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groworld_directions [2008-10-15 10:24] nikgroworld_directions [2013-12-18 13:23] (current) – Links to open_sauces_2008 changed to open_sauces:open_sauces_2008 alkan
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-===== groWorld design week 200708, 200710, 200805, 200807: promising directions =====+===== groWorld design week 200708, 200710, 200805, 200807, 200810, 200812: promising directions ===== 
 + 
 +Participants: Dave Griffiths, Steven Pickles, Maggie Buxton, Cocky Eek, Theun Karelse, Auriea Harvey, Michael Samyn, Adrian Hon, Maja Kuzmanovic, Nik Gaffney, Lina Kusaite, Rasa Alksnyte
  
 These directions are an agglomeration of topics that came up most often in the Reality Check session of the [[groworld_design_200708|design week]]. During later sessions (in October 2007, May & July 2008) the directions have been (re/de)focused into the following:  These directions are an agglomeration of topics that came up most often in the Reality Check session of the [[groworld_design_200708|design week]]. During later sessions (in October 2007, May & July 2008) the directions have been (re/de)focused into the following: 
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 Hybrid reality gardens, for a closer interaction between plants and humans. Connecting existing initiatives together - how do we learn from each other?; games and connections - can we take care of a physical garden?; games - cultivation, growing, meditative place, community in game design.; a science fiction story to teach life cycles, where characters are based on facts; Different axis of hybridisation - physical & digital, game & life, fact & fiction; self-assembly (from biomimicry, cellular automata); using movement of wood for small robots; plant-insect hybrids; tension - what is real and what isn't; augmentation – technological, cultural?; cultivation of humans and plants; what can we do? mapping, bundling, integrating hr gardens around the world, providing systems, kits and techniques for augmented gardening; why? coming in contact with others interested in hr gardening, building up the competence, learning things from each other; using the network to get access to technologies and people; simulated gardens facilitate connections, they can be used for speculations on HCH ideas, as fictional, more 'futuristic' extensions of the garden; playing music to plants to enhance proteins (joel sternheimer) - can we design a game melody that can be transmitted to plants from servers - 'plant radio'?; enhancing the 'gardening experience' Hybrid reality gardens, for a closer interaction between plants and humans. Connecting existing initiatives together - how do we learn from each other?; games and connections - can we take care of a physical garden?; games - cultivation, growing, meditative place, community in game design.; a science fiction story to teach life cycles, where characters are based on facts; Different axis of hybridisation - physical & digital, game & life, fact & fiction; self-assembly (from biomimicry, cellular automata); using movement of wood for small robots; plant-insect hybrids; tension - what is real and what isn't; augmentation – technological, cultural?; cultivation of humans and plants; what can we do? mapping, bundling, integrating hr gardens around the world, providing systems, kits and techniques for augmented gardening; why? coming in contact with others interested in hr gardening, building up the competence, learning things from each other; using the network to get access to technologies and people; simulated gardens facilitate connections, they can be used for speculations on HCH ideas, as fictional, more 'futuristic' extensions of the garden; playing music to plants to enhance proteins (joel sternheimer) - can we design a game melody that can be transmitted to plants from servers - 'plant radio'?; enhancing the 'gardening experience'
  
-Sensing (in-plant, in plant's environment) - in plant - moisture - activation potential, soil Ph, pickup mikes (for in-game ambience), cameras  - expensive; for growth - best with rulers and cameras, for chemicals - look at DIY chemistry (both could be a part of the ARG); plant communication - sophisticated biochemistry; calibration of sensors is a problem - what do we do with uncalibrated ones?; observation - activity & using imagination - no need for sensor-kit? see plant sensing in wageningen+Sensing (in-plant, in plant's environment) - in plant - moisture - activation potential, soil Ph, pickup mikes (for in-game ambience), cameras  - expensive; for growth - best with rulers and cameras, for chemicals - look at DIY chemistry (both could be a part of the ARG); plant communication - sophisticated biochemistry; calibration of sensors is a problem - what do we do with uncalibrated ones?; observation - activity & using imagination - no need for sensor-kit? see plant sensing in wageningen. see also; [[plant sensing]]
  
 MR elements:  additional layer of textual information for people who prefer experience to reading MR elements:  additional layer of textual information for people who prefer experience to reading
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-see:[[groworld_hybrid gardens]]+see:[[groworld hybrid gardens]]
  
  
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 Plant simulation; different models for plant growth (hormonal - elongation & contraction, division), circulatory systems (phloem & xylem) - plant metabolism; recordings of physical plant growth looks artificial (L-systems) - what do we do to make it more interesting; biomorphism & fantastic botanical morphologies; botanical.com - botanical drawings, medicinal plants, witchcraft & mythology; look at plant movement (on libarynth); different scales in simulated gardens; cliffsnotes.com - looking at different cycles of plants - cellular, hormonal, circulatory, diurnal, seasonal, generational; what do plants make choices about (see plant neurophysiology); how do we get people into the 'vegetal mind'?; growth simulation - you start underground, then viewpoint changes as you grow (camera zooms out); which plant activities can we abstract? Plant simulation; different models for plant growth (hormonal - elongation & contraction, division), circulatory systems (phloem & xylem) - plant metabolism; recordings of physical plant growth looks artificial (L-systems) - what do we do to make it more interesting; biomorphism & fantastic botanical morphologies; botanical.com - botanical drawings, medicinal plants, witchcraft & mythology; look at plant movement (on libarynth); different scales in simulated gardens; cliffsnotes.com - looking at different cycles of plants - cellular, hormonal, circulatory, diurnal, seasonal, generational; what do plants make choices about (see plant neurophysiology); how do we get people into the 'vegetal mind'?; growth simulation - you start underground, then viewpoint changes as you grow (camera zooms out); which plant activities can we abstract?
  
-Plant game; how do we engage players? are they 'authors' of the garden?; a mixture of world-building and art-worlds - gardening a particular aesthetics; where is the cybernetic regulatory system of the garden?; how do you make things appear like stuff is moving all the time?; patabotanic garden "forcing" people to get into the vegetal mind (vegetable mind is racist); role playing a plant, not gardening; how do you perceive different types of time in the garden?; playing a species, rather then a single entity. Start as a creature resource management; bees - fertilisation (autonomous characters?); non-players can look at a garden through a window, from a website (can only watch, not interact); time-lapse movie can appear at the end of each day; autonomous characters are actual gardens & plants; game-play is a continuous finding of balance; game should have elements of sacrifice; discouraging monoculture; encouraging more sustainable behaviour through game dynamics; synthetic nature - algorithmic (mahematical, generative) + ornamentation (growing gothic, or art nouveau ornaments) - new hybrids, stylisation; evolution of the garden - through hybridisation; curatorpillars - preserving style and consinstency; slow evolution through generations; cyclical nature of seasons - there is a particular time for particular things; time-based resource allocation; different geographic regions in the garden; what are different plant behaviours (tricksters, seducers); can several players play one character (plant grows lopsided if a player decides to disengage); very large trees - a group of players has to become a community) - trees provide shadow for new plants (mushrooms, epiphytes...); parasite disease for ugly plants; cycles of high & old growth; computational resources - asking players to share their servers/processor time - stronger plants can grow; the game is not about wanting, but about being - competition (through persistence and slowness) collaboration; plants in the game have 'real' origins, becoming more fictional as the game progresses; make players be like plants - not scientific visualisation; we're all veg, just don't know it; making the interface irrelevant; using different interfaces to engage in the game - email, cell-phones, wikis...; a slow game - you have to be there & persist; (internet) radio could broadcast weather reports from the garden (transmitted from the eco-system sentience); phone the garden and hear the weather (nick herbert, quantum typewriter); aggressive plants - do you have to pay to be a bramble?; distributed client game; who will be responsible for the maintenance?; which aspects can be commercialised - "grow your own player" kits, merch, voluntary payments, subscriptions by sms; moo-cards of plants (if you subscribe) - flip-books & time-lapse movies; how can we make sure that the garden is sustainable (not dependent on us only)? - open src, community IRL & in-game; servers (back-end of eco-system has to be open for new clients), easily replicable; long term; inter-gardens communication protocol (things grow on different servers); each client is an incubator; how do you experience the world as a plant? - visual interface - stylised interpretation of plant perception; when playing a plant, you only experience one small part of the garden. when the wind blows, there are more pheromones in the air, some parts of the environment become clearer - 'first plant shooter'?; what is the viewpoint?: how do we encourage emphatic connection with multiple plants; a generative database that can be visualised through different games - a window into the garden through "guest visualisers" - you can be in the garden, but can't BE the garden; at night, in the game, consciousness descends underground - a different game is played; special moments at dawn and dusk; cycles of colours of flowers depending on the season; what kinds of games can you play online - passive multiplayer online games?; looking at the world from another species p.o.v. (cure for disease of human self-importance); do players need a potplant? - you either have to be a very good in lying, or (easier) get a potplant (see myfolia) - but we should make it not too easy to cheat; only humans start as seeds?; non committed players turn into compost; time and space in the game: fast processes - microscopic, the pata-aspects - only temporary effects - assimetric, shimmering, fantastic / slow processes - macroscopic, resource management, slow game based on plant decisions & neurophysiology --> does this mean designing two games?; people should be forced to collaborate; stationary adventure - travel by moving earth; having a feeling that the system itself is alive; how do you choose to be a plant? perhaps all plants start the same, new player comes in, attraction to regions where they're needed; playing a species - 5 types of seeds (based on guild functions), that grow into a variety of plants - depending on place, decisions, interactions; environment of the garden - complex - different types of soil & microclimates; no centre, two centres, infinite centres; plants create soil by activity (that's how the garden grows); magic the gardening - change the rules & make simple interactions quickly - prototying without a computer; what actually happens? - inputs & outputs - how do you keep 1 plant alive; history of neglect affect the shape of a plant; there should be no end; plants that are not managed die off - first sustained, but different weather conditions kill it over time; inhabited / non inhabited plants; what happens when you go on holiday? - autopilot that is slowly heading for the ground, the plant doesn't grow, but sustain itself - gaia processes take over; how does a plant die? what happens to non-player plants?; logic and rules based on guild functions & layers; +Plant game; how do we engage players? are they 'authors' of the garden?; a mixture of world-building and art-worlds - gardening a particular aesthetics; where is the cybernetic regulatory system of the garden?; how do you make things appear like stuff is moving all the time?; patabotanic garden "forcing" people to get into the vegetal mind (vegetable mind is specieist); role playing a plant, not gardening; how do you perceive different types of time in the garden?; playing a species, rather then a single entity. Start as a creature -> resource management; bees - fertilisation (autonomous characters?); non-players can look at a garden through a window, e.g. from a website (can only watch, not interact); time-lapse movie could appear at the end of each day; autonomous characters are actual gardens & plants; game-play is a continuous finding of balance; game should have elements of sacrifice; discouraging monoculture; encouraging more sustainable behaviour through game dynamics; synthetic nature - algorithmic (mathematical, generative) + ornamentation (growing gothic, or art nouveau ornaments) - new hybrids, stylisation; evolution of the garden - through hybridisation; curatorpillars - preserving style and consistency; slow evolution through generations; cyclical nature of seasons - there is a particular time for particular things; time-based resource allocation; different geographic regions in the garden; what are different plant behaviours(tricksters, seducers,...); can several players play one character (plant grows lopsided if a player decides to disengage); very large trees - a group of players has to become a community) - trees provide shadow for new plants (mushrooms, epiphytes...); parasites or disease for 'uglyplants; cycles of high & old growth; computational resources - asking players to share their servers/processor time - stronger plants can grow; the game is not about wanting, but about being - competition (through persistence and slowness) collaboration; plants in the game have 'real' origins, becoming more fictional as the game progresses; make players be like plants - not scientific visualisation; we're all vegetal, just don't know it; making the interface irrelevant; using different interfaces to engage in the game - email, cell-phones, wikis...; a slow game - you have to be there & persist; (internet) radio could broadcast weather reports from the garden (transmitted from a sentient eco-system); phone the garden and hear the weather (nick herbert, quantum typewriter); aggressive plants - do you have to pay to be a bramble?; distributed client game; who will be responsible for the maintenance?; which aspects can be commercialised - "grow your own player" kits, merch., voluntary payments, subscriptions by sms; moo-cards of plants (if you subscribe) - flip-books & time-lapse movies; how can we make sure that the garden is sustainable (not dependent on us only)? - opensource, community IRL & in-game; servers (back-end of eco-system has to be open for new clients), easily replicable; long term; inter-gardens communication protocol (things growing on different servers); each client as an incubator; how do you experience the world as a plant? - visual interface - stylised interpretation of plant perception; when playing a plant, you only experience one small part of the garden. when the wind blows, there are more pheromones in the air, some parts of the environment become clearer - 'first plant shooter'?; what is the viewpoint?: how do we encourage emphatic connection with multiple plants; a generative database that can be visualised through different games - a window into the garden through "guest visualisers" - you can be in the garden, but can't BE the garden; at night, in the game, consciousness descends underground - a different game is played; special moments at dawn and dusk; cycles of colours of flowers depending on the season; what kinds of games can you play online - passive multiplayer online games?; looking at the world from another species p.o.v. (cure for disease of human self-importance); do players need a potplant? - you either have to be a very good in lying, or (easier) get a potplant (see myfolia) - but we should make it not too easy to cheat; only humans start as seeds?; non committed players turn into compost; time and space in the game: fast processes - microscopic, the pata-aspects - only temporary effects - asymetric, shimmering, fantastic / slow processes - macroscopic, resource management, slow game based on plant decisions & neurophysiology --> does this mean designing two (or more) sub-games?; people should be forced to collaborate; stationary adventure - travel by moving earth; having a feeling that the system itself is alive; how do you choose to be a plant? perhaps all plants start the same, new player comes in, attraction to regions where they're needed; playing a species - 5 types of seeds (based on guild functions), that grow into a variety of plants - depending on place, decisions, interactions; environment of the garden - complex - different types of soil & microclimates; no centre, two centres, infinite centres; plants create soil by activity (that's how the garden grows); magic the gardening - change the rules & make simple interactions quickly - prototyping without a computer; what actually happens? - inputs & outputs - how do you keep 1 plant alive; history of neglect affect the shape of a plant; there should be no end; plants that are not managed die off - first sustained, but different weather conditions kill it over time; inhabited / non inhabited plants; what happens when you go on holiday? - autopilot that is slowly heading for the ground, the plant doesn't grow, but sustain itself - gaia processes take over; how does a plant die? what happens to non-player plants?; logic and rules based on guild functions & layers; 
  
 Prototyping - simple rules, see if the interaction & experience design work; to prototype for the game: logic, visuals of how things would grow Prototyping - simple rules, see if the interaction & experience design work; to prototype for the game: logic, visuals of how things would grow
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 ==== Workshops ==== ==== Workshops ====
  
-See [[luminous]] [[media_ecologies]])+See [[/luminous/start|luminous green]][[media_ecologies_workshop]]
  
 Purpose of workshops - to raise awareness, to (un)make things (watch out with usage of materials - how does found material influence shape?) Purpose of workshops - to raise awareness, to (un)make things (watch out with usage of materials - how does found material influence shape?)
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 ==== Food events ==== ==== Food events ====
  
-See [[open sauces]]+See [[open_sauces:open_sauces_2008]]
  
-Food events - to glue community together. Test & study dinners. Markers & milestones - tryouts & rehearsals. +Food events - to glue community together. Test & study dinners. Markers & milestones - try outs & rehearsals. 
  
 ==== De-installation art ==== ==== De-installation art ====
  
-De-installations - working together with artists to design & de-install (take apart into re-usable components) their artwork. A service for trade-fairs, museums, festivals. Make a manifesto for de-installation & self-disasembly (talk to Etoy about this). LIREC - looking at robot disassembly. Unmaking things - where there is excess of consumption - reduce it! De-installation of design festival in Singapore - (Utter rubbish - post-consumer waste) Leave no trace aesthetics. Against gadgetisation of culture. How do we communicate this as a part of our work? Doing a series of de-installations - redistributions, recycling, re-tailoringabsorption (collaborative project). Creation by destruction. Moving from objects to experience, products to services. Edible arts. What is a software equivalent of de-featuring devices?+De-installations - working together with artists to design & de-install (take apart into re-usable components) their artwork. A service for trade-fairs, museums, festivals. Make a manifesto for de-installation & self-dissasembly (talk to Etoy about this). LIREC - looking at robot disassembly. Unmaking things - where there is excess of consumption - reduce it! De-installation of design festival in Singapore - (Utter rubbish - post-consumer waste) Leave no trace aesthetics. Against gadgetisation of culture. How do we communicate this as a part of our work? Doing a series of de-installations - redistributions, recycling, re-tailoring absorption (collaborative project). Creation by destruction. Moving from objects to experience, products to services. Edible arts. What is a software equivalent of de-featuring devices?
  
 ==== NNNI - Nothing Can Surprise Us, Future Prehearsals ==== ==== NNNI - Nothing Can Surprise Us, Future Prehearsals ====
  
- focusing on possible inventions (when future happens) - e.g. camping on water (lifeboat camping) - focus in inspiring things that can grow out of disasters, rather than disasters themselves; prehearsals for future societies; future rituals (wine festivals, seasonal festivals) - plant-based celebrations - what are the new plant rituals - combination of organic and futuristic+[[NNNI]] -  focusing on possible inventions (when future happens) - e.g. camping on water (lifeboat camping) - focus in inspiring things that can grow out of disasters, rather than disasters themselves; prehearsals for future societies; future rituals (wine festivals, seasonal festivals) - plant-based celebrations - what are the new plant rituals - combination of organic and futuristic
  
  
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   * do a situational map of the field and the forces acting on it + forecast most promising avenues   * do a situational map of the field and the forces acting on it + forecast most promising avenues
  
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 +[[project groworld]]
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