Mnemosyne – History and Research in Arts and Design, 2023
The joint research-creation initiative (Re-)Viewing Paik, which is conducted between ECAL / Unive... more The joint research-creation initiative (Re-)Viewing Paik, which is conducted between ECAL / University of Art and Design Lausanne (HES-SO), the Nam June Paik Art Center in South Korea and fabric | ch – studio for architecture, interaction & research – in Switzerland, aims to study and establish new types of curatorial approaches and exhibit design principles for immersive online exhibitions. These must take digital form in each remote location belonging to “visitors” (home, office, etc.) and populate it virtually with a selection of artworks, in an autonomous but responsive way. Literally, a “museum at home” to be experienced in mixed reality. In the long term, the (Re-)Viewing Paik project aims to contribute to the phenomenon and analytical debate towards digital museums and online “viewing rooms,” by confronting its learnings to a broader range of museums and collections. Re-Viewing Paik has benefited from the support of the Bilateral Research Program of SERI / Leading House Asia !ETH Zurich).
Cloud of Practices is the preliminary outcome of a joint design and ethnographic research entitle... more Cloud of Practices is the preliminary outcome of a joint design and ethnographic research entitled Inhabiting and Interfacing the Cloud(s), which is documented and accompanied by two print-on-demand books. The main purpose of the field research presented in this first volume, Cloud of Practices, is to document the practices around cloud computing, as well as the user experience of cloud platforms. A combination of online research and interviews and observations with users has provided the insights for the Cloud of Cards design project which is the subject of the second eponymous book. The project is a set of digital and physical tools (‘cards’) that aims to give the designer, and particularly the maker community, the possibility to set up their own cloud infrastructure
Cloud of Cards, “a home cloud kit to re-appropriate your data self”, is the final outcome of Inha... more Cloud of Cards, “a home cloud kit to re-appropriate your data self”, is the final outcome of Inhabiting and Interfacing the Cloud(s), a joint design and ethnographic research project investigating personal clouds and data centers. The main results of this design research project have been informed by the preliminary findings of an ethnographic research into the cloud (Cloud of Practices) and a design sketches phase conducted in parallel. They comprise four digital and physical artefacts, forming a set of modular tools (“cards”), which are delivered in the form of an open source DIY kit, freely accessible at www.cloudofcards.org and on Github. The purpose of these tools is to enable everyone, in particular the community of designers and makers, to set up their own small-scale data center and cloud, manage their data in a decentralized way and develop their own alternative projects using this small-scale personal infrastructure
Making Sense - 10 years of Research in Art & Design at ECAL, 2017
This project uses an interdisciplinary approach combining intercation design, architecture and et... more This project uses an interdisciplinary approach combining intercation design, architecture and ethnography to explore a novel entity, the data centre. It now provides the infrastructure and main vector for a renewed form of personal relationship to information - cloud computing, otherwise known as the cloud.
As a result of a three months residency conducted by fabric | ch at the Tsinghua University in Be... more As a result of a three months residency conducted by fabric | ch at the Tsinghua University in Beijing and publicly launched in late 2013 on the occasion of the 3rd Lisbon Architecture Triennale, Deterritorialized Living is an artificial troposphere that reverses our causal relationship to the natural rythms of day and night, air, season, time. It's a "man-made" environment where the atmosphere is the effect, continuously shaped by the global network activity produced by humans, connected devices and robots. (...)
Arctic Opening is an installation that illuminates a location at nightfall with a remote sunlight... more Arctic Opening is an installation that illuminates a location at nightfall with a remote sunlight transmitted from regions north of the Arctic Circle. This artificial "second day" lasts until sunrise, creating a poetic, variable landscape made of local and distant information. Arctic Opening was first installed on the Frioul archipelago, off the mediterranean coast of France, in JUly 2010. (...)
décembre 2004, IBM vend son unité de production d’ordinateurs personnels, son label IBM-PC et son... more décembre 2004, IBM vend son unité de production d’ordinateurs personnels, son label IBM-PC et son savoir à Lenovo, une entreprise chinoise inconnue ou presque en Occident. IBM, International Business Machines Corporation, qui la première lança sur le marché un ordinateur personnel en 1981 :le bien nommé Personal Computer,ou PC. IBM qui,sans doute, inspira à Arthur C. Clarke pour son roman de science-fiction « 2001 : A Space Odyssey » un nom fameux, puis à Stanley Kubrick une image restée célèbre :HAL,le superordinateur schizophrène, dont les trois initiales H-A-L répondent curieusement par un amusant décalage alphabétique à celles de la plus grande multinationale de technologies de l’information. IBM, donc, qui fin 2004 se sépare de son unité Personal Computer et de son label historique « IBM-PC». La nouvelle, bien que remarquée, n’aura finalement que peu fait parler d’elle. Comme le souligne William Mitchell, cet événement, dont la raison première est sûrement économique, signale tout aussi certainement la fin d’une période : celle de la (première) révolution informatique et communicationnelle qui aura vu passer l’ordinateur d’étrange et obscure machine de laboratoire à un objet de culture populaire, peu coûteux, désormais omniprésent et en passe de s’infiltrer sous toute forme (visible et invisible) dans nos activités et notre environnement quotidien. (...)
(...). Si l'on essaie de résumer de façon simple ce qui est arrivé, on peut affirmer qu'à la vill... more (...). Si l'on essaie de résumer de façon simple ce qui est arrivé, on peut affirmer qu'à la ville matérielle et visuelle - celle des murs, des routes, des édifices, des panneaux publicitaires, des néons, des signalisations et signalétiques en tous genres, soit la ville telle que nous l'avons connue jusqu'au milieu des années 1980 - s'est ajoutée la ville non matérielle et distribuée - les ondes, les réseaux, les données et les flux, les images digitales, les caméras et portiques de surveillance, les médias, les environnements simulés, les collisions de fuseaux horaires, l'écrasement des distances, la mobilité, etc.. -. On n'habite plus aujourd'hui comme on habitait naguère! (...)
ACM SIGGRAPH 2004 Web graphics on - SIGGRAPH '04, 2004
_knowscape mobile is an architectural space associating territories of data and physical space, l... more _knowscape mobile is an architectural space associating territories of data and physical space, linking architecture, knowledge and browsing. Initially _knowscape has been conceived as an alternative multi-user browser using data "tracking" and "profiling" techniques to question, to reverse them, so to finally produce open data territories, shared browsing experiences and *open users' profiles*. This first version of _knowscape was presented in 2002 to Siggraph Web Graphics.
ACM SIGGRAPH 2004 Web graphics on - SIGGRAPH '04, 2004
Electroscape 002 project is an hybrid museum prototype.
Both a shared environment on the Interne... more Electroscape 002 project is an hybrid museum prototype. Both a shared environment on the Internet and a physical installation in the "Bâtiment d'Art Comtemporain" (BAC) of Geneva, Switzerland, this multi-users 3D project proposes a digital extension / transformation of the building. As is, it offers the possibility for artists to work within mixed spaces.
Proceedings of the sixth international conference on 3D Web technology - Web3D '01, Feb 19, 2001
Major multi-user systems based on VRML are mainly used to set
up virtual communities on the Web. ... more Major multi-user systems based on VRML are mainly used to set up virtual communities on the Web. The ability of these systems to take in account the reality as an input or output is non-existent. They are restricted to the Web. We propose a more generic architecture that permits to set up 3D shared environments (by using VRML or not) but also to interact with reality (extension of the Web to the real world). Our multi-user system is a part of a larger mechanism that allows to inter-connect different type of servers in order to share more vast set of data than only 3D or text. We are going to present our multi-user system and its concept. We will also demonstrate its ability to face a large set of various tasks. This will be illustrated through real applications (artistic, conceptual or commercial).
Cloud of Cards, “a home cloud kit to re-appropriate your data self”, is the final outcome of Inha... more Cloud of Cards, “a home cloud kit to re-appropriate your data self”, is the final outcome of Inhabiting and Interfacing the Cloud(s), a joint design and ethnographic research project investigating personal clouds and data centers. The main results of this design research project have been informed by the preliminary findings of an ethnographic research into the cloud (Cloud of Practices) and a design sketches phase conducted in parallel. They comprise four digital and physical artifacts, forming a set of modular tools (“cards”), which are delivered in the form of an open-source DIY kit, freely accessible at www.cloudofcards.org and on Github. The purpose of these tools is to enable everyone, in particular the community of designers and makers, to set up their own small-scale data center and cloud, manage their data in a decentralized way and develop their own alternative projects using this small-scale personal infrastructure. With texts by Christophe Guignard, Nathalie Kane, Patrick Keller and Nicolas Nova, interventions by Random International, students from CAL/MID (Media & Interaction Design) and Alice Lab (EPFL), fabric | ch, and several others, as well as an interview with Matthew Plummer-Fernandez (#algopop).
Cloud of Practices is the preliminary outcome of a joint design and ethnographic research entitle... more Cloud of Practices is the preliminary outcome of a joint design and ethnographic research entitled Inhabiting and Interfacing the Cloud(s), which is documented and accompanied by two printon-demand books. The main purpose of the field research presented in this first volume, Cloud of Practices, is to document the practices around cloud computing, as well as the user experience of cloud platforms. A combination of online research and interviews and observations with users has provided the insights for the Cloud of Cards design project which is the subject of the second eponymous book. The project is a set of digital and physical tools (‘cards’) that aims to give the designer, and particularly the maker community, the possibility to set up their own cloud infrastructure. With texts by Nathalie Kane, Patrick Keller and Nicolas Nova, interventions by James Auger, Sascha Pohflepp, students from HEAD – Genève MD (Media Design).
Variable Environment. Mobility, Intercation City & Crossovers, 2007
(...). Quelles nouvelles collaborations entre disciplines mettre dès lors
sur pied ? Avec quelle(... more (...). Quelles nouvelles collaborations entre disciplines mettre dès lors sur pied ? Avec quelle(s) limite(s) et sous quelle(s) forme(s) ? Quels modes de travail répondront aux enjeux de nos environnements contemporains, eux-mêmes déjà devenus le résultat de pratiques multiples, mélange de spatialités hybrides et de structures hétérogènes ? Ceci au moment même ou l’ordinateur et les écrans commencent à se diluer sous diverses formes dans cet espace contemporain, mélange d’« anciennes matérialités statiques » et de « nouvelles immatérialités dynamiques », de visibilité et d’invisibilité, de continu et de discontinu ou encore de local et de global. Quels artefacts produire et avec quels partenaires pour cet environnement variable et mobile qui combine le visuel, l’architectural, l’interactif et l’ « ingénieux » ? Comment, enfin, par extension, anticiper les collaborations de demain puisqu’on peut raisonnablement affirmer que la notion d’« évolution continue » des pratiques est devenue un paramètre quasi contextuel ? Le projet de recherche Variable_environment/ adresse ce contexte et cette thématique transversale. L’approche interdisciplinaire choisie s’articule toutefois principalement autour du design d’interaction, du design architectural et d’environnements (la notion d’environnement étant entendue ici, selon la définition « par défaut » du Petit Robert, comme « ensemble des conditions naturelles (physiques, chimiques, biologiques) et culturelles (sociologiques) susceptibles d’agir sur les organismes vivants et les activités humaines ou encore sur le fonctionnement d’un système, d’un dispositif ») et des sciences de l’information et de la communication. (...) P. Keller, 2007
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2004
- Pro Helvetia “Cahiers d’artistes”
- A space to generate books
- A book in place of a walkthroug... more - Pro Helvetia “Cahiers d’artistes” - A space to generate books - A book in place of a walkthrough video - A video to emulate a space - Paper-based “datascape”
Mnemosyne – History and Research in Arts and Design, 2023
The joint research-creation initiative (Re-)Viewing Paik, which is conducted between ECAL / Unive... more The joint research-creation initiative (Re-)Viewing Paik, which is conducted between ECAL / University of Art and Design Lausanne (HES-SO), the Nam June Paik Art Center in South Korea and fabric | ch – studio for architecture, interaction & research – in Switzerland, aims to study and establish new types of curatorial approaches and exhibit design principles for immersive online exhibitions. These must take digital form in each remote location belonging to “visitors” (home, office, etc.) and populate it virtually with a selection of artworks, in an autonomous but responsive way. Literally, a “museum at home” to be experienced in mixed reality. In the long term, the (Re-)Viewing Paik project aims to contribute to the phenomenon and analytical debate towards digital museums and online “viewing rooms,” by confronting its learnings to a broader range of museums and collections. Re-Viewing Paik has benefited from the support of the Bilateral Research Program of SERI / Leading House Asia !ETH Zurich).
Cloud of Practices is the preliminary outcome of a joint design and ethnographic research entitle... more Cloud of Practices is the preliminary outcome of a joint design and ethnographic research entitled Inhabiting and Interfacing the Cloud(s), which is documented and accompanied by two print-on-demand books. The main purpose of the field research presented in this first volume, Cloud of Practices, is to document the practices around cloud computing, as well as the user experience of cloud platforms. A combination of online research and interviews and observations with users has provided the insights for the Cloud of Cards design project which is the subject of the second eponymous book. The project is a set of digital and physical tools (‘cards’) that aims to give the designer, and particularly the maker community, the possibility to set up their own cloud infrastructure
Cloud of Cards, “a home cloud kit to re-appropriate your data self”, is the final outcome of Inha... more Cloud of Cards, “a home cloud kit to re-appropriate your data self”, is the final outcome of Inhabiting and Interfacing the Cloud(s), a joint design and ethnographic research project investigating personal clouds and data centers. The main results of this design research project have been informed by the preliminary findings of an ethnographic research into the cloud (Cloud of Practices) and a design sketches phase conducted in parallel. They comprise four digital and physical artefacts, forming a set of modular tools (“cards”), which are delivered in the form of an open source DIY kit, freely accessible at www.cloudofcards.org and on Github. The purpose of these tools is to enable everyone, in particular the community of designers and makers, to set up their own small-scale data center and cloud, manage their data in a decentralized way and develop their own alternative projects using this small-scale personal infrastructure
Making Sense - 10 years of Research in Art & Design at ECAL, 2017
This project uses an interdisciplinary approach combining intercation design, architecture and et... more This project uses an interdisciplinary approach combining intercation design, architecture and ethnography to explore a novel entity, the data centre. It now provides the infrastructure and main vector for a renewed form of personal relationship to information - cloud computing, otherwise known as the cloud.
As a result of a three months residency conducted by fabric | ch at the Tsinghua University in Be... more As a result of a three months residency conducted by fabric | ch at the Tsinghua University in Beijing and publicly launched in late 2013 on the occasion of the 3rd Lisbon Architecture Triennale, Deterritorialized Living is an artificial troposphere that reverses our causal relationship to the natural rythms of day and night, air, season, time. It's a "man-made" environment where the atmosphere is the effect, continuously shaped by the global network activity produced by humans, connected devices and robots. (...)
Arctic Opening is an installation that illuminates a location at nightfall with a remote sunlight... more Arctic Opening is an installation that illuminates a location at nightfall with a remote sunlight transmitted from regions north of the Arctic Circle. This artificial "second day" lasts until sunrise, creating a poetic, variable landscape made of local and distant information. Arctic Opening was first installed on the Frioul archipelago, off the mediterranean coast of France, in JUly 2010. (...)
décembre 2004, IBM vend son unité de production d’ordinateurs personnels, son label IBM-PC et son... more décembre 2004, IBM vend son unité de production d’ordinateurs personnels, son label IBM-PC et son savoir à Lenovo, une entreprise chinoise inconnue ou presque en Occident. IBM, International Business Machines Corporation, qui la première lança sur le marché un ordinateur personnel en 1981 :le bien nommé Personal Computer,ou PC. IBM qui,sans doute, inspira à Arthur C. Clarke pour son roman de science-fiction « 2001 : A Space Odyssey » un nom fameux, puis à Stanley Kubrick une image restée célèbre :HAL,le superordinateur schizophrène, dont les trois initiales H-A-L répondent curieusement par un amusant décalage alphabétique à celles de la plus grande multinationale de technologies de l’information. IBM, donc, qui fin 2004 se sépare de son unité Personal Computer et de son label historique « IBM-PC». La nouvelle, bien que remarquée, n’aura finalement que peu fait parler d’elle. Comme le souligne William Mitchell, cet événement, dont la raison première est sûrement économique, signale tout aussi certainement la fin d’une période : celle de la (première) révolution informatique et communicationnelle qui aura vu passer l’ordinateur d’étrange et obscure machine de laboratoire à un objet de culture populaire, peu coûteux, désormais omniprésent et en passe de s’infiltrer sous toute forme (visible et invisible) dans nos activités et notre environnement quotidien. (...)
(...). Si l'on essaie de résumer de façon simple ce qui est arrivé, on peut affirmer qu'à la vill... more (...). Si l'on essaie de résumer de façon simple ce qui est arrivé, on peut affirmer qu'à la ville matérielle et visuelle - celle des murs, des routes, des édifices, des panneaux publicitaires, des néons, des signalisations et signalétiques en tous genres, soit la ville telle que nous l'avons connue jusqu'au milieu des années 1980 - s'est ajoutée la ville non matérielle et distribuée - les ondes, les réseaux, les données et les flux, les images digitales, les caméras et portiques de surveillance, les médias, les environnements simulés, les collisions de fuseaux horaires, l'écrasement des distances, la mobilité, etc.. -. On n'habite plus aujourd'hui comme on habitait naguère! (...)
ACM SIGGRAPH 2004 Web graphics on - SIGGRAPH '04, 2004
_knowscape mobile is an architectural space associating territories of data and physical space, l... more _knowscape mobile is an architectural space associating territories of data and physical space, linking architecture, knowledge and browsing. Initially _knowscape has been conceived as an alternative multi-user browser using data "tracking" and "profiling" techniques to question, to reverse them, so to finally produce open data territories, shared browsing experiences and *open users' profiles*. This first version of _knowscape was presented in 2002 to Siggraph Web Graphics.
ACM SIGGRAPH 2004 Web graphics on - SIGGRAPH '04, 2004
Electroscape 002 project is an hybrid museum prototype.
Both a shared environment on the Interne... more Electroscape 002 project is an hybrid museum prototype. Both a shared environment on the Internet and a physical installation in the "Bâtiment d'Art Comtemporain" (BAC) of Geneva, Switzerland, this multi-users 3D project proposes a digital extension / transformation of the building. As is, it offers the possibility for artists to work within mixed spaces.
Proceedings of the sixth international conference on 3D Web technology - Web3D '01, Feb 19, 2001
Major multi-user systems based on VRML are mainly used to set
up virtual communities on the Web. ... more Major multi-user systems based on VRML are mainly used to set up virtual communities on the Web. The ability of these systems to take in account the reality as an input or output is non-existent. They are restricted to the Web. We propose a more generic architecture that permits to set up 3D shared environments (by using VRML or not) but also to interact with reality (extension of the Web to the real world). Our multi-user system is a part of a larger mechanism that allows to inter-connect different type of servers in order to share more vast set of data than only 3D or text. We are going to present our multi-user system and its concept. We will also demonstrate its ability to face a large set of various tasks. This will be illustrated through real applications (artistic, conceptual or commercial).
Cloud of Cards, “a home cloud kit to re-appropriate your data self”, is the final outcome of Inha... more Cloud of Cards, “a home cloud kit to re-appropriate your data self”, is the final outcome of Inhabiting and Interfacing the Cloud(s), a joint design and ethnographic research project investigating personal clouds and data centers. The main results of this design research project have been informed by the preliminary findings of an ethnographic research into the cloud (Cloud of Practices) and a design sketches phase conducted in parallel. They comprise four digital and physical artifacts, forming a set of modular tools (“cards”), which are delivered in the form of an open-source DIY kit, freely accessible at www.cloudofcards.org and on Github. The purpose of these tools is to enable everyone, in particular the community of designers and makers, to set up their own small-scale data center and cloud, manage their data in a decentralized way and develop their own alternative projects using this small-scale personal infrastructure. With texts by Christophe Guignard, Nathalie Kane, Patrick Keller and Nicolas Nova, interventions by Random International, students from CAL/MID (Media & Interaction Design) and Alice Lab (EPFL), fabric | ch, and several others, as well as an interview with Matthew Plummer-Fernandez (#algopop).
Cloud of Practices is the preliminary outcome of a joint design and ethnographic research entitle... more Cloud of Practices is the preliminary outcome of a joint design and ethnographic research entitled Inhabiting and Interfacing the Cloud(s), which is documented and accompanied by two printon-demand books. The main purpose of the field research presented in this first volume, Cloud of Practices, is to document the practices around cloud computing, as well as the user experience of cloud platforms. A combination of online research and interviews and observations with users has provided the insights for the Cloud of Cards design project which is the subject of the second eponymous book. The project is a set of digital and physical tools (‘cards’) that aims to give the designer, and particularly the maker community, the possibility to set up their own cloud infrastructure. With texts by Nathalie Kane, Patrick Keller and Nicolas Nova, interventions by James Auger, Sascha Pohflepp, students from HEAD – Genève MD (Media Design).
Variable Environment. Mobility, Intercation City & Crossovers, 2007
(...). Quelles nouvelles collaborations entre disciplines mettre dès lors
sur pied ? Avec quelle(... more (...). Quelles nouvelles collaborations entre disciplines mettre dès lors sur pied ? Avec quelle(s) limite(s) et sous quelle(s) forme(s) ? Quels modes de travail répondront aux enjeux de nos environnements contemporains, eux-mêmes déjà devenus le résultat de pratiques multiples, mélange de spatialités hybrides et de structures hétérogènes ? Ceci au moment même ou l’ordinateur et les écrans commencent à se diluer sous diverses formes dans cet espace contemporain, mélange d’« anciennes matérialités statiques » et de « nouvelles immatérialités dynamiques », de visibilité et d’invisibilité, de continu et de discontinu ou encore de local et de global. Quels artefacts produire et avec quels partenaires pour cet environnement variable et mobile qui combine le visuel, l’architectural, l’interactif et l’ « ingénieux » ? Comment, enfin, par extension, anticiper les collaborations de demain puisqu’on peut raisonnablement affirmer que la notion d’« évolution continue » des pratiques est devenue un paramètre quasi contextuel ? Le projet de recherche Variable_environment/ adresse ce contexte et cette thématique transversale. L’approche interdisciplinaire choisie s’articule toutefois principalement autour du design d’interaction, du design architectural et d’environnements (la notion d’environnement étant entendue ici, selon la définition « par défaut » du Petit Robert, comme « ensemble des conditions naturelles (physiques, chimiques, biologiques) et culturelles (sociologiques) susceptibles d’agir sur les organismes vivants et les activités humaines ou encore sur le fonctionnement d’un système, d’un dispositif ») et des sciences de l’information et de la communication. (...) P. Keller, 2007
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2004
- Pro Helvetia “Cahiers d’artistes”
- A space to generate books
- A book in place of a walkthroug... more - Pro Helvetia “Cahiers d’artistes” - A space to generate books - A book in place of a walkthrough video - A video to emulate a space - Paper-based “datascape”
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2012
- Perceptual shift
- Split public park environment, two mediated times
- Architecture as a sensin... more - Perceptual shift - Split public park environment, two mediated times - Architecture as a sensing and recording device - Molecular monitoring of a user’s activities and presence - Data “shadow” of park and activities -------------------------------------------------------------------------------------- - Heterochrony interfaces and software. Environmental monitoring/recording
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2017
- Two Satellite Daylights compose one pavilion
- Local and distant light patterns, natural and ar... more - Two Satellite Daylights compose one pavilion - Local and distant light patterns, natural and artificial - Space of reconstructed days, moirés of times, (day)lights and seasons - Combining the Northern and Southern hemispheres’ atmospheres - Atmosphere shifting -------------------------------------------------------------------------------------- - 4 videos (2 min each)
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2016
- Living environment organized around three climatically conditioned patios and one unconditioned... more - Living environment organized around three climatically conditioned patios and one unconditioned patio - Atmospheric variations (physical & digital) as programmatic rules - Programmatic rules to retrofit architec-tural functions - Atomized functions aggregation - “Large Functions Collider” (LFC)
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2008
- Architecture as a monitored volume of air
- “Channeled,” “breathing” & communicating space
- Cl... more - Architecture as a monitored volume of air - “Channeled,” “breathing” & communicating space - Climate tower, based on greenhouses & albedo principles, thermal inertia & exchanges - Networked enclosed atmospheric environment - Monitored & comparative architecture (CO2 levels, climate data & energy consumption comparisons be-tween locations on the planet)
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2013
- Artificial troposphere, geo-engineered climate
- Delivered in the form of open data feeds
- Net... more - Artificial troposphere, geo-engineered climate - Delivered in the form of open data feeds - Network-related and “reverse engineered” atmosphere - Artificial air, daylight and time
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2009
- Transformation de la façade sud de la Maison Diamantée à Marseille
- « Deuxième journée » migré... more - Transformation de la façade sud de la Maison Diamantée à Marseille - « Deuxième journée » migrée, télé-présente - Façade/Dispositif émetteur (lumière blanche, uv, humidité), atmosphérique et informationnelle - Jour médiatisé, boréal ou austral - Connexion météorologique entre lieux distants, climatiquement opposés
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2010
- I-Weather artificial and networked climate used for the illumination of public spaces
- Metabol... more - I-Weather artificial and networked climate used for the illumination of public spaces - Metabolic lighting for deterritorialized landscapes and environments - Public lighting as a physiological device - Open-source technology for public spaces -------------------------------------------------------------------------------------- - I-WaDSPL program, clock and inter-faces
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2008
- Variable functional patterns and behavioural architecture
- Interference of functions
- Disrupt... more - Variable functional patterns and behavioural architecture - Interference of functions - Disrupted and evolutionary architecture (slow or fast) - Retrofitted automation and lighting ac-cording to local and global dynamic data
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2005
- Nestlé world headquarters
- Architectural retrofitting
- Global space & environmental condition... more - Nestlé world headquarters - Architectural retrofitting - Global space & environmental conditioning - Spatial displacements & streaming of the Earth’s atmospheres - Spatial devices Connected to each of the 24-hour time zones, -180° to +180° longitudes, -90° to +90° latitudes -------------------------------------------------------------------------------------- - Video For “Architecture invisible,” Centre Culturel Suisse (Paris, FR) Curator Philippe Rahm
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2007
- Variable environment
(in terms of evolutionary functional patterns over time)
- Robotic micr... more - Variable environment (in terms of evolutionary functional patterns over time) - Robotic micro-spatialities & micro-functions - Autonomous and behavioral space (according to the monitoring of local users’ behaviors or to global internet- based information) -------------------------------------------------------------------------------------- - Multi-cameras tracking software (client/server)
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2003
- Master plan / Digital urbanism
- EPFL’s information campus
- Physical, digital & distributed a... more - Master plan / Digital urbanism - EPFL’s information campus - Physical, digital & distributed architecture; spatial interbreeding - Data & information spaces - Mapping of processes in between heterogeneous dimensions - Mediated, interfaced
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2005
- Digital renovation and extension of an international school
- Transformation by information
- “... more - Digital renovation and extension of an international school - Transformation by information - “Databased” environment - Data mapping onto physical world - Combined environments (physical/digital)
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2007
- Interdisciplinary research by design
project
- Prospective study on variable environments
and t... more - Interdisciplinary research by design project - Prospective study on variable environments and technologies - Collaborations and crossovers between designers, architects, scientists - Sub-projects: workshops, web-cameras mirrors and lights, augmented reality personal environment and domestic space, robotic “micro-functions” -------------------------------------------------------------------------------------- - Book-blog documentation of the research process
Part of a series of Environmental Devices developed in continuity by fabric | ch since the 2010s,... more Part of a series of Environmental Devices developed in continuity by fabric | ch since the 2010s, and designed to be experienced immersively as a sensitive space, Elemental Sky is a piece designed to emulate low-resolution episodes of thunderstorms and storms, and bear witness to their increasing frequency.
— Use: automated, ever-evolving digital exhibition, dynamically built out of over more than 200 d... more — Use: automated, ever-evolving digital exhibition, dynamically built out of over more than 200 digitized artworks from 2 past landmark exhibitions — AI layer for automated curatorial and spatial exploration, in addition to base algorithmic software piece (scripted rules) — Live process and outputs exhibited in the museum on the project’s servers — Resulting temporary digital exhibition (one new exhibit every ~12 hours) displayed on iPads for walkable visits within the museum or elsewhere
- Hypothesis: a personal museum (with Paik’s artworks), at any time, in anyone’s home
- Automated... more - Hypothesis: a personal museum (with Paik’s artworks), at any time, in anyone’s home - Automated scenography and curating based on a specific dataset of artworks, and the sensing of the potential exhibition environment - AI layer for autonomous spatial and functional exploration, in addition to base algorithmic software piece and its rules of association - Hybrid or augmented display to experience the resulting dynamic exhibition at a distance / at home
— Architectural installation as a sensing platform and recording device
— Performative and mediat... more — Architectural installation as a sensing platform and recording device — Performative and mediated environment — Overlapped exhibition space — Two different mediated times within the space of exhibition — Data “shadow” of exhibition space and activities
— Two samples of satellite illumination
— Day/night rhythm defined by a relative reference (imagi... more — Two samples of satellite illumination — Day/night rhythm defined by a relative reference (imaginary satellite) — Day/night artifact, ~15 sunrises and sunsets per 24 hours — Interference of real and artificial daily light rhythms in the installation space of the device — Parts of the ongoing series of one-off artworks Satellite Daylight
- Use: automated scenography and curating
- AI layer for autonomous spatial and functional explo... more - Use: automated scenography and curating
- AI layer for autonomous spatial and functional exploration, in addition to base algorithmic software piece
- Live outputs in the form of 3d configurations on displays of various sizes and natures (documentary screens, projections, immersive AR/VR, etc.)
- Alternative outputs in the form of dynamic instructions (allow to use non-visual dis-plays or to control other systems)
- Customizable saves and playbacks for further uses
- 20 years of experiments, works and “devices” by fabric | ch, on 2000 m2
- Devices triggering in... more - 20 years of experiments, works and “devices” by fabric | ch, on 2000 m2 - Devices triggering intertwined, channeled or creolized environments - Interferences and “Moirés” spaces - Real-time monitoring of interferences -------------------------------------------------------------------------------------- - List of exhibited works: Satellite Daylight Pavilion, A.I. vs A.I., Perpetual (Tropical) Sunshine, Satellite Daylight 63°24’S, Paranoid Shelter, Deterritorialized Living, Deterritorialized Clock, Datadroppers & Studio Station, Atom-ized Functioning, I-Weather Clock, Interférences dimensionnelles. Video documentations about Globale Surveillance, MIX-m, La_Fabrique, RealRoom(s), Electroscape 003, Responsive Atmos-pheric Patios, Cloud of Cards, Hétérochronie, Public Platform of Future Past.
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2015
- Widened exhibition wall, opening up a third space within the white cube
- Inner exhibition wall... more - Widened exhibition wall, opening up a third space within the white cube - Inner exhibition wall as archive and cabinet of curiosities - Oblique physical and thematic presence in the space - Datadroppers, Random RasPis for Da-tadroppers and Deterritorialized Living projects as part of the scenography -------------------------------------------------------------------------------------- - Exhibition Curator: Sabine Himmelsbach Works by: Christopher Baker (USA), Aram Bartholl (DE), Paolo Cirio (IT), R. Luke DuBois (USA), Ellie Harrison (GB), Marc Lee (CH), Rafael Lozano-Hemmer (MEX/CAN), Bernd Höpfengärtner (DE) & Ludwig Zeller (DE), Kristin Lucas (USA), Moniker (NL), Jennifer Lyn Morone (USA), RYBN (FR), Erica Scourti (GB) Scenography: fabric | ch, with exhibited works from I&IC design research and fabric | ch
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2012
- Transparent shelter shaped and deter-mined by surveillance and monitoring technologies
- Archit... more - Transparent shelter shaped and deter-mined by surveillance and monitoring technologies - Architectural device made out of code & algorithmic behaviors - Autonomous/learning architecture - Variable environment -------------------------------------------------------------------------------------- - Interfaces & software for (Paranoid) Shelter
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2016
- Architecture as a monitoring & observational public device
- Architectural “A.I.” as environmen... more - Architecture as a monitoring & observational public device - Architectural “A.I.” as environmental mediator and information tool - Public data & code - “Time shifter” - “Architectural Intelligence”
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2010
- Métis landscape, Arctic Mediterranean
- Combination of Mediterranean landscape and arctic dayli... more - Métis landscape, Arctic Mediterranean - Combination of Mediterranean landscape and arctic daylight - Remote day during the night. Second day, tele-present through an artificial, LED-based “opening” - Channeled atmosphere - Architectural expedition in a fictional future -------------------------------------------------------------------------------------- - Satellite Daylight interface and software
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2010
- I-Weather artificial and networked climate used for the illumination of public spaces
- Metabol... more - I-Weather artificial and networked climate used for the illumination of public spaces - Metabolic lighting for deterritorialized landscapes and environments - Public lighting as a physiological device - Open-source technology for public spaces -------------------------------------------------------------------------------------- - I-WaDSPL program, clock and inter-faces
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2007
- Echantillon d’illumination satellitaire
- Rythme jour/nuit défini par un référen-tiel relatif (... more - Echantillon d’illumination satellitaire - Rythme jour/nuit défini par un référen-tiel relatif (satellite imaginaire) - Artefact jour/nuit, ~15 levers et couch-ers de jour par 24 heures - Interférences des rythmes lumineux journaliers réels et artificiels dans l’espace d’installation du dispositif -------------------------------------------------------------------------------------- - Interface et logiciel Satellite Daylight. Captation des données en temps réel
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2007
- Variable environment
(in terms of evolutionary functional patterns over time)
- Robotic micr... more - Variable environment (in terms of evolutionary functional patterns over time) - Robotic micro-spatialities & micro-functions - Autonomous and behavioral space (according to the monitoring of local users’ behaviors or to global internet-based information) -------------------------------------------------------------------------------------- - Multi-cameras tracking software (client/server)
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2005
- Digital and twin extension to BAC
(Bâtiment d’Art Contemporain, Geneva, CH)
- Intertwined ex... more - Digital and twin extension to BAC (Bâtiment d’Art Contemporain, Geneva, CH) - Intertwined exhibition space (physical-digital & located-networked museum) - Game-like architecture - Black (box) to white (cube) exhibition space - Information flow into artificial lighting -------------------------------------------------------------------------------------- - Art installations Curator: Simon Lamunière / Artists: Joël Flumet (CH), Yves Mettler CH), Scanner (UK), Nedko Solakov (BG), Heimo Zobernig (AT)
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2004
- Liminal architecture and space for two Artificial Intelligences (A.I.s)
- Self-interaction, in ... more - Liminal architecture and space for two Artificial Intelligences (A.I.s) - Self-interaction, in self-space - Materialized “chat room” (the digital augmented by the physical world) - Prepared game consoles - Camera & software surveillance space
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2005
- Mobile & networked space
- Relational digital environment
- Data, information architecture
- Op... more - Mobile & networked space - Relational digital environment - Data, information architecture - Open & shared profiling - Information-based avatars - “Web crawlers” & bot avatars - Alternate 3D web browser and multi-user environment (based on the previous Knowscape alternative 3D web browser)
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2003
- Digital extension to MAMCO
(Museum of Modern & Contemporary Art, Geneva)
- Physical & digita... more - Digital extension to MAMCO (Museum of Modern & Contemporary Art, Geneva) - Physical & digital museum - Information flow into architecture and artificial lights - Combined space -------------------------------------------------------------------------------------- - Installation by artist Heimo Zobernig
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2001
- 3D online museum
- Museum installed in a multiplayer, game-like environment (MMORPG, “2nd World... more - 3D online museum - Museum installed in a multiplayer, game-like environment (MMORPG, “2nd World” of Canal+ between 1997-2001) - Prospective study and shared creations around the “Recombinant Realities” paradigm
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Papers by Patrick Keller
architecture, interaction & research – in Switzerland, aims to study and establish new types of curatorial approaches and exhibit design principles for immersive online exhibitions.
These must take digital form in each remote location belonging to “visitors” (home, office, etc.) and populate it virtually with a selection of artworks, in an autonomous but responsive way. Literally, a “museum
at home” to be experienced in mixed reality.
In the long term, the (Re-)Viewing Paik project aims to contribute to the phenomenon and analytical debate towards digital museums and online “viewing rooms,” by confronting its learnings to a broader
range of museums and collections.
Re-Viewing Paik has benefited from the support of the Bilateral Research Program of SERI / Leading House Asia !ETH Zurich).
chinoise inconnue ou presque en Occident.
IBM, International Business Machines Corporation, qui la première lança sur le marché un ordinateur personnel en 1981 :le bien nommé
Personal Computer,ou PC. IBM qui,sans doute, inspira à Arthur C. Clarke pour son roman de science-fiction « 2001 : A Space Odyssey » un
nom fameux, puis à Stanley Kubrick une image restée célèbre :HAL,le superordinateur schizophrène, dont les trois initiales H-A-L répondent curieusement par un amusant décalage alphabétique à celles de la plus
grande multinationale de technologies de l’information. IBM, donc, qui fin 2004 se sépare de son unité Personal Computer et de
son label historique « IBM-PC».
La nouvelle, bien que remarquée, n’aura finalement que peu fait parler d’elle. Comme le souligne William Mitchell, cet événement, dont la raison première est sûrement économique, signale tout aussi certainement la fin d’une période : celle de la (première) révolution informatique et communicationnelle qui aura vu passer l’ordinateur d’étrange et obscure
machine de laboratoire à un objet de culture populaire, peu coûteux, désormais omniprésent et en passe de s’infiltrer sous toute forme (visible et invisible) dans nos activités et notre environnement quotidien. (...)
Initially _knowscape has been conceived as an alternative multi-user browser using data "tracking" and "profiling" techniques to question, to reverse them, so to finally produce open data territories, shared browsing experiences and *open users' profiles*.
This first version of _knowscape was presented in 2002 to Siggraph Web Graphics.
Both a shared environment on the Internet and a physical installation in the "Bâtiment d'Art Comtemporain" (BAC) of Geneva, Switzerland, this multi-users 3D project proposes a digital extension / transformation of the building.
As is, it offers the possibility for artists to work within mixed spaces.
up virtual communities on the Web. The ability of these systems
to take in account the reality as an input or output is non-existent.
They are restricted to the Web. We propose a more generic
architecture that permits to set up 3D shared environments (by
using VRML or not) but also to interact with reality (extension of
the Web to the real world). Our multi-user system is a part of a
larger mechanism that allows to inter-connect different type of
servers in order to share more vast set of data than only 3D or
text. We are going to present our multi-user system and its
concept. We will also demonstrate its ability to face a large set of
various tasks. This will be illustrated through real applications
(artistic, conceptual or commercial).
Books by Patrick Keller
The main results of this design research project have been informed by the preliminary findings of an ethnographic research into the cloud (Cloud of Practices) and a design sketches phase conducted in parallel. They comprise four digital and physical artifacts, forming a set of modular tools (“cards”), which are delivered in the form of an open-source DIY kit, freely accessible at www.cloudofcards.org and on Github.
The purpose of these tools is to enable everyone, in particular the community of designers and makers, to set up their own small-scale data center and cloud, manage their data in a decentralized way and develop their own alternative projects using this small-scale personal infrastructure.
With texts by Christophe Guignard, Nathalie Kane, Patrick Keller and Nicolas Nova, interventions by Random International, students from
CAL/MID (Media & Interaction Design) and Alice Lab (EPFL), fabric | ch, and several others, as well as an interview with Matthew Plummer-Fernandez (#algopop).
A combination of online research and interviews and observations with users has provided the insights for the Cloud of Cards design project which is the subject of the second eponymous book. The project is a set of digital and physical tools (‘cards’) that aims to give the designer, and particularly the maker community, the possibility to set up their own cloud infrastructure.
With texts by Nathalie Kane, Patrick Keller and Nicolas Nova, interventions by James Auger, Sascha Pohflepp, students from
HEAD – Genève MD (Media Design).
sur pied ? Avec quelle(s) limite(s) et sous quelle(s) forme(s) ? Quels
modes de travail répondront aux enjeux de nos environnements
contemporains, eux-mêmes déjà devenus le résultat de pratiques
multiples, mélange de spatialités hybrides et de structures hétérogènes
? Ceci au moment même ou l’ordinateur et les écrans
commencent à se diluer sous diverses formes dans cet espace
contemporain, mélange d’« anciennes matérialités statiques » et de
« nouvelles immatérialités dynamiques », de visibilité et d’invisibilité,
de continu et de discontinu ou encore de local et de global.
Quels artefacts produire et avec quels partenaires pour cet environnement
variable et mobile qui combine le visuel, l’architectural,
l’interactif et l’ « ingénieux » ? Comment, enfin, par extension, anticiper
les collaborations de demain puisqu’on peut raisonnablement
affirmer que la notion d’« évolution continue » des pratiques est
devenue un paramètre quasi contextuel ?
Le projet de recherche Variable_environment/ adresse ce contexte
et cette thématique transversale. L’approche interdisciplinaire choisie
s’articule toutefois principalement autour du design d’interaction, du design architectural et d’environnements (la notion d’environnement
étant entendue ici, selon la définition « par défaut » du
Petit Robert, comme « ensemble des conditions naturelles (physiques,
chimiques, biologiques) et culturelles (sociologiques) susceptibles
d’agir sur les organismes vivants et les activités humaines ou
encore sur le fonctionnement d’un système, d’un dispositif ») et des
sciences de l’information et de la communication. (...) P. Keller, 2007
- A space to generate books
- A book in place of a walkthrough video
- A video to emulate a space
- Paper-based “datascape”
architecture, interaction & research – in Switzerland, aims to study and establish new types of curatorial approaches and exhibit design principles for immersive online exhibitions.
These must take digital form in each remote location belonging to “visitors” (home, office, etc.) and populate it virtually with a selection of artworks, in an autonomous but responsive way. Literally, a “museum
at home” to be experienced in mixed reality.
In the long term, the (Re-)Viewing Paik project aims to contribute to the phenomenon and analytical debate towards digital museums and online “viewing rooms,” by confronting its learnings to a broader
range of museums and collections.
Re-Viewing Paik has benefited from the support of the Bilateral Research Program of SERI / Leading House Asia !ETH Zurich).
chinoise inconnue ou presque en Occident.
IBM, International Business Machines Corporation, qui la première lança sur le marché un ordinateur personnel en 1981 :le bien nommé
Personal Computer,ou PC. IBM qui,sans doute, inspira à Arthur C. Clarke pour son roman de science-fiction « 2001 : A Space Odyssey » un
nom fameux, puis à Stanley Kubrick une image restée célèbre :HAL,le superordinateur schizophrène, dont les trois initiales H-A-L répondent curieusement par un amusant décalage alphabétique à celles de la plus
grande multinationale de technologies de l’information. IBM, donc, qui fin 2004 se sépare de son unité Personal Computer et de
son label historique « IBM-PC».
La nouvelle, bien que remarquée, n’aura finalement que peu fait parler d’elle. Comme le souligne William Mitchell, cet événement, dont la raison première est sûrement économique, signale tout aussi certainement la fin d’une période : celle de la (première) révolution informatique et communicationnelle qui aura vu passer l’ordinateur d’étrange et obscure
machine de laboratoire à un objet de culture populaire, peu coûteux, désormais omniprésent et en passe de s’infiltrer sous toute forme (visible et invisible) dans nos activités et notre environnement quotidien. (...)
Initially _knowscape has been conceived as an alternative multi-user browser using data "tracking" and "profiling" techniques to question, to reverse them, so to finally produce open data territories, shared browsing experiences and *open users' profiles*.
This first version of _knowscape was presented in 2002 to Siggraph Web Graphics.
Both a shared environment on the Internet and a physical installation in the "Bâtiment d'Art Comtemporain" (BAC) of Geneva, Switzerland, this multi-users 3D project proposes a digital extension / transformation of the building.
As is, it offers the possibility for artists to work within mixed spaces.
up virtual communities on the Web. The ability of these systems
to take in account the reality as an input or output is non-existent.
They are restricted to the Web. We propose a more generic
architecture that permits to set up 3D shared environments (by
using VRML or not) but also to interact with reality (extension of
the Web to the real world). Our multi-user system is a part of a
larger mechanism that allows to inter-connect different type of
servers in order to share more vast set of data than only 3D or
text. We are going to present our multi-user system and its
concept. We will also demonstrate its ability to face a large set of
various tasks. This will be illustrated through real applications
(artistic, conceptual or commercial).
The main results of this design research project have been informed by the preliminary findings of an ethnographic research into the cloud (Cloud of Practices) and a design sketches phase conducted in parallel. They comprise four digital and physical artifacts, forming a set of modular tools (“cards”), which are delivered in the form of an open-source DIY kit, freely accessible at www.cloudofcards.org and on Github.
The purpose of these tools is to enable everyone, in particular the community of designers and makers, to set up their own small-scale data center and cloud, manage their data in a decentralized way and develop their own alternative projects using this small-scale personal infrastructure.
With texts by Christophe Guignard, Nathalie Kane, Patrick Keller and Nicolas Nova, interventions by Random International, students from
CAL/MID (Media & Interaction Design) and Alice Lab (EPFL), fabric | ch, and several others, as well as an interview with Matthew Plummer-Fernandez (#algopop).
A combination of online research and interviews and observations with users has provided the insights for the Cloud of Cards design project which is the subject of the second eponymous book. The project is a set of digital and physical tools (‘cards’) that aims to give the designer, and particularly the maker community, the possibility to set up their own cloud infrastructure.
With texts by Nathalie Kane, Patrick Keller and Nicolas Nova, interventions by James Auger, Sascha Pohflepp, students from
HEAD – Genève MD (Media Design).
sur pied ? Avec quelle(s) limite(s) et sous quelle(s) forme(s) ? Quels
modes de travail répondront aux enjeux de nos environnements
contemporains, eux-mêmes déjà devenus le résultat de pratiques
multiples, mélange de spatialités hybrides et de structures hétérogènes
? Ceci au moment même ou l’ordinateur et les écrans
commencent à se diluer sous diverses formes dans cet espace
contemporain, mélange d’« anciennes matérialités statiques » et de
« nouvelles immatérialités dynamiques », de visibilité et d’invisibilité,
de continu et de discontinu ou encore de local et de global.
Quels artefacts produire et avec quels partenaires pour cet environnement
variable et mobile qui combine le visuel, l’architectural,
l’interactif et l’ « ingénieux » ? Comment, enfin, par extension, anticiper
les collaborations de demain puisqu’on peut raisonnablement
affirmer que la notion d’« évolution continue » des pratiques est
devenue un paramètre quasi contextuel ?
Le projet de recherche Variable_environment/ adresse ce contexte
et cette thématique transversale. L’approche interdisciplinaire choisie
s’articule toutefois principalement autour du design d’interaction, du design architectural et d’environnements (la notion d’environnement
étant entendue ici, selon la définition « par défaut » du
Petit Robert, comme « ensemble des conditions naturelles (physiques,
chimiques, biologiques) et culturelles (sociologiques) susceptibles
d’agir sur les organismes vivants et les activités humaines ou
encore sur le fonctionnement d’un système, d’un dispositif ») et des
sciences de l’information et de la communication. (...) P. Keller, 2007
- A space to generate books
- A book in place of a walkthrough video
- A video to emulate a space
- Paper-based “datascape”
- Split public park environment, two mediated times
- Architecture as a sensing and recording device
- Molecular monitoring of a user’s activities and presence
- Data “shadow” of park and activities
--------------------------------------------------------------------------------------
- Heterochrony interfaces and software. Environmental monitoring/recording
- Local and distant light patterns, natural and artificial
- Space of reconstructed days, moirés of times, (day)lights and seasons
- Combining the Northern and Southern hemispheres’ atmospheres
- Atmosphere shifting
--------------------------------------------------------------------------------------
- 4 videos (2 min each)
- Atmospheric variations (physical & digital) as programmatic rules
- Programmatic rules to retrofit architec-tural functions
- Atomized functions aggregation
- “Large Functions Collider” (LFC)
- “Channeled,” “breathing” & communicating space
- Climate tower, based on greenhouses & albedo principles, thermal inertia & exchanges
- Networked enclosed atmospheric environment
- Monitored & comparative architecture
(CO2 levels, climate data & energy consumption comparisons be-tween locations on the planet)
- Delivered in the form of open data feeds
- Network-related and “reverse engineered” atmosphere
- Artificial air, daylight and time
- « Deuxième journée » migrée, télé-présente
- Façade/Dispositif émetteur (lumière blanche, uv, humidité), atmosphérique et informationnelle
- Jour médiatisé, boréal ou austral
- Connexion météorologique entre lieux distants, climatiquement opposés
- Metabolic lighting for deterritorialized landscapes and environments
- Public lighting as a physiological device
- Open-source technology for public spaces
--------------------------------------------------------------------------------------
- I-WaDSPL program, clock and inter-faces
- Interference of functions
- Disrupted and evolutionary architecture (slow or fast)
- Retrofitted automation and lighting ac-cording to local and global dynamic data
- Architectural retrofitting
- Global space & environmental conditioning
- Spatial displacements & streaming of the Earth’s atmospheres
- Spatial devices
Connected to each of the 24-hour time zones,
-180° to +180° longitudes, -90° to +90° latitudes
--------------------------------------------------------------------------------------
- Video
For “Architecture invisible,” Centre Culturel Suisse (Paris, FR)
Curator Philippe Rahm
(in terms of evolutionary functional patterns over time)
- Robotic micro-spatialities & micro-functions
- Autonomous and behavioral space
(according to the monitoring of local users’ behaviors
or to global internet- based information)
--------------------------------------------------------------------------------------
- Multi-cameras tracking software (client/server)
- EPFL’s information campus
- Physical, digital & distributed architecture; spatial interbreeding
- Data & information spaces
- Mapping of processes in between heterogeneous dimensions
- Mediated, interfaced
- Transformation by information
- “Databased” environment
- Data mapping onto physical world
- Combined environments (physical/digital)
project
- Prospective study on variable environments
and technologies
- Collaborations and crossovers between
designers, architects, scientists
- Sub-projects: workshops, web-cameras
mirrors and lights, augmented reality
personal environment and domestic
space, robotic “micro-functions”
--------------------------------------------------------------------------------------
- Book-blog documentation of the research
process
— AI layer for automated curatorial and spatial exploration, in addition to base algorithmic software piece (scripted rules)
— Live process and outputs exhibited in the museum on the project’s servers
— Resulting temporary digital exhibition (one new exhibit every ~12 hours) displayed on iPads for walkable visits within the museum or elsewhere
- Automated scenography and curating based on a specific dataset of artworks, and the sensing of the potential exhibition environment
- AI layer for autonomous spatial and functional exploration, in addition to base algorithmic software piece and its rules of association
- Hybrid or augmented display to experience the resulting dynamic exhibition at a distance / at home
— Performative and mediated environment
— Overlapped exhibition space
— Two different mediated times within the space of exhibition
— Data “shadow” of exhibition space and activities
— Day/night rhythm defined by a relative reference (imaginary satellite)
— Day/night artifact, ~15 sunrises and sunsets per 24 hours
— Interference of real and artificial daily light rhythms in the installation space of the device
— Parts of the ongoing series of one-off artworks Satellite Daylight
- AI layer for autonomous spatial and functional exploration, in addition to base algorithmic software piece
- Live outputs in the form of 3d configurations on displays of various sizes and natures (documentary screens, projections, immersive AR/VR, etc.)
- Alternative outputs in the form of dynamic instructions (allow to use non-visual dis-plays or to control other systems)
- Customizable saves and playbacks for further uses
- Devices triggering intertwined, channeled or creolized environments
- Interferences and “Moirés” spaces
- Real-time monitoring of interferences
--------------------------------------------------------------------------------------
- List of exhibited works:
Satellite Daylight Pavilion, A.I. vs A.I., Perpetual (Tropical) Sunshine, Satellite Daylight 63°24’S, Paranoid Shelter, Deterritorialized Living, Deterritorialized Clock, Datadroppers & Studio Station, Atom-ized Functioning, I-Weather Clock, Interférences dimensionnelles.
Video documentations about Globale Surveillance, MIX-m, La_Fabrique, RealRoom(s), Electroscape 003, Responsive Atmos-pheric Patios, Cloud of Cards, Hétérochronie, Public Platform of Future Past.
- Inner exhibition wall as archive and cabinet of curiosities
- Oblique physical and thematic presence in the space
- Datadroppers, Random RasPis for Da-tadroppers and Deterritorialized Living projects as part of the scenography
--------------------------------------------------------------------------------------
- Exhibition
Curator: Sabine Himmelsbach
Works by: Christopher Baker (USA), Aram Bartholl (DE), Paolo Cirio (IT), R. Luke DuBois (USA), Ellie Harrison (GB), Marc Lee (CH), Rafael Lozano-Hemmer (MEX/CAN), Bernd Höpfengärtner (DE) & Ludwig Zeller (DE), Kristin Lucas (USA), Moniker (NL), Jennifer Lyn Morone (USA), RYBN (FR), Erica Scourti (GB)
Scenography: fabric | ch, with exhibited works from I&IC design research and fabric | ch
- Architectural device made out of code & algorithmic behaviors
- Autonomous/learning architecture
- Variable environment
--------------------------------------------------------------------------------------
- Interfaces & software for (Paranoid) Shelter
- Architectural “A.I.” as environmental mediator and information tool
- Public data & code
- “Time shifter”
- “Architectural Intelligence”
- Combination of Mediterranean landscape and arctic daylight
- Remote day during the night. Second day, tele-present through an artificial, LED-based “opening”
- Channeled atmosphere
- Architectural expedition in a fictional future
--------------------------------------------------------------------------------------
- Satellite Daylight interface and software
- Metabolic lighting for deterritorialized landscapes and environments
- Public lighting as a physiological device
- Open-source technology for public spaces
--------------------------------------------------------------------------------------
- I-WaDSPL program, clock and inter-faces
- Rythme jour/nuit défini par un référen-tiel relatif (satellite imaginaire)
- Artefact jour/nuit, ~15 levers et couch-ers de jour par 24 heures
- Interférences des rythmes lumineux journaliers réels et artificiels dans l’espace d’installation du dispositif
--------------------------------------------------------------------------------------
- Interface et logiciel Satellite Daylight. Captation des données en temps réel
(in terms of evolutionary functional patterns over time)
- Robotic micro-spatialities & micro-functions
- Autonomous and behavioral space
(according to the monitoring of local users’ behaviors or to global internet-based information)
--------------------------------------------------------------------------------------
- Multi-cameras tracking software (client/server)
(Bâtiment d’Art Contemporain, Geneva, CH)
- Intertwined exhibition space
(physical-digital & located-networked museum)
- Game-like architecture
- Black (box) to white (cube) exhibition space
- Information flow into artificial lighting
--------------------------------------------------------------------------------------
- Art installations
Curator: Simon Lamunière / Artists: Joël Flumet (CH), Yves Mettler CH),
Scanner (UK), Nedko Solakov (BG), Heimo Zobernig (AT)
- Space of perpetual day & summer
- Tropical networking
- Interferential architecture
- Heating image & screen
- IR-heated space
--------------------------------------------------------------------------------------
- Interface & software Perpetual (Tropical) SUNSHINE
- Self-interaction, in self-space
- Materialized “chat room”
(the digital augmented by the physical world)
- Prepared game consoles
- Camera & software surveillance space
- Relational digital environment
- Data, information architecture
- Open & shared profiling
- Information-based avatars
- “Web crawlers” & bot avatars
- Alternate 3D web browser and multi-user environment
(based on the previous Knowscape alternative 3D web browser)
(Museum of Modern & Contemporary Art, Geneva)
- Physical & digital museum
- Information flow into architecture and artificial lights
- Combined space
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- Installation by artist Heimo Zobernig
- Museum installed in a multiplayer, game-like environment (MMORPG, “2nd World” of Canal+ between 1997-2001)
- Prospective study and shared creations around the “Recombinant Realities” paradigm