Posts Tagged ‘University College Falmouth’
The Intangible Archive is the project that I’ve been working on, with sound artist/composer Philip Reeder. I presented on it last week at the Association of Art Historians conference, and I’m on my way to San Diego to present at Museums and the Web 2012. Rather than a linear, temporal sound walk, it’s a spatial way of engaging with memory. It’s an extension of the archive, where I’ve re-archived memories according to their links with place. People can search the archive by walking around St Ives, looking for memories to listen to. It comes out of my practice, which asks people to articulate their memories and finds creative ways of sharing those memories with others. Sharing memories with others is a form of re-archiving; augmenting the memories others through encounter. This creates a multiple, distributed archive, where there are many different forms of remembered encounter, each one unique, connected to place, and archived in the memory of each person that searches for fragments of the archive to make their own story of place. Voices that don’t often get heard getting their say in history. Making archival silence into archival noise.
The Intangible Archive is an archive without walls. It’s a way of encountering memories from the archive, outside of the archive itself. Using mobile technology and headphones, participants can create their own history of place by walking around St Ives. A soundtrack composed by Philip Reeder, from field recordings of St Ives, plays while participants walk, and at certain points, voices from the Memory Bay oral history archive will speak. Instead of being told a particular history from a particular point of view, the direction of walking determines the narrative.
There are more video snippets at http://theintangiblearchive.wordpress.com
On the Craft vs. Digital debate, this is my exhibition catalogue essay for Craft Code 011 – New Ways of Making, currently showing at The Wills Lane Gallery in St. Ives.
Ultimately the computer is a means for combining the skilful hand with the reasoning mind. Our use of computers ought not to be so much for automating tasks as for abstracting craft.
Malcolm McCullough, Abstracting Craft 1996
The more we forbid ourselves to conceive of hybrids, the more possible their interbreeding becomes […]
It is perhaps ironic that the digital and the analogue are so often discussed in binary opposition to one another. The more present that digital becomes, the louder the discourse becomes in its pros and cons relative to analogue, when quietly, hybrid practices are developing. The present moment signifies a point of change, a desire for discourse on craft that does not simply create dichotomies that prevent understanding of processes and of making.
CRAFT – CODE 011 – NEW WAYS OF MAKING explores the potential for experimentation and reappropriation, using digital technologies with traditional skills to create hybrid processes that create new contexts for craft production. These designer-makers reflect the move towards the postdigital in the hybridity of processes, playfully subverting expectations of ‘digital’ and ‘handmade’, but always remain connected to materiality.
These hybrid processes of making have emerged in part from the Autonomatic research cluster at University College Falmouth, where human-machine interaction, experimentation and innovative thinking produce diverse work connected by the discourse around craft and digital technologies. Combined with traditional skills and materials, these digital tools can create new modes of sustainable practice which seek to give the designer-maker greater autonomy.
In the 1970s, industrial CNC (Computer Numerically Controlled) machines were developed that allowed the production of 3D things by entering numerical co-ordinates defining height, width and depth. From the 1980s onwards, computing technology evolved and democratised, allowing complex 3D objects to be designed on a 2D computer screen, but few had access to ways of making these objects real. Now, a new conceptualisation of tools and process is emerging. The physicalization of the digital is produced by challenging and interrogating these tools, and reflects a wider movement towards this reification of digital technologies as a natural progression from on-screen to real life from other kinds of digital media. What would have previously only been possible in 3D digital design on a 2D computer screen, developments in Rapid Prototyping and CNC allow objects to break out of the frame of the computer screen, creating new possibilities in making 3D objects that were previously only conceivable in 2D. Ultimately, as McCullough suggests, using digital technology is not about automation, or an anonymous computerised aesthetic, it is about intellectual investigation and creative manipulation, using hand and head to develop tools that give a new context to modes of production.
The autonomous hand of the maker is both visible and invisible in these new ways of making. A playful relationship between ideas of hand-made and digital connects these makers. A looping transformation between handmade and digital, blurs through an iterative process of making and remaking. Katie Bunnell’s Bunny Beakers started as a desire to create a narrative on a drinking vessel. Hand-drawings are scanned to create a digital image that is used to create a silicon mould, wrapped to create a beaker shape, and slip cast in porcelain. Concealing the mould’s join by hand-stitching the silicone reveals the hand in the beakers’ making, hand-made imperfections and continuous touch inscribed by hybrid process.
This hybrid processing of information to produce different contexts of making is integral to the circularity of process in collaboration between Ismini Samanidou and Gary Allson. Ismini’s hand-woven textiles made using traditional fan reed techniques are not flat. Tension in the weave produces a 3D object that is digitally scanned, then output digitally in different materials. When drawn on to paper with a CNC milling machine using pen or brush, they appear to be exquisitely hand-drawn. Using three sets of co-ordinates, a 3D drawing becomes 2D image, demonstrating a sensitive hand-drawn aesthetic that playfully refutes any preconceived notions of digital craft. The CNC milling machine then inscribes the textile weave into Cornish oak. The tactile surfaces of the woven wood are both impossible textile and miniature landscapes.
Drummond Masterton’s work in metal is influenced by his refusal to accept the limitations of digital technology’s aesthetics. The triangulation of points in space in 3D digital production tends to create a triangulated aesthetic, the process self-evident in the craft object. By understanding this triangulation he is able to break out of it, using triangulation to escape the triangular. Three-dimensional co-ordinates of making machines relate to co-ordinates in real space; fingers travel over the object’s surface and continue moving over an imaginary landscape. Drummond talks of the essential hidden haptic element of the hand’s intervention of the digital making process, the stopping and starting of the machine, the touching or blowing required that reveal the autonomous maker in the seemingly automated machine.
Points in space are materialised further in Tavs Jorgensen’s work exploring the possibilities of ‘Pin-Point’, ‘an array of pins placed in a set of perforated screens in which impressions made from one side are reflected as positive shapes on the other’, allowing infinite shapes to be reproduced in kiln-formed glass. This experimental tool allows for different modes of production, that allow, like the others used here, the intervention of the hand of the maker according to desire, to adjust the digital design by hand. The process of making is visible, and integral to the materiality of the object, creating layers of meaning beyond the aesthetic. Tavs’ investigations are iterations of process that express a need to find ways for makers to gain more flexibility and sustainability in contemporary craft.
Connected by points in space, place, inversions of process, playful and practical interventions of the hand, a love of traditional skills and the ultimate materiality of production, CRAFT – CODE 011 – NEW WAYS OF MAKING is a reconsideration of contemporary practice.
This is one of the things I made at Alcwyn Parker’s brilliant Arduino workshop at UCF today. Arduino is open source electronics, which can be used to control all sorts of inputs and outputs. The excitement of actually making something is huge. Totally absorbing, in a tongue-poking kind of primary school way. It’s like sticklebricks with colouring-in for grown ups. But much, much better.