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project_groworld_kabk [2012-02-28 15:45] – cocky | project_groworld_kabk [2012-03-05 12:02] – 194.171.57.1 | ||
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***Samantha**: | ***Samantha**: | ||
***Loes**: | ***Loes**: | ||
- | *** Katarina**: | + | *** Katarina**: |
* **flickr** foto set Groworld ArtScience: http:// | * **flickr** foto set Groworld ArtScience: http:// | ||
- | ---- | ||
- | **Recommended keynote lecture**: \\ | + | ---- |
- | Isabelle Stengers: **Cosmopolitics | + | |
- | --**Monday march 5, 2012, 7:30PM, streamed online** at http:// | + | |
- | Stengers’ keynote address will examine sciences and the consequences of what has been called progress. Is it possible to reclaim modern practices, to have them actively taking into account what they felt entitled to ignore in the name of progress? Or else, can they learn to “think with” instead of define and judge?\\ | + | |
- | http:// | + | |
+ | \\ | ||
- | == Guests == | + | __**Recommended keynote lecture ||||| monday march 5: **__ \\ |
+ | Isabelle Stengers: **Cosmopolitics - Learning to Think with Sciences, Peoples and Natures** \\ | ||
+ | 7:30PM streamed online at http:// | ||
+ | more see: http:// | ||
- | -06 02 2012: Claud Biemans on Plant Communication\\ | + | __ |
- | -09 02 2012: Theun Karelse on Augmented Ecology\\ | + | ** Guests Speakers **:__\\ |
- | -16 02 2012: Nik Gaffney and Joost Rekveld; feedback \\ | + | -06 02 2012: **Claud Biemans** on Plant Communication\\ |
- | -20 02 2012: Auriea and Michaël from Tale of Tales\\ | + | -09 02 2012: **Theun Karelse** on Augmented Ecology\\ |
- | -23 02 2012: Paola Orlic: patabotanical tarot cards\\ | + | -16 02 2012: **Nik Gaffney** and < |
- | -12 03 2012: Duncan Speakman (BE) on subtlemobs and Matt Wietseka (UK) from -Six to Start- on augmented realitys in urban environments; | + | -20 02 2012: Auriea and Michaël from |
+ | -23 02 2012: **Paola Orlic**: patabotanical tarot cards\\ | ||
+ | -12 03 2012: **Duncan Speakman** (BE) on subtlemobs and **Matt Wietseka** (UK) from -Six to Start- on augmented realitys in urban environments; | ||
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In his essay “Plan/ | In his essay “Plan/ | ||
- | The interconnectedness of the human and the vegetal has been a recurring theme in art, science and religion for millennia. Think of Hildegard of Bingen' | + | The interconnectedness of the human and the vegetal has been a recurring theme in art, science and religion for millennia. Think of Hildegard of Bingen' |
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In this research project, we look at diverse relationships between humans and plants, and look at creating new imaginaries for human culture of the 21st century. We create an environment in which vegetal imagination (of the past, present and future) can seep into reality of everyday life. One of the possible approaches is to design an alternate reality narrative (ARN) - an immersive story that evolves through the interaction with the players and audiences. The stories could be encountered online – through games, apps and websites - and in the physical world – in objects, surfaces, gardens, farms, parks and green spaces in cities. Each encounter could serve a different purpose; a game might get players to think about what it is to be a plant, whereas a garden might teach visitors how to grow their own food. These encounters are not isolated. Information can flow between the different parts of the narrative, with plant sensors feeding data into a game, game and website interactions being displayed in the real world, through augmented reality devices, physical materials and artefacts. By straddling the online and offline world, the realms of gamers and of gardeners, groWorld | In this research project, we look at diverse relationships between humans and plants, and look at creating new imaginaries for human culture of the 21st century. We create an environment in which vegetal imagination (of the past, present and future) can seep into reality of everyday life. One of the possible approaches is to design an alternate reality narrative (ARN) - an immersive story that evolves through the interaction with the players and audiences. The stories could be encountered online – through games, apps and websites - and in the physical world – in objects, surfaces, gardens, farms, parks and green spaces in cities. Each encounter could serve a different purpose; a game might get players to think about what it is to be a plant, whereas a garden might teach visitors how to grow their own food. These encounters are not isolated. Information can flow between the different parts of the narrative, with plant sensors feeding data into a game, game and website interactions being displayed in the real world, through augmented reality devices, physical materials and artefacts. By straddling the online and offline world, the realms of gamers and of gardeners, groWorld | ||
+ | {{:: | ||
+ | Masanobu Fukuoka, | ||
=== Literature === | === Literature === |