual sex play involving bondage, discipline, domination, submission and sadomasochism — the B.D.S.M. community. It was a way to indulge his own fetish but also a shrewd business decision. With a bondage site, Acworth told me, he knew what the customer wanted.

Initially, his instinct proved sound. But shortly after he moved to San Francisco to leap full time into the lavish free-for-all of online porn, Hogtied’s sales leveled off. Similar sites, often featuring the same licensed photographs, littered the Web. So Acworth started producing his own content in his spare bedroom. He would tether models to a homemade wooden scaffold, set up a tripod and film himself busily whipping, spanking and tickling them with various implements — all the while clicking still photos with a remote. He wore a black mask and called himself Peter Rogers in case he decided to abandon the stagnating business and return to Columbia.

The ways online porn was created, marketed and sold were beginning to be reinvented. Or, rather, they were finally being properly invented. Even by 1999, search engines like Yahoo were harder to outsmart, and Acworth’s tricks for getting Hogtied ranked highly no longer worked. He followed the lead of bigger porn sites, recruiting vast networks of “affiliates” to lure traffic to Kink’s sites with smartly placed ads, galleries of free samples, spam or other means. The industry’s first affiliates were hobbyists, amateur connoisseurs collecting their favorite online porn in galleries or directing others toward it in newsgroups. Today it’s a competitive industry in its own right, with self-employed, stay-at-home entrepreneurs using a variety of increasingly sophisticated advertising tools. Companies like Kink or Naughty America — another prominent suite of porn sites with far more conventional content (errant secretaries, hair-twirling co-eds) — now work with invisible sales forces of tens of thousands of affiliates.

But in those early years, with credit-card numbers circulating among unscrupulous Web masters and affiliates, various frauds proliferated. Prime among them was “credit-card banging,” whereby a person subscribing to one site might find he has been charged for a slew of others. For their part, customers found that they could easily repudiate charges they had authorized; Internet porn involved no physical delivery, and card companies, apt to take the nice suburban husband’s word over the pornographer’s, frequently issued chargebacks.

Such headaches were not limited to porn. But porn was one of the few things being rampantly bought and sold online, and the financial sector, which hadn’t yet worked out a viable system for e-commerce, scrambled to develop one on the fly. Many banks and credit-card companies, including American Express, refused to deal with porn; others steadily introduced stiffer regulations and fees for high-risk industries. A site with more than 2.5 percent of its purchases charged back could be subject to closer oversight and penalties; eventually, its merchant account, and thus its ability to process credit cards, might be revoked. Soon, the standard allowable chargeback ratio lowered to 1 percent. Third-party billing companies stepped in to process the charges through their own merchant accounts, but they routinely take 15 percent or more of each transaction. (Paypal, which charged as little as 2.9 percent, ceased dealing with porn in 2002.) For the typical, sloppy amateur — the lackluster guy with a digital camera and some lady friends — billing suddenly became a nightmare. “And without billing, it just don’t work,” says Gary Kremen, who founded both the porn site Sex.com and the dating site Match.com in the mid-’90s. “Because what are you going to do, send money in the mail?”

Kink has managed to retain its own merchant account, a rarity in the business. Acworth claims its chargebacks have always been minimal, in part because of the company’s own meticulousness but also, perhaps, because of the nature of its customers. “People that buy our content are people that are genuinely into the fetish,” he says. A B.D.S.M. enthusiast may spend hundreds or thousands of dollars a year on S-and-M paraphernalia or to attend fetish festivals like the Folsom Street Fair in San Francisco. “I think it probably tends to be a somewhat more refined clientele,” Acworth suggests. According to Scott Rabinowitz of Traffic Dude, an advertising consultant for the adult industry, high-quality niche sites have always been more profitable and attractive to affiliates. Narrowly targeted sites generally get a far higher percentage of their Web traffic subscribing. They also keep those customers longer; while most companies retain the average customer for less than three months, Rabinowitz suspects an average Kink subscriber stays at least three times as long. In fact, much of the industry has learned to be as specialized as Kink was from the start, with catch-all pornographic “megasites” making way for smaller, formulaic ones like My Friend’s Hot Mom or Chunky Angels. Meanwhile, Acworth’s second site was dedicated entirely to women having sex with large and distressingly elaborate machines. Another features water torture. Thus Kink seems to have survived all of these various shake-ups not only on Acworth’s business sense but his kinkiness.

By now, real success and longevity online require both technological skill and a certain fiduciary seriousness. Acworth put Kink’s stellar benefits in place partly so he could steal top-flight people away from mainstream corporations. In the Bay Area, Rabinowitz says, the dot-com bust fed an entirely new class of talent into porn: “Middle-food-chain technical players could come over and create pivotal roles for themselves.”

I met several dot-com era castoffs who were entrenched in Kink’s I.T. department and another, Paco Cohen, loading a crate of neatly cataloged riding crops and nipple pincers onto a truck the morning of the first armory shoot. Cohen, who was wearing blue-tinted glasses and a windbreaker with Colonel Sanders’s head embroidered on the breast, was a project manager for an AT&T affiliate in the area for four years. (“Baby-sitting for adults” is how he explained the job.) One day, he watched 700 people get laid off. Then he was told that his new boss was someone he had never heard of who worked in New Jersey. “I stayed there for two years just waiting to be laid off, and that was when I started hating it,” he said.

Later that afternoon, waiting for Wild Bill to be fitted with a gag, Cohen told me that a disproportionate number of Kink employees, himself included, graduated from the University of California at Santa Cruz. “And that’s funny,” he said, because he felt the faculty there was trapped in a very 1970s, antiporn mind-set. Another, more recent Santa Cruz grad overheard our conversation and disagreed. The two debated it. Cohen told her that all of his professors had read way too much Andrea Dworkin. “Everything there is like a Marxist-feminist analysis,” he said dismissively.

Soon, with Wild Bill tied to his column again, Adams coiled leather twine around his testicles and cinched it tautly to the back of a wooden chair, some feet away. She crouched and flicked him with her finger, hard. I saw Cohen turn away, wrenching his face in what looked like the empathetic cringe men make. But it wasn’t. He was yawning.

Three days after the shoot, 60 Mission residents protested in front of the armory. While some gladly denounced the filth they had seen, or merely imagined, on Kink’s Web sites, the protesters as a whole seemed to believe, officially at least, that not being O.K. with porn was somehow politically incorrect.

“We’re not making moral judgments against pornography,” one woman said over a megaphone as the rain started. Another assured me, “We’re not a bunch of conservative reactionaries.” They just didn’t want Kink in their neighborhood — not near several community-outreach centers and schools. Even Mayor Gavin Newsom’s office, in a statement sharing the neighbors’ general concerns, added the caveat, “While not wanting to be prudish. . . .”

Their frustration stemmed from deeper issues. Roberto Hernández, a Mission native, told me that the neighborhood “has been a train wreck” since the spate of evictions, largely of Latinos, during the dot-com boom. Its problems are legion — drugs, prostitution, vandalism — especially in the shadow of the derelict armory. “We’ve made numerous attempts as a community to get something positive into the building,” Hernández said. (Neighbors also helped quash various proposals including one for luxury condos.) It seemed as if some in the beleaguered community had come to view the armory as a 200,000-square-foot storehouse of infinite promise. Now, regardless of how unfeasible turning it into affordable housing or a recreation center actually was, there was no chance at all. The previous owner sold it discreetly, without any neighborhood input.

The protesters handed out placards. One read, “No Dead End Jobs,” and among Kink employees who heard about it the next day, this seemed to sting the most. Pamela O’Tey, one of two people in Kink’s accounting department, said that with her last employer, a large coffee corporation, she did auditing — period. “So I have to be appreciative of a company that is superwilling to teach you whatever you want to know,” she said. O’Tey hadn’t let Kink’s critics get to her. She understood their wariness; she has two young sons herself and is president of her P.T.A. “But today,” she told me later, “is the first day I felt like I might cry.”

As the protesters began chanting, “Shut Them Down,” the staff of a youth-services center gathered under umbrellas. The Mission is working to keep its kids out of prostitution and away from violence, they said. Kink, which they saw as standing for both, would now negate that work. The sad thing, one woman told me, is that a job at Kink “is probably a better opportunity than we can offer them. I’m sure they pay good. I’m sure it’s not slave wages there.”

While the rally continued, a few television crews were quietly lured through a side door to meet with Acworth. He looked anxious, silhouetted in the mammoth drill court. The instant he gleaned a reporter’s question, he would interrupt and, very hurriedly, sputter out the things he had been trying to communicate to his new neighbors: Kink’s impact could only be positive, he said. He would plant trees and light up the building, warding off the junkies and prostitutes; clean the graffiti and fix the windows; bring jobs to the city by renting the drill court as a sound stage for Hollywood films. As he frequently did, he invited any and all neighbors to visit the company and see what goes on there for themselves.

Acworth wanted to be outside communicating with the protesters, not hiding in his fortress. “If my message is that I’m available, I should be out there,” he said again to his staff, who had discouraged it. He fidgeted. He turned to the last camera crew, packing its gear, and asked: “What do you guys think? Do you think I should go outside?” Everyone said no, politely. Acworth fidgeted some more.

In a way, the armory, the titanic building itself, embodies the circumstances of porn these days: it is an exceedingly conspicuous presence in the community but also thoroughly sealed off and opaque. Kink could have tried to slip into the building innocuously, preserving that arrangement, yet Acworth seems bent on doing the opposite: he wants, very visibly and proactively, to be a good neighbor. (The week after the protest, he wrote an op-ed article for The San Francisco Chronicle, re-extending his open invitation to visitors.) Since the sale, he has been committed to making the armory’s two-foot-thick walls as transparent as possible — and B.D.S.M. along with it.

While Acworth clearly enjoys retelling Kink’s materialistic creation myth — the fireman article, the laughably easy money — he also describes the company as having a certain social mission. Too often, he told me, B.D.S.M. is conflated with rape or abuse. He realized early on that building a respectable company devoted to the fetish could help “demystify” it. People who felt conflicted about their kinkiness, as he once had, “would realize they’re not alone and, in fact, that there’s a big world of people that are into this stuff and that it can be done in a safe and respectful way. Loving partners can do this to each other.” Kink’s required pre- and post-scene interviews, like the one I watched Wild Bill and Adams tape, for example, are meant to break the fourth wall, assuring audiences that, as in real-life B.D.S.M. play, everything is negotiated in advance and rooted in a certain etiquette and trust — that everyone is friends. The company actually requires that each model be shown smiling during the segments.

Surprisingly, the commingling of pain and sex, the very core of Kink’s business, has long been unnerving within even the porn industry itself. For decades, the conventional wisdom among mainstream porn producers was that mixing the two, specifically showing bondage and intercourse simultaneously, might invite an obscenity prosecution. “People assumed that it was in the federal obscenity statute, that there was some specification about bondage and penetration,” says I. S. Levine, a k a Ernest Greene, longtime video director and screenwriter in the San Fernando Valley. “It just became one of these things everybody believed.” Bondage, he adds, was typically only shown in films without any visible penetration and sometimes hardly any nudity. Even Kink waited until 2005 before daring to show a man having intercourse with a bound woman.

This self-imposed prohibition likely stemmed from the Meese Commission, the attorney general’s controversial report on pornography released in 1986. The commission determined that some women were forced to perform in porn — particularly “in the fringe areas of bondage [and] sadomasochism” — and questioned how people could know whether a given S-and-M scene was or wasn’t documenting actual rape. “Obviously we are not dealing with people that can act, so they can’t act the pain,” one law-enforcement agent testified. (Last month, a Brooklyn federal court found a man guilty of sex trafficking and forced labor when a female “slave” testified that S-and-M acts he filmed and posted online were not consensual.)

Twenty years later, the subject of violent pornography’s effects on its audience is still debated. (Psychologists generally understand “violent pornography” as depictions of rape, coercion or some extreme imbalance of power; the term doesn’t specifically, or even necessarily, include B.D.S.M. porn.) Neil Malamuth, a U.C.L.A. psychologist, explains that the actual findings are nuanced enough to displease both sides of the political spectrum: heavy consumption of violent pornography is one of several risk factors that, working together, can increase the likelihood of sexual aggression in some men. The ambiguity of the research, according to Paul Cambria, an attorney who has represented the industry for 25 years, leaves pornography coupling sex to any depictions of violence potentially harder to defend.

According to the United States Supreme Court, one measure of obscenity is whether an average adult in the community would deem it obscene. In the Reagan era, federal attorneys often had a video from a Southern California porn studio sent to places like Tulsa or Birmingham and prosecuted the company when it arrived. Thus they could lock in a far-more-conservative community standard than that of Los Angeles. But it has always been unclear what community standard applies to the Web. Moreover, while the Reagan administration fervidly prosecuted pornographers, the Internet sprung up smack in the middle of the Clinton years, a relatively tranquil time for legitimate adult businesses.

Nevertheless, Levine says, the Web masters who first challenged the industry’s reticence about S-and-M weren’t seasoned pornographers accustomed to calculating such risks in the first place. They were “lifestylers” like Acworth and his directors, merely recreating what they saw all the time in underground clubs. “They set out to do what is natural to them,” Levine says, “and the roof didn’t fall in.”

Acworth, in fact, seems to police his content simply by the values of the B.D.S.M. community, laboring to make its playful, consensual spirit transparent. Given the ultimate subjectivity of obscenity law, he told me, he can only rely on his own comfort level. Like many companies, Kink has also developed a list of “shooting rules.” It bars things Acworth finds distasteful or dangerous, including crying, urination, blood and needle play, “forcing models to put their heads down the toilet,” filming anyone who is drunk or high and electroshocks above the waist — except in certain cases, like when using “nipple clamps where the nipple completes the circuit.” Several industry people told me that Kink is known for treating its models courteously and professionally. “They are very ethical,” says Mark Spiegler, a porn talent manager, “which is not the norm in this business, either.”

Though President George W. Bush signaled he would renew vigorous obscenity prosecutions, the Justice Department never got around to any significant crackdown. Fetish sites like Kink carried on confidently and grew. At the same time, an unprecedented volume of porn has spurred producers to distinguish themselves with more extreme content — and, as that becomes commoditized and omnipresent, still more extreme stuff. By now, even the biggest DVD companies have gradually followed the lead of sites like Kink into S-and-M-themed or other edgy content. Levine directed “Jenna Loves Pain,” an S-and-M film for one of the industry’s largest studios, starring Jenna Jameson, one of the world’s most famous porn stars. Its tagline: “Look Who’s Learning the Ropes.”

Cambria, the attorney, says he sees pornographers of all stripes producing material now that they wouldn’t have touched eight or nine years ago. “Maybe many years with no consequences emboldened them,” he told me. “But it may very well have educated the public too, and that plays into the community-standard test.” The longer something is out in the open, and the more you see average people enjoying it, “the more you say, ‘Well, this is a part of America,’ ” he explained. “Familiarity leads to acceptance.”

The porn business, in short, has a community standard of its own. What starts on the fringes works its way to the center. And this affects all of us since, more and more, the center of porn culture has converged with the fringes of popular culture. But Kink’s purchase of the armory represents a quirky quantum leap in the process Cambria describes: taking a real-life fetish traditionally relegated to underground clubs and the ethereal back channels of the Web and moving it directly into a brick-and-mortar landmark in the middle of a city — unabashedly, with the conviction that both it and porn can belong there.

For those who feel that B.D.S.M. porn, or any porn, is toxic and reprehensible, the fact that at least some of it is being produced by thoughtful, educated young people might only be more troubling — a sign of how deep into respectable society it has reached. Then Cambria’s point would be more terrifying still: as such material stitches itself more tightly into the mainstream, through both its consumers and its producers, it strengthens its own legality. It makes itself unobscene.

But Acworth, for his part, seems to find hope in some of the developments of the last decade, signs that some unfortunate misunderstandings are being righted. I asked him what he would think if one day he could walk into Wal-Mart and find racks of constrictive leather corsets. “I think it would be great,” he said. Though at that point, he added, in a world so awash with kinkiness: “I’ll probably stop making money. But I won’t mind that. A life goal will have been completed.”

Early one morning in late February, a group of predominately Latino parents from a nearby elementary school and their principal arrived at the armory. They had taken Kink up on its offer of a tour.

Mothers hoisted their strollers in teams of two as Lisset Barcellos, Kink’s longtime executive producer, invited them down the central staircase. Speaking in Spanish, Barcellos led them through the basement, refurbished considerably in the month since that first shoot. On the fourth floor, she took them past a freshly painted medical set with a table of surgical tools and gynecological chair. This is where crews keep their supplies, she explained at one point, opening a prop crate with a drawer marked “Vibrators/Insertables.” Acworth, looking as if he just woke up, darted ahead of the tour, switching on lights, trying to be helpful.

Wild Bill and Claire Adams’s episode of Men in Pain would go online two days later. Kink was simultaneously opening several new sites and preparing an ambitious four-hour live feed of something called Device Bondage. (Its high-quality, streaming content would be lauded by the technology news site Cnet as an innovative way to stay ahead of the problem of piracy.) While opposition hadn’t died out in the Mission, the news coverage of it had, and the elementary-school group, for its part, seemed only faintly disgruntled, if at all. A few women asked to be warned the next time Kink had a party; the company had just been a host for 400 industry people, in town for the GayVN Awards, the so-called Oscars of gay porn. But someone also asked about holding school events in the armory.

The tour ended in the drill court. An enormous parade-float-like vehicle — built by Kink’s in-house carpenters and metalworkers for a recent arts festival — was parked in a far corner. It was made to look like an old Western saloon, with cactuses, bar stools and an upright piano. A poster advertised Peter Acworth for sheriff.+

Soon a dozen people had climbed onto the float, and Acworth took the driver’s seat. Suddenly he was piloting the women around the empty drill court in so many expansive loops — extremely fast, with a childlike impervious grin. After a while, he whirred his saloon to nearly the exact center of the arena. He parked. Behind him, the huddled mothers laughed. One, lowering her hips slightly, began to twirl her arm cavalierly over her head, as if working a lasso.

Jon Mooallem, a contributing writer, last wrote for the magazine about designer dogs.

Filed under: research, technology

Fashion meets tech, new era under way

By Regine on Twenty1f: Fashion for the 21st century 

Imagine the ability to convert a belly dancing outfit into a burqa and vice versa, equipped with two servo motors and switch. That’s what MIT graduate student Ayah Bedeir imagined when she spent nearly four days making this project “Arabiia” to illustrate the media stereotypes typically associated with Arab women.”I hope this project will empower Arab woman and the full range of woman in between,” said Bedeir, who moved from Lebanon almost two years ago. “I would like people to take away questions about these stereotypes and whether they believe in them or not.”

Bedeir joins a slew of designers partaking in the fashion show Seamless: Computational Couture, fusing technology and fashion to create conceptually innovating clothes whether making a statement or demonstrating the next wave in the fashion industry.

Seamless was put together by MIT graduate students in media arts and sciences, Christine Liu and Nicholas Knouf, in collaboration with Lisa Monrose, director of Brainy Acts at the Museum of Science in Boston.

“There aren’t many technological fashion and computation couture shows and there aren’t a lot of venues for them,” Knouf said. “We created this event to showcase designers working at the cross section of technology and fashion. These designers are augmenting people’s senses and placing computation power on the body.”

The event showcases a collection of original works made by some of today’s most innovative students from MIT, Rhode Island School of Design, Parsons School of Design and New York University as well as independent designers.

This year marks the second annual event for the show, considered a success last year as a public showing when over 200 people showed up.

In fact, Knouf says there have been inquires for the fashion show in other locations as well as on garments. And already a May 2007 date has been scheduled for next year. “At first glance, it seems to be the format of a traditional run-way show, a real glamorous show,” co-coordinator Lui said. “But outfits and projects that are being presented are influenced, enhanced, or transformed by technology. It begs you to think how we are reinventing the idea of clothing and rethinking its function in lifestyle and culture.”

Lui is one of many designers combining today’s infatuation of portable electronics with clothing. Her design Urbanhermes involves a messenger bag with an image that changes to complement a wearer’s entire appearance via ephemeral fashion signals.

Meanwhile, designer David Lu spent three weekends creating the “iPod Status,” a wearable information display that allows onlookers to read the artist and title information of the song playing on a small screen attached to a messenger bag shoulder strap.

“(Technology and fashion) will become more closely bound together,” Lu said. “Fashion is our oldest form of social signaling. In the future, fashion will become a platform for exposing dynamic information about ourselves and the things that surround us. I think we will see some very interesting services emerge that promote social awareness as well as social connectedness.”

His idea dawned on Lu, while commuting to Frog Design’s New York studio from Brooklyn and watching the “clad of white earbuds” on his train.

“This interested me,” he said. “Riders of the L, typically Williamsburg hipsters, made for interesting people watching — and seeing these white buds made me wonder what they were listening to. Wouldn’t it be great if this information were exposed? Would people actually speak to one another as a result?”

Former Project Runway competitor Diana Eng also created a couple of pieces such as the Heartbeat Hoodie, which has a camera strategically placed above the eyes on the hood taking photographs as the wearer’s heart rate increases, as means of a form of involuntary blogging.

But one of the challenges, Eng says, in merging technology and fashion together is making it practical for people.

“There are good designs and prototypes, but they aren’t machine washable,” she said. “I think eventually, they’ll need to be commercially oriented.”

Fellow designer John Rotenberg agrees saying that many in the show have impractical designs for the real use factoring in power supply and stiff exterior unlike clothes coupled with the need to protect it from water and other unfriendly tech elements.

These factors led Rotenberg to create darkWatch, a mobile communication device that uses an LED display embedded in silicon rubber resembling a watch that modulates according to an interval of time set by the user.

He adds, however accessories like the darkWatch are perhaps the most current practical approach that could be made marketable by crossing technology and fashion.

Other creative projects include an elephant-inspired costume that picks up infrasonic and seismic vibrations and allows people to experience a sensation of endangered animals, a set of garments woven from part recycled magnetic tape and part cotton and audibly played by the wearer using a modified Walkman, “epiSkin jewelry” a product of biotechnology, and “Muk.luk.flux” a pair of boots which change shape based on the speed of motion of the wearer.

Designer Jen Paulousky who created “Hidden Agenda” — a contemporary jacket with useful pockets that when revealed shows a hidden gas mask, noise-canceling headphones, and safety gloves, notes while her project may be practical in times of conflict, the garment would be ideal if it used flame-retardant fabric to prevent burns and other injuries.

“That’s the problem with these designs,” Paulousky said. “They are conceptually and visually interesting — but not in any means useful. It’s more art than an actual market.”

But she says that the fusion of fashion and technology is no different from the fusion of technology and portability and see that more of these types of fashion shows ill be the wave in the future.

“It’s fun to be in, and its fun to think of the designs,” said Paulousky who suggests that in the future, the top three marketable designs should be chosen and produced to the public.

Whether or not, outfits are practicable and marketable, one thing is apparent; these designers are pushing the envelope beyond the mundane reinventions of color and cuts of past spring-summer-fall-winter styles.

Filed under: new media, technology

Statistics on Internet Porn

“infoporn” taken to the next level: an “infographical” movie illustrating a number of statistics about the Internet pornography industry, in an “almost” not safe for work format.

Filed under: technology

What’s next with social networks?

via Cati Vaucelle’s blog

I recently thought of creating a social network for dead people. Everyone could provide their digital representations, biometry information, simulation of personal touch that would only be revealed when dead. However, Mission Eternity is a similar concept that Regine Debatty noticed at ISEA.

The M∞ ARCANUM CAPSULES contain digital fragments of the life, knowledge and soul of the users and enable them to design an active presence post mortem: as infinite data particles they forever circulate the global info sphere – hosted in the shared memory of thousands of networked computers and mobile devices of M∞ ANGELS, people who contribute a part of their digital storage capacity to the mission.

 

Arcanum Capsules contain digital fragments of the life, knowledge and soul of the users and enable them to design an active presence post mortem.

Filed under: art, consciousness, locative, new media, social, space/place, technology

Intimate game controllers

via wmna

Intimate Game Controllers, by Jennifer Chowdhury (she of The Cell Atlantic CellBooth!) and Mehmet Sinan Ascioglu, is a platform where game controllers are built into undergarments so that players must physically touch one another to play.

Jenny started her research by crafting a pong controller made from a bra. Touching the left breast made the pong paddle go left and the right breast made the paddle go right. I then found out about a phenomenon called gamer widowhood where men essentially abandoned their wives to play video games night and day. I wanted to create a type of video game play that would center around a couple’s intimacy and where two people would touch each other in order to play the game.

The woman’s controller is a bra with 6 sensors. The man’s controller has 6 sensors as well but in a pair of shorts. Man stands being woman and each has access to others sensors. The project will be presented at the ITP show on May 8 and 9, but with mannequins so visitors can try the interface out without having a partner with them.

Loads of videos on the project website.

Related: The Pong Dress or the little black dress as erotic playground for pong.

Filed under: academic, art, new media, physical computing, technology

Synk

via networked_performance

Synk is an experimental dance / video / audio piece where video and audio samples and recycles the movements of the dancer on stage, creating rich layers of images and sound. The performance deals with transformation of time ; distortion, displacement, delay, layering and buffering.

The idea of Synk is that no prerecorded video or audio will be used, only material sampled during the performance are presented, to investigate live as raw material, and to impose a structure on a live situation to allow unpredictable results within that frame structure. Synk was made in 2002 and performed in a split-evening with the video ensemble 242.Pilots.

Filed under: art, space/place, technology

Interview with Cati Vaucelle

an inspiring persona and (as always) a very good interview by Regine..

via wmna

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When i asked her what she does or drink to have so much energy and creativity Cati Vaucelle simply told me that she is spending the nights playing World of Warcraft. Well, i’m sorry Cati, it doesn’t work for us mere mortals! Hanging around with druids and having a stroll through Dun Morogh on the back of a tiger doesn’t usually results in projects that i’d want to blog. And if Cati’s avatar kills monsters and completes quests as fast as she engineers new projects then she might be one of the most formidable players around. One day she’s working on a touch-sensitive dress for sensory therapy, the day after she announces that she’s just finished collaborating with Hayes Raffle on a rubber stamp that children can press onto the page to record sounds into their drawings.

I don’t know which label i should put on Cati Vaucelle: is she a researcher? an artist? a designer? Something in between?

I am a knowledge shopper. I studied philosophy and fine arts, applied computer science, psychology, and computational linguistics starting in Paris with a B.S. in mathematics and economics. At MIT I took classes in engineering and programming, recently graduating from Harvard University in product design and architecture. Juggling among degrees triples my inspiration. I feel empowered by applying this knowledge in my research. Now I define myself as a researcher, an inventor and an artist at the same time. I collaborate frequently as I find it extremely enlightening. My work has implications for fields as diverse as HCI, architecture, fashion, learning and health care treatment.

Can you tell me something about your career: how you came to be interested in tangible interfaces, digital technology, augmented “everyday” realities?

I started to use microcontrollers to augment everyday objects back in Paris. I searched for prior inventions in the domain, and discovered the work of the MIT Media Lab. After a few years of research in physical augmentation via computer means I found that a new materiality emerged based on our physical limitations supported by digital possibilities. This new materiality was also created through the possibility to keep memorized an impossible number of data. I was fascinated by the power of computation in recalling memories. I designed a range of computational linguistic tools from toy design, storytelling systems, to performative text instruments to record stories of experiences. Gradually the six exteroceptive senses became part of my design principles. I like to engage people’s associative memory for elements in their life that can be recalled through AI tools and products.

In my sculpture work, I combine the material representation of a souvenir and its effect over time. I print a series of clothes in plaster molds and in life-sized frames. The pieces of clothing carved in the plaster come from people I care for. Their prints represent their passage in my life at a point. The mold essentially keeps the shape and the textural significance of the clothing.

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Memento Box: Outside and inside

I designed a series of kinetic and architectural installations, electronically mediated clothing, and smell collector systems in relation to my take on memories. I created the Memento Box, a kinetic installation that symbolizes a view on my relationship to souvenirs. This kinetic and electronic Box represents an attractive passage from door to personal space of souvenirs.

0breathingwallll.jpgThe Breathing Wall kinetic piece that I created with Ana Aleman consists of a wall made from thin transparent tubes that react to the public space. Made out of architectural objects that work independently or dependently of one another, it deploys and retracts soft fabric. The wall remembers the sense of the public and reacts accordingly.

In Touching Memories, I originally wanted the system to capture the memory of touch represented by its pressure and warmth. This system, later called Taptap and built with Leonardo Bonanni, Jeff Lieberman and Orit Zuckerman, supports the remembrance of a lost one, sharing physical prompts to recall a souvenir of touch for distant lovers. This work resulted in a series of prototypes: Squeeze Me, Hurt Me, Cool Me Down and Touch Me with implications for support in mental health care treatments. I continue independent research on Seamless Sensory Interventions for the treatment of mental and neurological disorders. Haptics are the key to bringing treatment into the social sphere through devices, providing new ways to mediate between the patient and the therapist both in and outside of therapy. Self-mutilation is a perfect test-case, because of the definitive “physicality” of the symptoms. However, the broader solutions that I am proposing have implications for diseases as diverse as autism, depression, and schizophrenia.

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Cool Me Down

Together with Yasmine Abbas I explore the design of a touch-sensitive dress for massage and sensory therapy. The research focuses on the material – how the structure and the embedded components of the garment participate in pushing its function to become an envelope or cocoon for one’s well-being. Touch·Sensitive is a haptic apparel that allows massage therapy to be diffused, customized and controlled by people on the move. It provides individuals with a sensory and alerting cocoon.

I design the Odora Storyteller, a smell collector. It encompasses the experience of the everyday collector and creates an associative memory of smells, places and objects. The first prototype is conceived for children to collect samples from their environment. The children can reveal and create associative connection between smells, textures and visual components of elements that they gather. The collected elements are then used to create and recall stories. I also envision this concept for persons suffering from Alzheimer’s disease. People with Alzheimer’s could benefit from associative memory between smell and souvenirs of places.

The smell collector became a collector of everyday sensations. The collector allows a child to also collect temperatures – from the heat of the sun to the cold of the ice, invited to capture more complex temperature such as the soil.

I am designing Jewelry in the form of arial patterns of a city. My vision is to have in miniature the multitude of patterns that one can see from a distance. The research implication/discussion is now that we constantly travel by plane, use GIS, google map, satellite imagery, our vision is expanded. We now consider differently objects, we have a different representation to them. As much as the car has influenced painting and the representation of space and movement, I want to show how the use of new technologies can change our way to design objects.

Crazy toys allow children to voice out their drawing construction. Crazy toys capture the pitch and loudness of the child’s voice and generates patterns on a screen. I am working on a database management of the child’s pre-drawn pattern that she could decide to use for her compositions. I am currently making a generic doll whose body reacts to the sound input and generates digital drawings. I link max/msp to processing. The digital patterns from processing flow through the body of the doll as a metaphor on how digital technologies invade our everyday space and body.

One of your prior researches was concerned with the underlying mechanisms regarding the improvisation of narratives by children. This gave way to some pretty imaginative projects. What have you learnt from that experience with children? How much did their interaction with the objects/devices you gave them modified your perception of the subject?

I learned that tools for children need to be designed to support their evolving skills. Electronic toys, toys with AI and digital applications for children could benefit from multiple levels of learning including different layers of complexity.

As a research associate at Media Lab Europe from 2002-2004, I designed Textable Movie with Glorianna Davenport. In the framework of computational storytelling, Textable Movie promotes the idea of maker-controlled media and can be contrasted to automatic presentation systems. By improvising movie-stories created from their personal video database and by suddenly being projected into someone else’s video database during the same story, users can be surprised as they visualize video elements corresponding to a story that they would not have expected. With Textable Movie, users make their own inference about these discoveries rather than using artificial systems that make the inference for them. They can then create a personal mode of interaction with the system, e.g. mapping keywords to videos, and incorporate new video clips and sound samples to their database.

0textabemoih.jpgThe complexity, power and flexibility of Textable Movie can be seen in how novel projects presented themselves through its use. The immediate response from the system by the children made it comparable to a video game. I created Textable Game that extends the concept to the realm of video games. This application aims to engage teenagers in building their own games, e.g. action games, exploration games, mystery games, using their own video/audio footage, and allowing them to create their own rules and scenarios. The goal of Textable Game is to invite teenagers to be their own video game producers.

Evaluations with Textable Movie informed me that more fusion between creating an idea and producing it was necessary. For a revisit of Textable Movie, I wanted to couple mobile technologies to a platform that could materialize ideas and retrieve them seamlessly had to be implemented. I explored the concept of tangibility of digital data as a way for children to gather and capture data around the city for later retrieval. In this case, tangible objects become metaphors of captured elements. I conceived a device using mobile technology combined with tangible objects as metaphors called Moving Pictures: Looking Out/Looking In. This project became a team project that I developed with Diana Africano and Oskar Fjellström, both researchers at the Umeå Institute of Design in Sweden.

Moving Pictures: Looking Out/Looking In
allows children to gather outside and look around in their environment to collect visual clips, capture short videos using video cameras, and then come back inside to a video editing station where they reflect on and play with their media collection.

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Recording with the camera and uploading videos on the table

With Moving Pictures the experience for the user is transparent. The cumbersome process of capturing and editing becomes fluid in the improvisation of a story, and accessible as a way to create a final movie. I integrated different layers of complexity, from digitizing the media, performing a movie, to storyboarding a more complex narrative. Elements of design such as cards symbolizing the composition of the screen are used to offer the children the potential to become video artists, understanding and playing with the frame as they go.

Based on our evaluations with children, I found that Moving Pictures suffers from several limitations related to the problem of how to best digitally support meaningful interactions in the physical space. First the scalability of such a system at a networked and international level is flawed. I need to redesign the software technology to centralize the linked data and distribute the nodes of contained data in an organized fashion. To have the technology better assist how an individual moves about the physical space while capturing content their platform needs to be mediated by a centralized software architecture.

Second, system centralization implies new communication technology to mediate the video platforms and allow them to communicate with one another. The RFID technology in the wireless cameras could be redesigned into a pattern based technology using the video camera of any device.

Lastly, I would like to escape the hardware limitations of commercial video cameras. Users could use any phone, any camera or text based device to exchange material. The system should be designed to generalize despite different input modalities. All of these modifications shift the emphasis of the system from a simple, transparent, video platform, and into an architecture for supporting content generation that reflects the physical environment of the user through multiple information platforms.

What are the challenges, pecularities and pitfalls when working with children (compared with projects you’d develop for grown-ups)?

It is complex to work on projects for children because of our responsibility as adults. The video game world is very attractive to kids and it can also easily be allienating without any parental and environmental support. I also wish that companies could facilitate their console hacking for kids, by protecting certain parts of their market, but making it hackable for more creative projects. Kids could still use the console for its game purpose but could appropriate its design to make their own. As an example, experimented adults can hook up applications to the new Wii console using emulators, but this is not being hacked by children.

Also the Wii is an example of interesting design because it uses body motions and physical space as part of its design principles. I recently saw multiple generations, from the young child to the grand parents, play with it and everybody enjoyed it. It seems fully integrated within the family context as much as traditional board games have been in the past. In the realm of PvP video games, World of Warcraft has a nice goody for its users: they can take a break and double their experience the next time they come online but to not forget their addiction, WoW only doubles it up to two levels. This is smart, it allows users to go away from the computer screen for a few days and engage back into their addiction. However, sometimes this time is also used to create other characters…

There are also challenges for electronic toys. In 2002, a friend of mine commented beautifully on the matter:

“The most beautiful thing happened on Tuesday night. I was babysitting for Colum, Jenny’s little boy, he’s 5 (and three quarters!). We made up 2 new super heroes Lava Man and the other Lava Man! We were just having a really good play with lots of jumping around and shouting. Anyway, later we were just sitting down and talking more quietly. He was showing me this little dinosaur that has tiny batteries inside and when you open his mouth he roars. Colum said the batteries were wasted and I said I can get new ones for him. He said ‘no, its terrible when the batteries work because every time he opens his mouth all he can do is roar, even when he tries to eat something all he can do is roar so he can’t even eat anything so lets leave him with the wasted batteries, he’s better that way’. All I could do was smile the widest smile.” Andy Brady

0puppppppets3.jpgTraditional toys such as puppets and dolls encourage young children’s storytelling in the form of pretend play. Unfortunately, the majority of commercial technological toys do not provide the space for children to tell their own stories; rather they tend to tell stories to them or constrain their play pattern. Children could benefit from creating stories rather than listening to them. The quote from Andy Brady is an example of how technology can be useless and, worse, annoying or constraining to the child. In this example, technology is not contributing anything to the play pattern of the child except the repetitious dinosaur roaring which apparently is not pleasing for anyone! The child voices his complaint by asking not to use this technology anymore.

In my work, I aim to add technology to prompt the child in a way that allows the child to be an active participant in story creation. When a system for authorship is well designed, the technology is not invading. In 2000 I created Dolltalk (PDF), a set of computational puppets designed for storytelling. Dolltalk captures the child’s storytelling though motions made with puppetry and the voice of the child. In this work, the challenge was to combine the right balance of technology coupled with a narrative structure inspired by the toy. I have worked on business applications of this project with Mattel, Fisher Price and Lego.

Kids today grow among mobile phones, computers, sophisticated video games,… we didn’t. How do you think it affects their perception of the frontier between virtual and physical world?

This current question reveals that each time there is a change, it transforms our ideal image of ourselves.

A useful historical metaphor exists in photography. At the inception of photography, the new medium was equally feared and admired. It was reduced to the status of being useful, but devoid of meaningful interpretations of reality, which was the provence of the fine arts and painting in particular. However, over time, the status of photography changed, and gained its independence from painting. Eventually, the photographic medium was accepted as having its own formal and aesthetic values. The end result was a revisitation of what painting could be, driven by the new aesthetic findings in photography, as exemplified in some of Duchamp’s work, such as le nu dans l’escalier. The paradigm shift was not limited to painting, but provided social change as a new form of expression in the arts.

I gave this example to say that with photography we realized it was not an anti-art, it was another art. It is a medium. Children use these tools. It is important that we understand what they are. Digital is a revolution. It creates children’s expectations of their interaction with their environment (virtual and digital) that can be different from ours (because we have not grown up in the same environment as the children of today).

When i go to tech conferences, i only see a tiny minority of women. how is it like at Harvard Design School? do you feel like you’re part of a minority of geek girls? does it affect you?

In Paris, I studied with a majority of men. Women seemed to fear technical matters. It was clear that this was perpetuated socially. I graduated from Harvard University, Graduate School of Design (GSD), with a Master in Design, Product Design and Architecture. I had previously studied at the MIT Media Lab for a Master of Sciences. I am now back to the MIT Media Lab as research assistant and PhD candidate with Dr. Hiroshi Ishii in the Tangible Media Group. I can compare the impact of women in these environments. Women are less represented in general at the professorship level. A woman with engineering skills and with the same qualifications as a man seems to always be strangely discredited. On my side, I try to avoid this polemic and just develop my engineering work on my own. At the GSD, there are lots of women as students, but not that many as faculty members. At the Media Lab women are under represented in general. There is a mix between designers and geeky girls at the media lab, but the majority have a background in CS or electrical engineering and if not they all learn on the fly. I like working with women a lot at Media Lab, especially because I like seeing a feminine sensibility empowered with the technicality of engineering.

You’re working mainly with technology: computers, rfid, even robots. Are you interested in emerging technologies like nanotechnology, biotechnology, synthetic biology? or is it too far from your own sphere (one only has 24 hours per day after all)?

These topics are fascinating and I am interested in everything that is emerging. I am a knowledge shopper after all! Maybe I will follow a degree in nanotechnology …

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Taptap

How do you think that digital technologies make us re-evaluate the physical world?

We are perceiving a new physicality through digital materials. This modification of our perception of the environment is developed thourgh our experience with the digital.

As an illustration of this new area consider the usual RFID tagging. RFID tags have been used throughout the physical space for cuing purposes. Beyond that, I argue that the presence of content cues throughout the space redefines our very perception of that space. Now an alternative to RFID tagging is possible, such that arbitrary physical properties of objects can be used as tags to content. One promising line of work is using mass to arbitrarily define tags. Any object can be assigned tag status by linking the mass of the object to some content that the user likes to represent from their environment. By reintroducing the appropriately weighted object to the system, the content can be recalled. Tagging serve as a means for feedback from the physical environment back to the virtual community. This line of thought is now possible by having been digital, conceptually, and subsequently discovering new design principles within the physical space. Tagging with the mass of the object uses technology to link the intrinsic physicality of the material to new conceptual possibilities regarding how we perceive physical space, content of physicality and extended virtual communities.

What did you try to achieve with “The Texture of Light”? Was it just a project you had to develop for the Smart Materials course at Harvard or do you plan to go further and exploit the idea in novel ways?

0textureoflight.jpgThe Texture of Light is a tangible system that exploits lighting principles and the exploration of life feed video metamorphosis in the public space using reflection of light on transparent materials. This project is an attempt to fight the boredom of everyday life and employs the simple use of chemistry, Plexiglas, and plastic patterns to form a visual reconstruction of reality, giving it a texture and expressive form. The tangible potential of the direct use of light on Plexiglas lenses and transparent materials presents three opportunities that are critical to this project. First is the collaboration in the public space facilitated by tangible means. The second opportunity is the improvisation and experimentation space offered by such tangible and mechanical systems. The third is the reinvestigation of the physical texture of light materialized, allowing a direct understanding of the effects of light properties on transparent materials e.g. reflection, color transformation, density, and diffraction.

I am implementing my vision of this project on a larger scale such as building-size panels the public could mechanically control using remote devices. Each panel will be pattern and transparent material specific. Two Plexiglas sheets could embed a water-fall, or viscous transparent material the user could distribute along his/her selected point of view. The software will allow media distribution among cities so that the outcomes of the public performances could be exposed on the panels of other cities.

Your work involves augmenting the physical using the digital. aren’t you having nightmare of a physical object that does more bad than good because its digital “layer” is running amok?

The digital has suffered by trying to be too physical, trying to justify its existence by refining itself with physical rules. There are fundamental limits between the form and function of the digital and physical. This step was necessary to combine the digital to the physical without independence between these two modes of interaction. Now that the digital is part of our everyday life, it is the perfect moment to study how it can inform the structure of the physical and how it can drive new conceptions of the physical. The goal is to strike a balance between digital technologies and their physical components, such that despite their fundamental differences of form and use, the two can be seamlessly integrated and mutually inform one another.

I only augment the physical with the digital in certain conditions, because I also care about interdependencies between the digital and the physical. With each other they have a function. Without each other they also have a function. This differs from current considerations of physical and tangible representation by allowing the virtual and the physical to exist independently from each other, or, rather, to co-exist in a way that informs one another.

Specifically, the challenge is to augment the physical using the digital by maintaining a reason d’etre of the physical with the digital. Consider a scarf that warms up if a friend is missing. This computational scarf, even without technology, can be designed so it remains useful as a scarf, and keeps a memory of the interaction with the digital without detracting from its design as a physical object. On the other hand, the warmth generating sensor module, if removed from the scarf, can have another digital function and be integrated into a bedding to provide some warmth as well. Both the physical platform and the technology are dissociable, although the combination of the two generates the impact of the application.

My work incorporates materials that borrow rules from the digital and offer a sense of magic in the physical world. Smart materials are a reasonable platform for our desire to have the digital and physical inform one another simply due to the technical opportunities, such as scalability, computational power, and extensibility. However, in addition to having digital and technical possibilities, smart materials offer a relatively unexplored opportunity to drive new conceptions of digital and physical by adhering to intrinsically physical properties of material. Our concept of materiality can be intelligently redefined by the introduction of technical extensions to the material platform.Digital and virtual applications are changing our very conception of the physical space. A new materiality is emerging, based on our physical limitations supported by virtual possibilities. Digital has changed our perception of the physical, as in surface, light and texture, and also our body, as in its ideal representation. However, I believe that an incredible opportunity is being lost. Combined virtual and physical applications are not being designed with their independent principles of physical and virtual in mind. My research explore the fundamental differences between these worlds, and how, as the line between them blurs, we can take the lessons of the virtual space and redesign the physical space.

Merci Cati!

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