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Hybrid Atelier liberated

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Agnieszka Pokrywka

on 7 April 2013

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Transcript of Hybrid Atelier liberated

Problem solution
ability not just to use given technology, but to reshape and accustom it to specific needs influenced by reflection on being in technological environment. "Hybrids [...] can fluidly cross the chasm between technology and the arts "
[John Maeda] claim
Digital technology from tool became a reality in which most of the societies exist. Paradigms of freedom and independency have been shifted by the ubiquity of digital technologies which instead of extending human's possibilities can harmfully limit them. hybridization
Contact of two different mentalities leads to continual hybridization, a negotiation and creation of their hybridized identities (individual level).
Dialogues across differences and – more importantly – within differences are stronger when engaged in by groups (collective level).
e.g. hybridization of various skills which lead to fluent cooperation between craft of programming skills and art of creative minds. hybrid
a person who is able to freely merge humanistic reflection, technical knowledge, and mutual awareness about art and computer programing. Especially OS programming languages and related OSS with its characteristics as creativity, cooperation, openness of processes and content can support development of mentioned hybrid and stimulate discovering of new artistic pathways. Description specific case
Contemporary artists often use commercial software packages without understanding how these programs actually work. That is why individuals should be able, not just to use given technology, but to reshape and accustom it to their own needs influenced by reflection on their being in technological environment. hybrid space / third space
[Homi K. Bhabha] The border between two domains, in this case between art and programming, is a region of hybridity that contains an unpredictable and changing combination of attributes of each of the two bordering fields. theory highly influential in many different fields of research as translation theory, multicultural education and ethics, constructivist perspectives in sociology, or development of "multicultural personality”. Extension of this concept towards artists-programmers collaboration can support
development of innovative concepts,
full engagement of the interested stakeholders in the process and outcome of the cooperation,
combinations of different people's ideas into undefined concepts,
hybridization of various skills both on the personal and collective level. The space where principles of two different fields are not used to fight against each other but to create a new platform of communication and creativity which is the same familiar for both sites. OS programming art sets of instructions public participation, process collaboration OSS brings new quality in to creative practice with its openness to the contributions of others, and new ways of organizing and making decisions together. Therefore artists adopt digital tools as well as the processes and metaphors that inspire them. This conclusion became the core concept of Hybrid Atelier and its existence as PhD research and artistic initiative which focuses on fusion between OS (programming language, model of collaboration and distribution) and art. copying, remixing M. Duchamp Sol LeWitt Joseph Beuys Man With a Movie Camera: The Global Remake Hybrid Atelier Hybrid Atelier
a research and artistic project, devoted to simultaneous practice in the field of programming by the use of OS languages and art, with special interest in creative process appearing on the junction of these two disciplines.
focuses on hybridization of various skills which lead to fluent cooperation between craft of programming skills and art of creative minds.
understands computer programming as an artistic activity where OS solutions additionally amplify inventivity and cooperation by open exchange of inspiration, skills, and knowledge. Ability of influencing and creating OS code supports aware use of served tools and creation of new ones.
interested in OSS characteristics: cooperative creativity, open access to technical description of works and its free distribution, model of cooperation and development in time. This stage is filled by series of open source based computer art workshops focussed on various groups of stakeholders differing regarding to the level of their art and programming experience. The aim is to recognize three types of personas ((a) person who have no background in art nor computing, (b) person who has artistic background but pure knowledge of programming, (c) person who is fluent in computing but not connected anyhow to art) and describe their attitude towards art and open source programming. Vanishing Point (“Castle” Cultural Center, Poznan, PL, April 2011)
http://www.flickr.com/photos/hybridatelier/sets/72157628219427207/ Smoke on the Water (KIT/NTNU, Museum of Natural History and Archaeology, Trondheim, NO, Sept 2011)
http://www.flickr.com/photos/hybridatelier/sets/72157628199684819/
https://vimeo.com/32750125 Velveteen Rabbit (Art.On.Wires, Oslo, NO, May 2012
Brmlab hackerspace/Prague, CZ May 2012)
http://www.flickr.com/photos/hybridatelier/sets/72157629949097380/ Results/
Contribution Paper
Pokrywka, A., (2011). Computer art for non-computer people. In E. Guerrero, Juan, ed. Culture and Computing. Kyoto: IEEE Computer Society Conference Publishing Services (CPS), pp. 74-79. It is a flexible pop-up lab (temporary project space), existing in a certain time and place, opened for people from all intertwingled disciplines connected with art and/or programming. Invited participants are enhanced to exchange and amplify collective knowledge in peer to peer, self-managed, generic, and progressive cooperation based on communication. While working over stereotypically separated fields, stakeholders have opportunity to create together projects based on open source programming languages. The boundary region of overlap or hybridity is a third space that contains an unpredictable and changing combination of attributes of each of the two bordering spaces. Such hybridization can happen both on collective and individual level.
The “story” of the participants’ cooperation is observed, documented, systematized, and analyzed. Collected data reflect the process of group building, knowledge exchange, creation of innovative art works, and individual experiences in the third space.
This stage can be considered as meta-art where the initial idea of the conceptual space becomes an incubator for production of more art projects. Because of the nature of open source collaboration, there is no direct assignment of work, all the participants are free to migrate between their tasks. This makes the artist-researcher’s role more facilitative and participating than directive. http://hybridatelier.tumblr.com/

Agnieszka Pokrywka

Department of Computer and Information Science - Norwegian University of Science and Technology

I-Node (Ionion Center for the Arts and Culture) of Planetary Collegium (Plymouth University) Hybrid Atelier.
The third space between
open source programming
and art practice Collection of theoretical models of programmer-artist cooperation and recommendations on hybrid practice of OS programming and art.
Characterization of methods and practices in OS programming and art that lead to hybrid experiences
Description of requirements for enhancing programming skills and creativity.
Conceptualization of the process, and understanding of different phases of computer based artistic development based on documentation of the project activties. It is a preparatory phase focussed on the literature review which explores way of working, strategies and structures of media labs, artistic residencies, and other initiatives where art and computing meet. It also shapes theoretical background of the project. This stage collects experiences from the participants of Hybrid Atelier 2.0 and reflects personal development of interviewees after leaving pop-up lab. Hybrid Atelier 3.0 is most likely a finalization of Hybrid Atelier project (decline). Moreover networking character of the previous stages can fruit by new projects’ ideas in the future (revive). “Vanishing Point” is a computer art workshop, designed both for children and adults with small or no computer user experience. The workshop concept translates a traditional technique of drawing into a digital medium with an emphasis on time-dependent creative act. The main idea is to encourage participants to draw on the special surface which functions as a drawing pad plugged into computer. Thanks to Community Core Vision (CCV), the OSS process of creating each drawing can be watched live as a projection and recorded. The aim of the workshop is to present possibilities of computer technology and advantages offered by OSS in artistic use.
“Vanishing Point” refers both to one of the techniques used during the workshop and a famous cult film from 1971. “Smoke on the Water” is an open source software based touch pad installation constructed out of the tank filled by water. The webcam located under this aquarium, thanks to Community Core Vision (CCV) tracker, detects movements of the object (e.g. small paper boat named Smoke) placed on water surface and illuminated by the projector’s stream. Control data from CCV are encoded thanks to TUIO protocol. Depending on the position of the tracking point the projection changes its colors defined by application implemented in Processing and spreads smoky lights around the dark exhibition room. “Smoke on the Water” in its name refers to this visual effect. Moreover, this interactive installation aims to provide for a public simple and organic feeling of ability of changing water’s tone just by touch.
“Smoke on the Water” was developed during workshop designed for people with developed artistic background but relatively pure knowledge in programming. The aim of this workshop was to investigate open processes of software based artworks construction to enhance understanding of how open source software can extend digital creativity. The Velveteen Rabbit or How Toys Become Real is a children’s novel from 1922, written by Margery Williams, which tells the story about a stuffed rabbit and his quest to become real through the love of his owner and about the owner who was making the stuffed rabbit alive by the power of imagination.
Inspired by this story the Velveteen Rabbit workshop encourages people already skilled in Arduino (or any other language similar to C++ and basic electronics) to reuse their childhood’s dreams and revive old toys by the use of open source programming.
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