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groworld_vegetal_culture [2013-01-24 23:39] – [From plants to stories: patabotany] majagroworld_vegetal_culture [2013-01-25 01:59] – [From human to vegetal scale: plant games] nik
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 ==== From planetary to human scale: responsive environments ==== ==== From planetary to human scale: responsive environments ====
  
-groWorld sprouted from conversations between artists, engineers and activists at the Burning Man Festival in Nevada in 1999. In the heat of the scorched desert, under the shade of the looming millennium, our futures seemed riddled with insurmountable dilemmas. What should we carry over into the next century? Would we still be the guardians of our own skin, or would we fall under a portfolio of patents, together with rice and ancient medicinal plants? Will humans be around for the next ten thousand years? If we are, will we walk through fertile jungles, majestic forests and buzzing meadows, or will we live underground - below sterile deserts and toxic swamps? Could we escape to outer space? Will we reach the stars? All of these questions were about events on a planetary scale that spanned glacial time, that made us wonder how could any of our individual contributions make a difference? Who isn’t tired of being chastised for not doing enough for the environment, or apathetic when one doesn’t perceive any desired effects in one’s own lifetime? We were thirsty for a sense that our presence in the world matters and that the effects of our actions can be shared with others, as proposed in the theory of consilience (Wilson 1998) and the practice of urban gardening (Wilson 1999).+groWorld sprouted from conversations between artists, engineers and activists at the Burning Man Festival in Nevada in 1999. In the heat of the scorched desert, under the shade of the looming millennium, our futures seemed riddled with insurmountable dilemmas. What should we carry over into the next century? Would we still be the guardians of our own skin, or would we fall under a portfolio of patents, together with rice and ancient medicinal plants? Will humans still be around in next ten thousand years? Will we walk through fertile jungles, majestic forests and buzzing meadows, or will we live underground - below sterile deserts and toxic swamps? Could we escape to outer space? Will we reach the stars? All of these questions were about events on a planetary scale that spanned glacial time, that made us wonder how could any of our individual contributions make a difference? Who isn’t tired of being chastised for not doing enough for the environment, or apathetic when one doesn’t perceive any desired effects in one’s own lifetime? We were thirsty for a sense that our presence in the world matters and that the effects of our actions could be shared with others, as proposed in the theory of consilience (Wilson 1998) and the practice of urban gardening (Wilson 1999).
  
 It was time for us to bring conversations down to the human scale and offer participants a direct experience of the effects we can have on our immediate surroundings (in real time and in a circumscribed space). FoAM designed a forest of phantasmagoric robo-botanical trees that surrounded a responsive domed shelter – the “growth bunker.” In the warmth of the bunker, visitors were immersed in electro-luminescent light and generative sound, an environment designed to respond to people’s voices and movement. Within this space, the environmental effects of their conscious and unconscious actions became instantly apparent. As in Wim Wenders’ movie Until the End of the World, people became intoxicated by the experience of their actions rippling through the growth and decay of biomorphic light and soundscapes. The interplay between people’s actions and environmental responses encouraged deceleration and engagement. The expected instant gratification of digital entertainment was substituted with meditative explorations of ambient changes. It was time for us to bring conversations down to the human scale and offer participants a direct experience of the effects we can have on our immediate surroundings (in real time and in a circumscribed space). FoAM designed a forest of phantasmagoric robo-botanical trees that surrounded a responsive domed shelter – the “growth bunker.” In the warmth of the bunker, visitors were immersed in electro-luminescent light and generative sound, an environment designed to respond to people’s voices and movement. Within this space, the environmental effects of their conscious and unconscious actions became instantly apparent. As in Wim Wenders’ movie Until the End of the World, people became intoxicated by the experience of their actions rippling through the growth and decay of biomorphic light and soundscapes. The interplay between people’s actions and environmental responses encouraged deceleration and engagement. The expected instant gratification of digital entertainment was substituted with meditative explorations of ambient changes.
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 ==== From human to vegetal scale: plant games ==== ==== From human to vegetal scale: plant games ====
  
-After seeing the effects of "human scale interaction", groWorld collaborators were encouraged to deepen their investigations into human-computer-plant interactions (HCPI). HCPI allows people to perceive the environmental effects of their actions in real-time, using their naked senses rather than waiting for decades when it is often too late do do something about it. After a winding path through gardens and forests, the investigation led to experiments with computer games. Games in which humans could play a plant. The challenge here was to move away from instrumentalising plants to empathising with them – experiencing the sensations of “being” a plant, rather than “doing” things to plants, as gardeners or designers. As there are no definitive translation mechanisms (yet) to ask a tree or a herb what being a plant really means, the game designers relied on their own observations and imagination. Being a plant meant reaching a state of mind where stillness, slowness and beauty provided energy and incentive to playfully explore, give up control, grow and decay, create and destroy, perhaps even experience viriditas through human fingertips. Games could become a way for humans to exercise their forgotten vegetal reflexes and experience the delight of patience, growth, diffusion, ambient perception, chemical communication, and a continuous quest for light and moisture.+After seeing the effects of human scale interaction in responsive environments, groWorld collaborators broadened their investigations into human-computer-plant interactions (HCPI). HCPI allows people to perceive the environmental effects of their actions in human time scales, using their naked senses rather than having to wait years or decades when it may be too late to respond. After a winding path through gardens and forests, the investigation led to experiments with computer games. Games in which humans could play a plant. The challenge here was to move away from instrumentalising plants to empathising with them – experiencing the sensations of “being” a plant, rather than “doing” things to plants, as gardeners or designers. As there are no definitive translation mechanisms (yet) to ask a tree or a herb what being a plant really means, the game designers relied on their own observations and imagination. Being a plant meant reaching a state of mind where stillness, slowness and beauty provided energy and incentive to playfully explore, give up control, grow and decay, create and destroy, perhaps even experience viriditas through human fingertips. Games could become a way for humans to exercise their forgotten vegetal reflexes and experience the delight of patience, growth, diffusion, ambient perception, chemical communication, and a continuous quest for light and moisture.
  
-Making the inward-oriented plant life compelling in the context of computer games is challenging. FoAM collaborated with game designers Tale of Tales to explore what it means to play a plant on a computer screen. To investigate whether there could be consilience between game design, botany and permaculture, the team prototyped a series of mini-games. One approach involved connecting physical plants to sensors so that information about their physical environment would influence the “weather” in a digital garden. In another prototype, plant collaboration (as understood in permaculture) was used as a starting point for developing game mechanics.+Making the inward-oriented beauty of plant life compelling in the context of computer games is challenging. FoAM collaborated with game designers Tale of Tales to explore what it means to play a plant on a computer screen. To investigate whether there could be consilience between game design, botany and permaculture, the team prototyped a series of mini-games. One approach involved connecting physical plants to sensors so that information about their physical environment would influence the “weather” in a digital garden. In another prototype, plant collaboration (as understood in permaculture) was used as a starting point for developing game mechanics.
  
-Having experimented with the “first-plant perspective” in a range of prototypes, attention shifted back to “playing with plants,” this time in the collaborative spaces of online social networks. Germination X is groWorld'attempt to introduce plants as guides in creating self-sustaining digital gardens, as a response to the industrial farming game Farmville. FoAM designed a prototype in which players are guided by autonomous “plant spirits” to design virtual permaculture guilds, where diverse plants work together to grow and propagate. Building on Germination X, FoAM created Zizima hybrid between a mobile app and an online game, exploring the interaction between urban foraging and symbiotic relationships between plants and fungi.+Having experimented with the “first-plant perspective” in a collection of prototypes, attention shifted back to “playing with plants,” this time in the collaborative spaces of online social networks. Germination X is an attempt to introduce plants as guides in creating self-sustaining digital gardens, as a response to the industrial farming game Farmville. FoAM designed a prototype in which players are guided by autonomous “plant spirits” to grow virtual permaculture guilds, where diverse plants work together to grow and propagate. Zizim started to grow out of Germination X, by reconnecting it to the physical city. Zizim (compass in Hildegard's Lingua Ignota) emerged as a hybrid between a mobile app and an online game, exploring the interaction between urban foraging and the symbiotic relationships between plants and fungi.
  
-All of the groWorld mini-games play with human interpretations of plant sentience. Until we are able to convince a plant to design a game about its own life, the number of possible viewpoints, backstories and gameplay is limited only by our imagination.+All of the groWorld prototype games play with human interpretations of plant sentience. Until we are able to convince a plant to help design a game about its own life, the number of possible viewpoints, backstories and gameplay is limited to our imagination.
  
 “I effuse my flesh in eddies “I effuse my flesh in eddies
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   * Wright, J. A “Blessing.” Retrieved on 10 November 2007 from http://www.poemhunter.com/poem/a-blessing/   * Wright, J. A “Blessing.” Retrieved on 10 November 2007 from http://www.poemhunter.com/poem/a-blessing/
  
-=== groWorld'allies ===+=== groWorld'kindred people and places ===
  
   * Borrowed Scenery: http://borrowed-scenery.net   * Borrowed Scenery: http://borrowed-scenery.net
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