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Project Persons Year Tags
(Re)connect Kate Hartman video, new media, artist
Kate Hartman is a video and new media artist who lives in New York City. She received a degree in Film and Electronic Arts from Bard College and is currently pursuing her Masters at New York Universityís Interactive Telecommunications Program. This blog chronicles her current class work at ITP. For additional information on her projects, please visit www.katehartman.com.
Aeolab Elise Co, Nikita Pashenkov (Aeolab) laboratory, design, technology, experience, hardware, software
Aeolab is a design & technology firm founded by Elise Co and Nikita Pashenkov. We specialize in projects that cross boundaries: from online to in-person, physical to digital, often spanning multiple technologies and always within the context of creating a compelling experience. Our areas of expertise include interactive software & hardware, environmental installations, responsive lighting systems, and electronic device prototyping.
Arduino (SmartProjects, SparkFun Electronics, Gravitech) open-source electronics prototyping platform, flexible, easy to use, hardware, software, interactive objects, environments, built by hand, controlling lights and motors, diy
Arduino is an open-source electronics prototyping platform based on flexible, easy-to-use hardware and software. It's intended for artists, designers, hobbyists, and anyone interested in creating interactive objects or environments. Arduino can sense the environment by receiving input from a variety of sensors and can affect its surroundings by controlling lights, motors, and other actuators.
Auger Loizeau James Auger, Jimmy Loizeau (Auger Loizeau) project, critical, body
James Auger and Jimmy Loizeau have been collaborating on projects since the concept of the Audio Tooth Implant was first conceived in October 2000. Industrial Design heretofore has mostly been concerned with the process of bringing products to market, making them desirable and therefore saleable. With a slight sideways step: removing the commercial aspect from the requirements of the object, it can adopt a whole different agenda, questioning the process that gives birth to it rather than blindly conforming to it. In this way design can comment on consumer culture, the role of products and the ubiquity and function of technology. It becomes a tool for questioning rather than problem solving. Through the development and dissemination of speculative and critical products and services we hope to instigate a broader analysis of what it means to exist in a technology rich environment both today and in the near future.
By-Wire.Net Marina Toeters designer, innovative fashion, research, collaboration projects, freelance intermediary, fashion companies, creates concepts, presentations, brainstorm sessions, garments, new applications
by-wire.net loves to expand innovative fashion by sharing knowledge. It will continue researching and collaboration projects. As freelance intermediary Marina Toeters works for fashion and technical companies; creates concepts, presentations, brainstorm sessions and garments for example for technical companies which are looking for new application for their materials or advises designers interested in process innovation.
Christopher Pearson Studio Christopher Pearson (Christopher Pearson Studio) design, studio, animation
Christopher Pearson Studio is a cross discipline design studio. Working on commercial projects in Art & Design. Specialties include Pattern, Animation and unique conceptual projects
CRAFT (O'Reilly Media, Inc.) 2005 social, people, tools, community, materials, magazine, crafts, diy, informationm entertain, research, art, new techniques, crafting projects
CRAFT is dedicated to the renaissance that's occurring within the world of crafts. Celebrating the DIY spirit, CRAFT's goal is to unite, inspire, inform, and entertain a growing community of highly imaginative and resourceful people who are transforming traditional art and crafts with unconventional, unexpected, and even renegade techniques, materials, and tools; people who undertake amazing crafting projects in their homes and communities.
Extreme Textiles Matilda McQuaid 2005 industry, science, textiles, smart materials, concept, projects, design, book, fashion design, catwalk
Extreme Textiles highlights successful collaborations between design, industry, and science. Large, full-color illustrations and essays by some of today's most influential designers and scientists trace the extraordinary developments made in textiles over the last twenty years and suggest what is to come.
Fashion Institute Arnhem (ArtEZ) fashion master, Fashion Curation, Fashion Journalism, Futurising, Branded Design, Shoe Design, Fashion Design, future fashion, projects, students
The course is meant for fashion designers who wish to refine their personal signature and develop their skills as independent designers. During the year students work under conditions that simulate the reality of an independent fashion designer. Professionals from the work field will provide individual coaching.
FASHION-able. hacktivism and engaged fashion design Otto von Busch (School of Design and Crafts (HDK) Faculty of Fine, Applied and Performing Arts University of Gothenburg) 2008 open source fashion, hacktivism, reverse engineering, book
Thesis: This thesis consists of a series of extensive projects which aim to explore a new designer role for fashion. It is a role that experiments with how fashion can be reverse engineered, hacked, tuned and shared among many participants as a form of social activism. This social design practice can be called the hacktivism of fashion. It is an engaged and collective process of enablement, creative resistance and DIY practice, where a community share methods and experiences on how to expand action spaces and develop new forms of craftsmanship. In this practice, the designer engages participants to reform fashion from a phenomenon of dictations and anxiety to a collective experience of empowerment, in other words, to make them become fashion-able. As its point of departure, the research takes the practice of hands-on exploration in the DIY upcycling of clothes through “open source” fashion “cookbooks”. By means of hands-on processes, the projects endeavour to create a complementary understanding of the modes of production within the field of fashion design. The artistic research projects have ranged from DIY-kits released at an international fashion week, fashion experiments in galleries, collaborative “hacking” at a shoe factory, engaged design at a rehabilitation centre as well as combined efforts with established fashion brands. Using parallels from hacking, heresy, fan fiction, small change and professional-amateurs, the thesis builds a non-linear framework by which the reader can draw diagonal interpretations through the artistic research projects presented. By means of this alternative reading new understandings may emerge that can expand the action spaces available for fashion design. This approach is not about subverting fashion as much as hacking and tuning it, and making its sub-routines run in new ways, or in other words, bending the current while still keeping the power on.
Fashionable Technology Sabine Seymour 2008 Hussein Chalayan, New York University, XS Labs, MIT Media Lab, Burton, Philips, companies and artists, research institutes, clothing, fabrics, fashion design, wearables, electronic textile, book, Cute Circuit, fashionable technology, projects, conceps, schools, prototypes
Over 50 well-known designers, research institutes, companies and artists, among them Philips, Burton, MIT Media Lab, XS Labs, New York University, Hussein Chalayan, Cute Circuit or International Fashion Machines are introduced by means of their latest, often still unpublished, project, and a survey of their work to date. Given for the first time is a list of all the relevant information on research institutes, materials, publications etc. A must for all those wishing to know everything about fashionable technology.
Fashioning Technology Syuzi Pakhchyan 2008 collaborations, research, projects, fashion world, news, arduino, wearable technology, diy, workshop, book, blog, events, conference, free, crafts, trends
Syuzi Pakhchyan is an User Experience Designer, robotics instructor, writer, blogger and a seasoned tinkerer working and residing in Los Angeles, CA. Her work explores the intersection of culture and technology through the research, investigation and design of technological systems and interactions for a range of cultural contexts.
Fraunhofer Christian Dils (Fraunhofer) research, institute, plastic electronics
The Fraunhofer-Gesellschaft carries out research in hundreds of technology fields and makes the results available as patents, licenses, further training opportunities, and particularly in the form of research projects commissioned by industry. Innovation is dynamic and topics and research areas continue to adapt to market requirements and technologies.
Getting Started with Arduino Massimo Banzi 2008 open-source electronichs, diy, arduino, ebook, book, examples
This valuable little book offers a thorough introduction to the open-source electronics prototyping platform that's taking the design and hobbyist world by storm. Getting Started with Arduino gives you lots of ideas for projects and helps you get going on them right away. To use the introductory examples in this book, all you need is a USB Arduino, USB A-B cable, and an LED. This 128-page book is a greatly expanded follow-up to the author's original short PDF that's available on the Arduino website.
How To Get What You Want Mika Satomi and Hannah Perner-Wilson (Kobakant) 2007 DIY, fabric, LED, workshop, wearable technology, sensor, social
The site documents the range of wearable technology and soft circuit solutions that we have developed for our own practice since 2007. Many interesting techniques and possibilities never make it into a finished project. The site also contains collections of material and tool resources and example projects that explain the integration of individual solutions for smaller projects, aimed at showcasing what is possible and how it is possible.
Hussein Chalayan Monography Caroline Evans, Suzy Menkes, Bradley Quinn 2005 book, hussein chalayan, haute couture, fashion designer, catwalk, artist
This book will be the first in-depth monograph on his work, celebrating Chalayan's tenth anniversary in fashion. It does not simply document the highlights from ten years of fashion design, but also includes his installations and video projects. Besides an essay on Chalayan's work by leading fashion critic Caroline Evans (author of Fashion at the Edge), other authors, including Suzy Menkes (fashion editor for the International Herald Tribune) and Bradley Quinn (author of Techno Fashion), shed light on his work from various angles and disciplines.
ISEA Dr. Andreas Broeckmann (ISEA 2010) 2010 event, symposium, conference, electronic, art
The International Symposium on Electronic Art is one of the most important festivals for digital and electronic art. Being one of the projects of RUHR.2010 European Capital of Culture, the symposium will be held in Germany for the first time this year! At several venues in the cities of Dortmund, Essen and Duisburg, the festival presents current works and debates in Media Art worldwide. To that end, international artists and scholars will meet in the Ruhr metropolitan area. More than one hundred speakers will present recent developments in contemporary art and digital culture and exchange ideas with local creatives. From 20 to 22 August 2010 at PACT Zollverein in Essen - from 23 to 27 August 2010 in Dortmund - from 28 to 29 August 2010 in Duisburg
Kathy Schicker Kathy Schicker new technologies, new materials, sustainability, collaborative projects, textile design, visual artist, multidiscipline arts projects
I am a visual artist who specialises in textile design and collaborative projects. I have recently completed an MA in Design for Textile Futures at Central St Martins College, which focused on issues including; sustainability, new materials, new technologies and the delivery of multidiscipline arts projects.
Kerry Bodine Kerry Bodine hardware control, physical realm, prototyping with electronics, project management, usability testing, interaction design, user centered research, student, designer, physical interaction design, tangible media, arts disciplines
My professional experience includes user-centered research, interaction design, usability testing, project management, consulting and teaching. I've published research on instant messaging with kinetic typography and on the comfort of wearable artifacts. I'm always looking for interesting collaborative design projects, especially in the area of wearable technology.
LoVid Tali Hinkis, Kyle Lapidus patchworks, digital prints, sculptures, live video installations, artist, interdisciplinary, media projects, performances, video recordings
LoVid is an interdisciplinary artist duo composed of Tali Hinkis and Kyle Lapidus. Our work includes live video installations, sculptures, digital prints, patchworks, media projects, performances, and video recordings. We combine many opposing elements in our work, contrasting hard electronics with soft patchworks, analog and digital, or handmade and machine produced objects. This multidirectional approach is also reflected in the content of our work: romantic and aggressive, wireless and wire-full. We are interested in the ways in which the human body and mind observe, process, and respond to both natural and technological environments, and in the preservation of data, signals, and memory.
MAKE (O'Reilly Media, Inc.) 2005 magazine, book, community, craft, DIY
MAKE Magazine brings the do-it-yourself mindset to all the technology in your life. MAKE is loaded with exciting projects that help you make the most of your technology at home and away from home. We celebrate your right to tweak, hack, and bend any technology to your own will.
Making is Connecting David Gauntlett DIY, media, book, textile
In Making is Connecting, David Gauntlett argues that through making things, people engage with the world and create connections with each other. Both online and offline, we see that people want to make their mark on the world, and to make connections. During the previous century, the production of culture became dominated by professional elite producers. But today, a vast array of people are making and sharing their own ideas, videos, and other creative material online, as well as engaging in real-world crafts, art projects, and hands-on experiences. Gauntlett argues that we are seeing a shift from a 'sit-back-and-be-told culture' to a 'making-and-doing culture'. People are rejecting traditional teaching and television, and making their own learning and entertainment instead. Drawing on evidence from psychology, politics, philosophy, and economics, he shows how this shift is necessary and essential for the happiness and survival of modern societies.
Making Things (Making Things) 1998 online store, Design/architecture and implementation of desktop, diy, embedded system, Analog and digital circuit design, web applications, Art & Technology, schematic capture, parts sourcing & design for manufacture, PCB layout, mesh networking, Sensor, sensor networks, relay, motor, interface and integration., Physics and Electrical Engineering, Architecture, Product & Industrial Design, Music Technology, Interaction Design & Rapid Prototyping, Wireless device development
in 1998 by a talented design & engineering duo, and surrounded by an experienced team of developers and project managers, MakingThings specializes in the rapid prototyping and development of digital devices, exhibits and environments. We're particularly adept at building, and helping others to build, complex projects that combine software with electronics and that integrate a wide variety input and output devices (such as sensors, motors, and more).
Making Things Talk Tom Igoe 2007 electronic components, diy, ebook, book
Through a series of simple projects, this book teaches you how to get your creations to communicate with one another by forming networks of smart devices that carry on conversations with you and your environment. Whether you need to plug some sensors in your home to the Internet or create a device that can interact wirelessly with other creations, Making Things Talk explains exactly what you need.
material sense Simone de Waart ongoing new materials, innovation, projects, artists, database
Material Sense is a dynamic organisation linking designers, researchers and cutting-edge companies in an active network. By sharing expertise and collaborating in the exploration of the properties of materials, new products and new ways of utilizing materials are created. Material Sense lobbies for a materials-oriented design and development of products.
Media Lab Europe Stefan Agamanolis (Media Lab Europe Human Connectedness research group ) 2005 research, report, website, closed
This web site is a complete document of the work of the Human Connectedness research group during its 3 1/2 year existence at Media Lab Europe (September 2001 - January 2005). Media Lab Europe is now closed, but the vision of the group is still alive. Many former members are continuing their projects independently, and many of the our prototypes are still available for exhibition.
Mediamatic (Mediamatic) screenings in public space, lectures, new technologies, cultural developments, crew, atelier, magazine, events, salons, people, news, workshops, presentations, exhibitions, community, software, art projects, mediamatic lab, social software applications, internships, blog
We are interested in the cultural developments that go hand in hand with new technologies and in new technologies that cause cultural development. We organize exhibitions, salons, lectures, workshops, screenings in public space and develop software and art projects, and we used to publish the magazine Mediamatic Off-Line.
MIT-Media Lab (MIT-Media Lab) 1985 researcher group, atelier, scientists, artists, engineers, lab designers, human capabilities, transform, everyday life, emerging technologies, research, MIT, doing, developing technologies, social, design, interaction, new possibilities
The MIT Media Lab applies an unorthodox research approach to envision the impact of emerging technologies on everyday lifeótechnologies that promise to fundamentally transform our most basic notions of human capabilities. Unconstrained by traditional disciplines, Lab designers, engineers, artists, and scientists work atelier-style in close to 30 research groups conducting more than 400 projects that range from neuroengineering, to how children learn, to developing the city car of the future. Lab researchers foster a unique culture of learning by doing, developing technologies that empower people of all ages, from all walks of life, in all societies, to design and invent new possibilities for themselves and their communities.
Moondial-Fashionable Technology Sabine Seymour 1998 technology, prototypes, intelligent clothing, research, workshop, branding, wireless technologies in clothing, fashion design, networking, wearable products
In 1998 Sabine found Moondial Inc in New York, which resulted from her research and role as an educator, and her previous engagements with Razorfish, R/GA, and Hewlett-Packard. Projects focus on fashion, design, branding, and technology. They include prototypes for intelligent clothing, concepts and creative direction for online or networked environments, strategies for the integration of wireless technologies in clothing and equipment, go-to-market strategies for wearable products, and trend scouting. Since 2005 Moondial is based in Vienna with an office in New York
Piet Zwart Instituut Florian Cramer (Hogeschool Rotterdam) moving image billboards displays, database film technologies, DVDs, cross-media narratives combining feature film and game projects, mobile-phone movies, gallery installations, Streaming media, digital work, wdka, design, craft, digital media, academy, master, site-specific projection projects, students, critical research, development new technical approaches, sustained project work
This Masters programme will be a stimulating and supportive context for your development as an innovative creator of distinctive moving and still images. The courseís mixture of critical research, development of new technical approaches, and sustained project work is designed to give you the opportunity to develop the original portfolio of work you will need to succeed in todayís highly competitive media environments.