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Recetas Urbanas by Santiago Cirugeda

September 14th, 2008 by Monkey

Recetas Urbanas by Santiago Cirugeda:

All the urban prescriptions showed next are public domain and may be used in all its strategic and juridical proceedings by the citizens who may try out to do it.

Recommends a full research on the different urban locations and situations in which the citizen may want to intervene. Any physical or intellectual risk produced by such interventions will be on each citizen account.


Santiago Cirugeda _ Alquiler de azoteas from tv.edgargonzalez.com on Vimeo.

A how to rent your roof and generate housing without paying the taxes.

(Via Eyebeam reBlog.)

Posted in Animation, Architecture, Art, CC, DIY, Design, Materials, Modular, ReBlog, Urban, Video | No Comments »

Nuclear Nation

September 14th, 2008 by Monkey

Nuclear Nation: “Perhaps in the spirit of the Wonders of the World, the nuclear reactor in Hanford, Washington, has been declared a national historic site.

[Image: By Stuart Isett for The New York Times].

‘National Historic Landmarks,’ the Department of Energy explains, ‘can be nationally significant districts, sites, buildings, structures, and/or objects that possess exceptional value or quality in illustrating or interpreting the heritage of the United States.’
In a late-August news release (PDF) we read:

    U.S. Department of the Interior (DOI) Deputy Secretary Lynn Scarlett and U.S. Department of Energy (DOE) Acting Deputy Secretary Jeffrey F. Kupfer today announced the designation of DOE’s B Reactor as a National Historic Landmark and unveiled DOE’s plan for a new public access program to enable American citizens to visit B Reactor during the 2009 tourist season. The B Reactor at DOE’s Hanford Site in southeast Washington State was the world’s first industrial-scale nuclear reactor and produced plutonium for the atomic weapon that was dropped on Nagasaki, Japan to end World War II (WWII).

As the New York Times pointed out yesterday, however, Hanford is but ‘one of five Manhattan Project facilities designated as historic landmarks, including the Los Alamos Scientific Laboratory in New Mexico and the X-10 Graphite Reactor at Oak Ridge, Tenn.’ Another site is the so-called Chicago Pile.
The atomic infrastructure of mid-century American warfare is thus slowly being converted into a distributed landscape of historic monuments.
Perhaps it’s dark tourism with a physics bent – the national memory of nuclear fission, a geography of Cold War nostalgia. They are places where the atom opened up – a series of small entryways into matter.”

(Via BLDGBLOG.)

Posted in Architecture, Energy, History, Propaganda, ReBlog | No Comments »

Future Slum

September 14th, 2008 by Monkey

Future Slum: [Image: New flats, part of the AHMM master plan in Barking, England, specifically cited by the BBC as being so small that they're mere slums in the making; via Building Design].

‘Are the gleaming new apartment buildings of the past decade the inner-city slums of tomorrow?’ the BBC asks this morning in an interesting, if insufficiently argued, opinion piece about the state of private housing in England.
New, privately developed apartment complexes there – the exact same apartment complexes of visual interest to architecture magazines such as the one for which I work – might, in the end, simply be too small and too cramped to become anything other than the slums of tomorrow.
Affordable now, ghettoized later.
The problem, the essay argues, is that there are no real minimum space standards for private housing developments in England. Tiny flats suitable only for single men and women, or for weekend getaways, are filling up valuable land in city centers – which is great for the duration of a real estate boom, but which might have sociologically frightening future implications.
‘Alone in the UK,’ the BBC points out, ‘Scotland does have legislation on minimum sizes for homes in the commercial sector. Northern Ireland has rules on social housing – while in England and Wales many local authorities also have size regulations for affordable housing. But none of this covers private sector developments.’
One point, by no means minor, that goes totally unexplored comes from the BBC’s own table of apartment space data. There we see that the average apartment size in Italy is actually smaller than the average apartment size in England.
So why all the scare talk about future slums and ghettos? Is there a legitimate concern here that smaller living spaces might become crime-infested labyrinths when the economy dries up – or is this simply fear of other forms of social organization?
Nuclear families living in several comfortable rooms = good.
Single men and women living alone in small apartments = moral hazard.
In any case, I thought suburbs were the next slums?
In fact, it’d be interesting to do a kind of comparative slum futurology: to see what building types different countries and cultures fear will become the ‘next slum.’ What does it say about you, politically? On the left, perhaps, you think it’s the suburbs, waiting to be taken over by wildcats and gangs; on the right, you think it’s affordable housing.
But who’s got the data on their side?”

(Via BLDGBLOG.)

Posted in Architecture, Economics, ReBlog, Urban | No Comments »

Is Landscape Architecture dead?

September 2nd, 2008 by Monkey

Is Landscape Architecture dead?: kerb17

Editors at kerb, the annual landscape architecture journal compiled by undergraduates at the Landscape Architecture program @ RMIT, are calling for submissions for their 17th edition. They want to know:

Is Landscape Architecture dead?

Does Landscape Architecture have the capacity to deal with the potentials of the future?

What is the future of Landscape Architecture?

How can landscape be shaped by concepts/models/ideas/theories that are not normally considered relevant to Landscape?

Got some thoughts? Then send them to kerb@ems.rmit.edu.au.

The due date for abstracts is only a few days away — 5 September 2008 — but we are told that they will be happy to accept abstracts and full submissions up until 26 September 2008.

(Via Pruned.)

Posted in Architecture, Op/Ed, ReBlog | No Comments »

Lou Gehrig’s Plaza

September 2nd, 2008 by Monkey

Lou Gehrig’s Plaza: Lou Gehrig's disease

Research into Lou Gehrig’s disease has demonstrated that, at least in mice carrying the genetic mutation, it can spatially manifest itself as ‘very subtle’ but detectable behavioral patterns before the onset of symptoms.

Quoting at length a press release from the American Psychological Association:

Researchers led by Neri Kafkafi, PhD, of the Maryland Psychiatric Research Center, part of the University of Maryland’s School of Medicine, mathematically analyzed about 50,000 predetermined movement patterns that resulted when rats roamed freely, one by one, in a small arena. The software created an abstract space defined by combinations of behavior such as speed, acceleration and direction of movement. Mining the resulting behavioral data enabled researchers to test many more facets of behavior than they could analyze manually.

After videotaping the movement of two groups of rats – one type with the mutation that results in an ALS-type syndrome, the other type normal controls — the scientists used the computer to ‘pan’ for differences between groups and identified a unique motor pattern in mutant rats two months before disease onset (which would equate to roughly five to 10 years in humans).

Of the multitude of behavior patterns analyzed, the predefined ‘heavily braking while slightly turning away from the wall’ showed a group difference. In two independent data sets, rats with the ALS-type mutation were significantly less likely than controls to brake and turn from the arena wall as they approached.

The benefit of this study is that ‘by being able to predict more accurately which carriers may express the disease before they experience symptoms (the ‘premorbid’ state), researchers could test medicines that might prevent symptoms from emerging.’

Lou Gehrig's disease

One wonders whether this sort of research, somewhere down the line, will result in public places getting littered with CCTV cameras data mining for the tell-tale signs of genetic diseases affecting motor functions. Similarly when traffic cameras take a photo of your license plate when you go over the speed limit and then get your ticket in the mail a couple of days later, these outdoor medical scanners take a photo of your face, match it up to a database at the CDC and a couple of days later, you get a diagnosis in the mail.

There will be a specially outfitted plaza where those without health insurance can get their free check-ups. Those with no more sick days can simply walk pass through on their way to work or linger about during their lunch breaks. Hypochondriacs will come in droves and stay there, like skateboarders to a Brutalist plaza.

It’s landscape as a diagnostic tool.

Barco

If there is a predictive behavioral pattern to a pedophile’s movements within the spatial confines of playgrounds and park (that is, if children still go outdoors anymore) as well as the streets bordering schools, you get a court order to receive some psychiatric counseling.

Do terrorists have a genetic mutation that not only affect their cognitive reasoning but also their motor functions, the pattern array of which is so perceptibly different with that of non-terrorists that you can ‘spot’ them?


The Alzheimer House
My Garden Is Telling Me That I’m Abusing My Kids

(Via Pruned.)

Posted in Architecture, Biology, Culture, DataViz, Psychology, Sociology, Urban, Video | No Comments »

VIDEO: Grow a Treehouse with TeReForm

November 23rd, 2007 by Monkey

Terreform, TeREForm, Michael Sorkin, Mitchell Joachim, Postopolis, Future-forward green design, green architecture, living tree house, growing treehouse, living architecture, fab tree hab, Omni Bub, shoe car, sheep car, sustainable design

We love treehouses here at Inhabitat and are enamored with eco-architect Mitchell Joachim’s visionary ideas about how to grow living treehouses from ficus molded around frame structures. We’ve covered these brilliantly playful architectural ideas before on Inhabitat, but now we have a video from Mitchell Joachim explaining the details of how they work. Joachim does much better justice to his future-forward ecological designs than we are able to do in a mere post, so if you have any interest in living treehouses (and we know you do), check out this fascinating video below.


if you enjoy this 5-minute video and want to see more, check out the full-length video of TeReForm’s many cool projects, over at (more…)

Originally posted by Jill from INHABITAT, ReBlogged by Jenny Broutin on Nov 20, 2007 at 02:10 PM

Originally from Eyebeam reBlog on November 20, 2007, 1:10pm

Posted in Architecture, Biology, Design, Green, Materials, ReBlog, Video | No Comments »

Amazing “nail house” in China

March 25th, 2007 by Monkey

David Pescovitz:

Over at the Virtual China blog, my Institute for the Future colleague Lyn Jeffery posts about this “nail house” in Chongqing. From Lyn’s post:

 Photos Uncategorized 2007 03 21 Dingzi Hu 1
(”Nail houses”) are the residences of urbanites whose neighborhoods have been “moved” 动迁 and who are the last hold-outs–they stick out like nails in an otherwise modernized environment.

On March 19 the China Legal Daily published what it claims is the first interview with the woman who owns the house. Her demand? To be given an apartment in the new building that is going up on the same spot, with comparable square footage to the house she now lives in. This will be impossible, says the developer. According to Chongqing law, says the article, there are three possible ways to compensate owners in this type of situation: 1) provide housing on the same spot; 2) provide housing in another spot; 3) provide a sum of money. The city is only willing to provide Ms. Wu, the resident, with the third option, but she is not willing to accept a sum of money.

Link

Originally posted by David Pescovitz from Boing Boing, ReBlogged by Joanna on Mar 22, 2007 at 09:14 AM

Originally from Eyebeam reBlog on March 22, 2007, 9:14am

Posted in Architecture, ReBlog, Urban | No Comments »

Aperture

March 1st, 2007 by Monkey

Aperture is a facade installation which functions as an interactive display. The display is created using iris diaphragms which together create an interactive matrix. Iris diaphragms are apertures with a variable opening diameter. The single apertures in the grid react to varying intensities of incoming light by altering their diameters correspondingly. This feature makes passers-by able to influence the opening diameter of the iris diaphragms by their movement in front of the facade, thus creating a display capable of depicting the people moving by, while at the same time being a new channel for communication between the inside and outside of a building.

Aperture is created by Frederic Eyl and Gunnar Green from the University of the Arts Berlin.

Check out the video of the functioning prototype built by Frederic Eyl and Gunnar Green.



The apertures react to varying intensities of incoming light by altering their diameters correspondingly. This creates a display capable of depicting people moving by.

Originally by lmailund from digitalexperience at March 1, 2007, 08:49, published by Luis Silva

Originally from Rhizome.org on March 1, 2007, 7:55am

Posted in Architecture, Art, Interface, ReBlog | No Comments »

Bloomframe: Picture window converts to a balcony

February 28th, 2007 by Monkey

Cory Doctorow:

Bloomframe (from the Dutch firm Hofman Dujardin Architecten) is a cross between a picture window and a balcony — it slides out of the side of the building to convert to a balcony when the need strikes, then retracts when you’re done.

Link

(Thanks, Michael!)


Originally by Cory Doctorow from Boing Boing on February 27, 2007, 1:37pm

Posted in Architecture, ReBlog | No Comments »

Gary Chang - Reconfigurable Living Spaces - Suitcase House Hotel

February 19th, 2007 by Monkey

 

When Gary Chang spoke at the Simplicity Symposium at Ars Electronica curated by John Maeda last year, I was amazed by his life story growing up in Hong Kong in cramped conditions and how as an architect these experiences have shaped his interest in creating living and working spaces. Gary founded his company EDGE in 1994, and quickly gained a reputation for his dedication to work and award-winning multi-disciplinary designs. In 2003, the company was renamed EDGE Design Institute to better describe its mix of research-based and commercial activities.

His own appartment in Hong Kong which he once lived in with his whole family has now become a testing ground for him to experiment with ways of making reconfigurable spaces. Ultimate spatial flexibility is created through the multiple operations of the partitions. lighting. and mobile furniture. All the mundane necessities of bachelor life - books. CDs. clothing, pictures. stereo, videos are stacked on a chrome factory shelving system and hidden discreetly behind floating white curtains. the central space becomes the actual space for living, working, eating, sleeping, chatting, dressing and reading. Blue fluorescent tubes are carefully placed to wash the floor with an unearthly glow, while bright up-lighting articulates structural members. the main aperture of the front window offers views to the world beyond whether the actual view out of the window, or through the large scale movie screen to the fantasy world of hollywood, the real world of news, or the electronic world of internet.

The progression from this project was the ‘Suitcase House Hotel’ which the images above and below show

"Casting a question mark on the proverbial image of the house, Suitcase House Hotel attempts to rethink the nature of intimacy, privacy, spontaneity and flexibility. It is a simple demonstration of the desire for ultimate adaptability, in pursuit of a proscenium for infinite scenarios, a plane of sensual (p)leisure." 

"Imagine. In the daytime, a couple stays in the Suitcase. They could open up all the sliding partitions and enjoy a totally indoor open space with a dimension of 44 by 5 meter. Later in the day, they may open up a series of chamber according to their mood. Listen to the music in the Music chamber, read a book in the Library, meditate on the glazed floor. In the evening, when more guests arrive, the entire space turns into a lounge for party, celebration and other events. Rooms could then be gradually formulated when the night falls. A maximum of 7 guest rooms would be formed, which may accommodate up to 14 guests if the party goes late and they stay overnight." 

 

To blur the boundaries between House, Interior and Furniture, the entire structure and elements are monotonically cladded in timber inside and outside of the steel structure supported by and cantilevered out from the concrete base which house facilities including a pantry, maid’s quarter, boiler room and the sauna.

 

Originally by Ruairi from Interactive Architecture dot Org on February 18, 2007, 5:10pm

Posted in Architecture, Interface, People, ReBlog | No Comments »

Interview with Cati Vaucelle

February 14th, 2007 by Monkey

0portraitcati.jpgWhen i asked her what she does or drink to have so much energy and creativity Cati Vaucelle simply told me that she is spending the nights playing World of Warcraft. Well, i’m sorry Cati, it doesn’t work for us mere mortals! Hanging around with druids and having a stroll through Dun Morogh on the back of a tiger doesn’t usually results in projects that i’d want to blog. And if Cati’s avatar kills monsters and completes quests as fast as she engineers new projects then she might be one of the most formidable players around. One day she’s working on a touch-sensitive dress for sensory therapy, the day after she announces that she’s just finished collaborating with Hayes Raffle on a rubber stamp that children can press onto the page to record sounds into their drawings.

I don’t know which label i should put on Cati Vaucelle: is she a researcher? an artist? a designer? Something in between?

I am a knowledge shopper. I studied philosophy and fine arts, applied computer science, psychology, and computational linguistics starting in Paris with a B.S. in mathematics and economics. At MIT I took classes in engineering and programming, recently graduating from Harvard University in product design and architecture. Juggling among degrees triples my inspiration. I feel empowered by applying this knowledge in my research. Now I define myself as a researcher, an inventor and an artist at the same time. I collaborate frequently as I find it extremely enlightening. My work has implications for fields as diverse as HCI, architecture, fashion, learning and health care treatment.

Can you tell me something about your career: how you came to be interested in tangible interfaces, digital technology, augmented “everyday” realities?

I started to use microcontrollers to augment everyday objects back in Paris. I searched for prior inventions in the domain, and discovered the work of the MIT Media Lab. After a few years of research in physical augmentation via computer means I found that a new materiality emerged based on our physical limitations supported by digital possibilities. This new materiality was also created through the possibility to keep memorized an impossible number of data. I was fascinated by the power of computation in recalling memories. I designed a range of computational linguistic tools from toy design, storytelling systems, to performative text instruments to record stories of experiences. Gradually the six exteroceptive senses became part of my design principles. I like to engage people’s associative memory for elements in their life that can be recalled through AI tools and products.

In my sculpture work, I combine the material representation of a souvenir and its effect over time. I print a series of clothes in plaster molds and in life-sized frames. The pieces of clothing carved in the plaster come from people I care for. Their prints represent their passage in my life at a point. The mold essentially keeps the shape and the textural significance of the clothing.

0boxxx1.jpg 0boxx2.jpg
Memento Box: Outside and inside

I designed a series of kinetic and architectural installations, electronically mediated clothing, and smell collector systems in relation to my take on memories. I created the Memento Box, a kinetic installation that symbolizes a view on my relationship to souvenirs. This kinetic and electronic Box represents an attractive passage from door to personal space of souvenirs.

0breathingwallll.jpgThe Breathing Wall kinetic piece that I created with Ana Aleman consists of a wall made from thin transparent tubes that react to the public space. Made out of architectural objects that work independently or dependently of one another, it deploys and retracts soft fabric. The wall remembers the sense of the public and reacts accordingly.

In Touching Memories, I originally wanted the system to capture the memory of touch represented by its pressure and warmth. This system, later called Taptap and built with Leonardo Bonanni, Jeff Lieberman and Orit Zuckerman, supports the remembrance of a lost one, sharing physical prompts to recall a souvenir of touch for distant lovers. This work resulted in a series of prototypes: Squeeze Me, Hurt Me, Cool Me Down and Touch Me with implications for support in mental health care treatments. I continue independent research on Seamless Sensory Interventions for the treatment of mental and neurological disorders. Haptics are the key to bringing treatment into the social sphere through devices, providing new ways to mediate between the patient and the therapist both in and outside of therapy. Self-mutilation is a perfect test-case, because of the definitive “physicality” of the symptoms. However, the broader solutions that I am proposing have implications for diseases as diverse as autism, depression, and schizophrenia.

0cooolmedo.jpg
Cool Me Down

Together with Yasmine Abbas I explore the design of a touch-sensitive dress for massage and sensory therapy. The research focuses on the material - how the structure and the embedded components of the garment participate in pushing its function to become an envelope or cocoon for one’s well-being. Touch·Sensitive is a haptic apparel that allows massage therapy to be diffused, customized and controlled by people on the move. It provides individuals with a sensory and alerting cocoon.

I design the Odora Storyteller, a smell collector. It encompasses the experience of the everyday collector and creates an associative memory of smells, places and objects. The first prototype is conceived for children to collect samples from their environment. The children can reveal and create associative connection between smells, textures and visual components of elements that they gather. The collected elements are then used to create and recall stories. I also envision this concept for persons suffering from Alzheimer’s disease. People with Alzheimer’s could benefit from associative memory between smell and souvenirs of places.

The smell collector became a collector of everyday sensations. The collector allows a child to also collect temperatures - from the heat of the sun to the cold of the ice, invited to capture more complex temperature such as the soil.

I am designing Jewelry in the form of arial patterns of a city. My vision is to have in miniature the multitude of patterns that one can see from a distance. The research implication/discussion is now that we constantly travel by plane, use GIS, google map, satellite imagery, our vision is expanded. We now consider differently objects, we have a different representation to them. As much as the car has influenced painting and the representation of space and movement, I want to show how the use of new technologies can change our way to design objects.

Crazy toys allow children to voice out their drawing construction. Crazy toys capture the pitch and loudness of the child’s voice and generates patterns on a screen. I am working on a database management of the child’s pre-drawn pattern that she could decide to use for her compositions. I am currently making a generic doll whose body reacts to the sound input and generates digital drawings. I link max/msp to processing. The digital patterns from processing flow through the body of the doll as a metaphor on how digital technologies invade our everyday space and body.

One of your prior researches was concerned with the underlying mechanisms regarding the improvisation of narratives by children. This gave way to some pretty imaginative projects. What have you learnt from that experience with children? How much did their interaction with the objects/devices you gave them modified your perception of the subject?

I learned that tools for children need to be designed to support their evolving skills. Electronic toys, toys with AI and digital applications for children could benefit from multiple levels of learning including different layers of complexity.

As a research associate at Media Lab Europe from 2002-2004, I designed Textable Movie with Glorianna Davenport. In the framework of computational storytelling, Textable Movie promotes the idea of maker-controlled media and can be contrasted to automatic presentation systems. By improvising movie-stories created from their personal video database and by suddenly being projected into someone else’s video database during the same story, users can be surprised as they visualize video elements corresponding to a story that they would not have expected. With Textable Movie, users make their own inference about these discoveries rather than using artificial systems that make the inference for them. They can then create a personal mode of interaction with the system, e.g. mapping keywords to videos, and incorporate new video clips and sound samples to their database.

0textabemoih.jpgThe complexity, power and flexibility of Textable Movie can be seen in how novel projects presented themselves through its use. The immediate response from the system by the children made it comparable to a video game. I created Textable Game that extends the concept to the realm of video games. This application aims to engage teenagers in building their own games, e.g. action games, exploration games, mystery games, using their own video/audio footage, and allowing them to create their own rules and scenarios. The goal of Textable Game is to invite teenagers to be their own video game producers.

Evaluations with Textable Movie informed me that more fusion between creating an idea and producing it was necessary. For a revisit of Textable Movie, I wanted to couple mobile technologies to a platform that could materialize ideas and retrieve them seamlessly had to be implemented. I explored the concept of tangibility of digital data as a way for children to gather and capture data around the city for later retrieval. In this case, tangible objects become metaphors of captured elements. I conceived a device using mobile technology combined with tangible objects as metaphors called Moving Pictures: Looking Out/Looking In. This project became a team project that I developed with Diana Africano and Oskar Fjellström, both researchers at the Umeå Institute of Design in Sweden.

Moving Pictures: Looking Out/Looking In
allows children to gather outside and look around in their environment to collect visual clips, capture short videos using video cameras, and then come back inside to a video editing station where they reflect on and play with their media collection.

0indublin.jpg 0indublin2.jpg
Recording with the camera and uploading videos on the table

With Moving Pictures the experience for the user is transparent. The cumbersome process of capturing and editing becomes fluid in the improvisation of a story, and accessible as a way to create a final movie. I integrated different layers of complexity, from digitizing the media, performing a movie, to storyboarding a more complex narrative. Elements of design such as cards symbolizing the composition of the screen are used to offer the children the potential to become video artists, understanding and playing with the frame as they go.

Based on our evaluations with children, I found that Moving Pictures suffers from several limitations related to the problem of how to best digitally support meaningful interactions in the physical space. First the scalability of such a system at a networked and international level is flawed. I need to redesign the software technology to centralize the linked data and distribute the nodes of contained data in an organized fashion. To have the technology better assist how an individual moves about the physical space while capturing content their platform needs to be mediated by a centralized software architecture.

Second, system centralization implies new communication technology to mediate the video platforms and allow them to communicate with one another. The RFID technology in the wireless cameras could be redesigned into a pattern based technology using the video camera of any device.

Lastly, I would like to escape the hardware limitations of commercial video cameras. Users could use any phone, any camera or text based device to exchange material. The system should be designed to generalize despite different input modalities. All of these modifications shift the emphasis of the system from a simple, transparent, video platform, and into an architecture for supporting content generation that reflects the physical environment of the user through multiple information platforms.

What are the challenges, pecularities and pitfalls when working with children (compared with projects you’d develop for grown-ups)?

It is complex to work on projects for children because of our responsibility as adults. The video game world is very attractive to kids and it can also easily be allienating without any parental and environmental support. I also wish that companies could facilitate their console hacking for kids, by protecting certain parts of their market, but making it hackable for more creative projects. Kids could still use the console for its game purpose but could appropriate its design to make their own. As an example, experimented adults can hook up applications to the new Wii console using emulators, but this is not being hacked by children.

Also the Wii is an example of interesting design because it uses body motions and physical space as part of its design principles. I recently saw multiple generations, from the young child to the grand parents, play with it and everybody enjoyed it. It seems fully integrated within the family context as much as traditional board games have been in the past. In the realm of PvP video games, World of Warcraft has a nice goody for its users: they can take a break and double their experience the next time they come online but to not forget their addiction, WoW only doubles it up to two levels. This is smart, it allows users to go away from the computer screen for a few days and engage back into their addiction. However, sometimes this time is also used to create other characters…

There are also challenges for electronic toys. In 2002, a friend of mine commented beautifully on the matter:

“The most beautiful thing happened on Tuesday night. I was babysitting for Colum, Jenny’s little boy, he’s 5 (and three quarters!). We made up 2 new super heroes Lava Man and the other Lava Man! We were just having a really good play with lots of jumping around and shouting. Anyway, later we were just sitting down and talking more quietly. He was showing me this little dinosaur that has tiny batteries inside and when you open his mouth he roars. Colum said the batteries were wasted and I said I can get new ones for him. He said ‘no, its terrible when the batteries work because every time he opens his mouth all he can do is roar, even when he tries to eat something all he can do is roar so he can’t even eat anything so lets leave him with the wasted batteries, he’s better that way’. All I could do was smile the widest smile.” Andy Brady

0puppppppets3.jpgTraditional toys such as puppets and dolls encourage young children’s storytelling in the form of pretend play. Unfortunately, the majority of commercial technological toys do not provide the space for children to tell their own stories; rather they tend to tell stories to them or constrain their play pattern. Children could benefit from creating stories rather than listening to them. The quote from Andy Brady is an example of how technology can be useless and, worse, annoying or constraining to the child. In this example, technology is not contributing anything to the play pattern of the child except the repetitious dinosaur roaring which apparently is not pleasing for anyone! The child voices his complaint by asking not to use this technology anymore.

In my work, I aim to add technology to prompt the child in a way that allows the child to be an active participant in story creation. When a system for authorship is well designed, the technology is not invading. In 2000 I created Dolltalk (PDF), a set of computational puppets designed for storytelling. Dolltalk captures the child’s storytelling though motions made with puppetry and the voice of the child. In this work, the challenge was to combine the right balance of technology coupled with a narrative structure inspired by the toy. I have worked on business applications of this project with Mattel, Fisher Price and Lego.

Kids today grow among mobile phones, computers, sophisticated video games,… we didn’t. How do you think it affects their perception of the frontier between virtual and physical world?

This current question reveals that each time there is a change, it transforms our ideal image of ourselves.

A useful historical metaphor exists in photography. At the inception of photography, the new medium was equally feared and admired. It was reduced to the status of being useful, but devoid of meaningful interpretations of reality, which was the provence of the fine arts and painting in particular. However, over time, the status of photography changed, and gained its independence from painting. Eventually, the photographic medium was accepted as having its own formal and aesthetic values. The end result was a revisitation of what painting could be, driven by the new aesthetic findings in photography, as exemplified in some of Duchamp’s work, such as le nu dans l’escalier. The paradigm shift was not limited to painting, but provided social change as a new form of expression in the arts.

I gave this example to say that with photography we realized it was not an anti-art, it was another art. It is a medium. Children use these tools. It is important that we understand what they are. Digital is a revolution. It creates children’s expectations of their interaction with their environment (virtual and digital) that can be different from ours (because we have not grown up in the same environment as the children of today).

When i go to tech conferences, i only see a tiny minority of women. how is it like at Harvard Design School? do you feel like you’re part of a minority of geek girls? does it affect you?

In Paris, I studied with a majority of men. Women seemed to fear technical matters. It was clear that this was perpetuated socially. I graduated from Harvard University, Graduate School of Design (GSD), with a Master in Design, Product Design and Architecture. I had previously studied at the MIT Media Lab for a Master of Sciences. I am now back to the MIT Media Lab as research assistant and PhD candidate with Dr. Hiroshi Ishii in the Tangible Media Group. I can compare the impact of women in these environments. Women are less represented in general at the professorship level. A woman with engineering skills and with the same qualifications as a man seems to always be strangely discredited. On my side, I try to avoid this polemic and just develop my engineering work on my own. At the GSD, there are lots of women as students, but not that many as faculty members. At the Media Lab women are under represented in general. There is a mix between designers and geeky girls at the media lab, but the majority have a background in CS or electrical engineering and if not they all learn on the fly. I like working with women a lot at Media Lab, especially because I like seeing a feminine sensibility empowered with the technicality of engineering.

You’re working mainly with technology: computers, rfid, even robots. Are you interested in emerging technologies like nanotechnology, biotechnology, synthetic biology? or is it too far from your own sphere (one only has 24 hours per day after all)?

These topics are fascinating and I am interested in everything that is emerging. I am a knowledge shopper after all! Maybe I will follow a degree in nanotechnology …

0aapap2.jpg
Taptap

How do you think that digital technologies make us re-evaluate the physical world?

We are perceiving a new physicality through digital materials. This modification of our perception of the environment is developed thourgh our experience with the digital.

As an illustration of this new area consider the usual RFID tagging. RFID tags have been used throughout the physical space for cuing purposes. Beyond that, I argue that the presence of content cues throughout the space redefines our very perception of that space. Now an alternative to RFID tagging is possible, such that arbitrary physical properties of objects can be used as tags to content. One promising line of work is using mass to arbitrarily define tags. Any object can be assigned tag status by linking the mass of the object to some content that the user likes to represent from their environment. By reintroducing the appropriately weighted object to the system, the content can be recalled. Tagging serve as a means for feedback from the physical environment back to the virtual community. This line of thought is now possible by having been digital, conceptually, and subsequently discovering new design principles within the physical space. Tagging with the mass of the object uses technology to link the intrinsic physicality of the material to new conceptual possibilities regarding how we perceive physical space, content of physicality and extended virtual communities.

What did you try to achieve with “The Texture of Light”? Was it just a project you had to develop for the Smart Materials course at Harvard or do you plan to go further and exploit the idea in novel ways?

0textureoflight.jpgThe Texture of Light is a tangible system that exploits lighting principles and the exploration of life feed video metamorphosis in the public space using reflection of light on transparent materials. This project is an attempt to fight the boredom of everyday life and employs the simple use of chemistry, Plexiglas, and plastic patterns to form a visual reconstruction of reality, giving it a texture and expressive form. The tangible potential of the direct use of light on Plexiglas lenses and transparent materials presents three opportunities that are critical to this project. First is the collaboration in the public space facilitated by tangible means. The second opportunity is the improvisation and experimentation space offered by such tangible and mechanical systems. The third is the reinvestigation of the physical texture of light materialized, allowing a direct understanding of the effects of light properties on transparent materials e.g. reflection, color transformation, density, and diffraction.

I am implementing my vision of this project on a larger scale such as building-size panels the public could mechanically control using remote devices. Each panel will be pattern and transparent material specific. Two Plexiglas sheets could embed a water-fall, or viscous transparent material the user could distribute along his/her selected point of view. The software will allow media distribution among cities so that the outcomes of the public performances could be exposed on the panels of other cities.

Your work involves augmenting the physical using the digital. aren’t you having nightmare of a physical object that does more bad than good because its digital “layer” is running amok?

The digital has suffered by trying to be too physical, trying to justify its existence by refining itself with physical rules. There are fundamental limits between the form and function of the digital and physical. This step was necessary to combine the digital to the physical without independence between these two modes of interaction. Now that the digital is part of our everyday life, it is the perfect moment to study how it can inform the structure of the physical and how it can drive new conceptions of the physical. The goal is to strike a balance between digital technologies and their physical components, such that despite their fundamental differences of form and use, the two can be seamlessly integrated and mutually inform one another.

I only augment the physical with the digital in certain conditions, because I also care about interdependencies between the digital and the physical. With each other they have a function. Without each other they also have a function. This differs from current considerations of physical and tangible representation by allowing the virtual and the physical to exist independently from each other, or, rather, to co-exist in a way that informs one another.

Specifically, the challenge is to augment the physical using the digital by maintaining a reason d’etre of the physical with the digital. Consider a scarf that warms up if a friend is missing. This computational scarf, even without technology, can be designed so it remains useful as a scarf, and keeps a memory of the interaction with the digital without detracting from its design as a physical object. On the other hand, the warmth generating sensor module, if removed from the scarf, can have another digital function and be integrated into a bedding to provide some warmth as well. Both the physical platform and the technology are dissociable, although the combination of the two generates the impact of the application.

My work incorporates materials that borrow rules from the digital and offer a sense of magic in the physical world. Smart materials are a reasonable platform for our desire to have the digital and physical inform one another simply due to the technical opportunities, such as scalability, computational power, and extensibility. However, in addition to having digital and technical possibilities, smart materials offer a relatively unexplored opportunity to drive new conceptions of digital and physical by adhering to intrinsically physical properties of material. Our concept of materiality can be intelligently redefined by the introduction of technical extensions to the material platform.Digital and virtual applications are changing our very conception of the physical space. A new materiality is emerging, based on our physical limitations supported by virtual possibilities. Digital has changed our perception of the physical, as in surface, light and texture, and also our body, as in its ideal representation. However, I believe that an incredible opportunity is being lost. Combined virtual and physical applications are not being designed with their independent principles of physical and virtual in mind. My research explore the fundamental differences between these worlds, and how, as the line between them blurs, we can take the lessons of the virtual space and redesign the physical space.

Merci Cati!

Originally from we make money not art on February 14, 2007, 3:50am

Posted in Architecture, Art, Clothing, Interface, People, ReBlog, Sci/Tech, Video | No Comments »

Guerrilla Lighting - Switched ON London

February 11th, 2007 by Monkey

Graffiti Writing to Guerrilla Lighting, yes it seems everyones a rebel these days, even the director of BDP lighting, Martin Luptn who has assembled a crack team of local lighting designers, architects, interior designers and manufacturers, all of whom are keen to draw attention to the possibilities, and importance of, lighting in the urban environment.

Under the guidance of a team leader, each member will take part in creating transient lighting designs by using high powered torches, battery powered LED projectors, luminous dot lights and an array of gels and filters. Instructed to be in a specific position and at a given distance from their target, the teams will simultaneously light up various aspects of the Pool of London’s architecture on cue at the sound of an air horn, creating a dramatic spectacle. The installation will photographed, the lighting turned off and then the team move on to the next site. It has been organised as part of Switched ON London which is a seven night celebration of the relationship between light, architecture and the city consisting of temporary lighting installations and a series of light related events with an overall concept theme of ‘theatre’. London’s first festival of light is currently running from the 8th to the 16th February. More details on the other installations to come…

Originally by Ruairi from Interactive Architecture dot Org on February 9, 2007, 6:08pm

Posted in Architecture, Furniture & Lighting, ReBlog, Urban | No Comments »

Bush Retreat by Farnan Findlay Architects

February 11th, 2007 by Monkey

ffhouse%201.jpg
photos by Brett Boardman from website of Farnan Findlay

The March issue of Dwell includes this off-grid house north of Sydney, Australia, designed by Farnan Findlay Architects for mechanical engineer Chris Medland, and the mechanics are certainly impressive. Four 6,000 gallon tanks hold water gathered from the roof; a wind turbine and photovoltaics generate electricity for 14 batteries that hold a week’s worth of electricity (do they have longer nights in Australia?) LED lighting, passive solar design, in an elegant modern envelope. As Dwell says, none of the “down-on-the-alfalfa-farm nuts and berries aesthetic associated with sustainable architecture.”

Originally from TreeHugger, ReBlogged by Angie Eng on Feb 10, 2007 at 10:37 AM

Originally from Eyebeam reBlog on February 10, 2007, 9:37am

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Book: Responsive Environments: Architecture, Art and Design

August 30th, 2006 by Monkey

0lucybu.jpgResponsive Environments: Architecture, Art and Design (USA - UK) by Lucy Bullivant, an architectural critic, author and curator based in London.

Extract from the editor’s blurb: Artistic manifestations of the use of digital technology in physical spaces are growing. Electronic billboards have been around for decades, but now the concept of connectivity has also literally seeped into the skins of buildings in new ways. Artists - and architects working in hybrid fields on interactive projects - are responding to the electro-physical flux of urban environments, coopting responsive dynamic media systems, wireless sensing, wearable computing and even topological media. They (…) are not interested in ‘tech’ or smart spaces for the sake of it, but to create environments that act as mediating devices for a new social statement.

I found about the book on Interactive Architecture. As Ruairi notes, several blogs were mentionned as a resource for the book: Interactive Architecture, Pixelsumo, Gizmodo and we-make-money-not-art. That reaaaally made my day. I ordered it immediately as Bullivant is also the author of a small book i read last year and liked a lot 4dspace: Interactive Architecture (UK - USA.)

Responsive Environments is not big on theories and risky forecasts, it’s rather a walk into the best and the latest of what interactive space can mean. It is split in small chapters (about interactive building skins, intelligent walls and floors, responsive artworks, etc.) and has plenty of beautiful pictures. Although the book deals with technology-heavy installations and concepts, i never felt i needed a degree in engineering to understand it, there’s even a glossary that explains what are Bluetooth, LEDs, RFID tags, etc. All of the above makes a very easy read, although i sometimes had the feeling i was reading a catalogue.

I was very happy to “hear the voice” of the artists, interaction designers and architects themselves as Bullivant has interviewed names most of you are familliar with: Jason Bruges, Lars Spuybroek, Ben Rubin, Rafael Lozano Hemmer, Christian Moeller, Usman Haque, HeHe, Shona Kitchen and Ben Hooker, Golan Levin, Toyo Ito, UN Studio, Mark Goulthorpe, Toshio Iwai and KDa, Maywa Denki, Kas Oosterhuis, Tobi Schneidler, Realities:united, Adam Somlai-Fischer, etc.

0melopoi.jpg

The project (well… one of the many projects) i discovered in this book is the Melatonin Room, by Swiss architects Jean-Gilles Decosterd and PhilippeRahm (the studio is now closed but you can learn more about their work here).

The melatonin regulates levels of alertness in the human body. A high level induces sleepiness, a low level greater alertness. Two climates alternate in the Melatonin Room. The first is defined by the emission of a bright green electromagnetic radiation at 509 nm, at an intensity of 2000 lux, which eliminates the production of melatonin, the space becomes thus a physically motivating place. The second climate is a dissemination of ultraviolet rays, bathing the visitor in soft blue light which stimulate the production of melatonin. This “physiological architecture” explores the ways environments can change consciousness.

Originally from we make money not art on August 29, 2006, 8:11am

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LitraCube

May 22nd, 2006 by Monkey




Remember Light-Transmitting Concrete? Áron Losonczi, the Hungarian inventor of the fiber-optic embedded blocks, has developed a light fixture called LitraCube which utilizes four interlocking panels of the material.

As promised when the material was first developed, a wall made of “LitraCon” allegedly has the strength of traditional concrete but thanks to an embedded array of glass fibers can display a view of the outside world, such as the silhouette of a tree, for example.

“Thousands of optical glass fibers form a matrix and run parallel to each other between the two main surfaces of every block,” explained its inventor Áron Losonczi. “Shadows on the lighter side will appear with sharp outlines on the darker one. Even the colours remain the same. This special effect creates the general impression that the thickness and weight of a concrete wall will disappear.”

For just 595 Euros for LitraCube, you can claim you have built your own “structure” out of LiTraCon.

Originally from Transmaterial on April 12, 2006, 11:15am

Posted in Architecture, Materials, ReBlog | No Comments »

Architectural Criticism

May 8th, 2006 by Monkey

I attended a panel discussion in New York City last night, sponsored by David Haskell’s Forum for Urban Design. The attendees, as you’ll see on the invitation, below, represented a number of hefty publications – meaning the combined critical and journalistic weight of the writers in the room was almost enough to redesign Manhattan…


Ultimately, the conversation was both stimulating and worth the trip – but I came away thinking two or three points still needed to be made. Although some of this did come up afterward, without controversy, whilst talking to David Haskell and the panelists, I do want to expand on and clarify some things.
First, early on, one of the panelists stated: “It’s not our job to say: Gee, the new Home Depot sucks…”
But of course it is!
That’s exactly your role; that’s exactly the built environment as it’s now experienced by the majority of the American public. “Architecture,” for most Americans, means Home Depot – not Mies Van Der Rohe. You have every right to discuss that architecture. For questions of accessibility, material use, and land policy alone, if you could change the way Home Depots all around the world are designed and constructed, you’d have an impact on built space and the construction industry several orders of magnitude larger than changing just one new high-rise in Manhattan – or San Francisco, or Boston’s Back Bay.
You’d also help people realize that their local Home Depot is an architectural concern, and that everyone has the right to critique – or celebrate – these buildings now popping up on every corner. If critics only choose to write about avant-garde pharmaceutical headquarters in the woods of central New Jersey – citing Le Corbusier – then, of course, architectural criticism will continue to lose its audience. And it is losing its audience: this was unanimously agreed upon by all of last night’s panelists.
Put simply, if everyday users of everyday architecture don’t realize that Home Depot, Best Buy, WalMart, even Tesco, Sainsbury’s, and Waitrose, can be criticized – if people don’t realize that even suburbs and shopping malls and parking garages can be criticized – then you end up with the architectural situation we have today: low-quality, badly situated housing stock, illogically designed and full of uncomfortable amounts of excess closet space.
And no one says a thing.


To use a musical analogy: you can have a thousand and one interesting, inspired, intelligent, widely referring, enthusiastic, even opinion-changing conversations about music with almost anyone – including what that person listens to, why, what soundtracks they own, what “bip-hop” really means, whether or not “post-techno” exists, what they actually want to hear on the radio, should file-sharing be legalized, is Chris Cornell this generation’s Sammy Hagar (answer: yes), etc.
But to infer from that conversation – because nobody mentioned Stravinsky or Bach – that those people are philistines who don’t care about music is absurd. In other words, maybe my cousin can’t cite Deleuze and maybe he has no idea who Fumihiko Maki is, or even Frank Lloyd Wright, but does that mean he doesn’t care about architecture?
As it is, one critic writes for approval by another critic, who writes for another critic, who writes for some editor somewhere, or for the head of a department, and no one wants to step out of line. You want to talk about a videogame, or a Tim Burton film, or castles as described in the books of J.K. Rowling – but nope: it’s all Zaha, all the time.
Meanwhile, subscription rates are plummeting.


[Image: A single issue of The Architectural Review now costs US$22.99].

Further – though this may contradict what I say above – strong and interesting architectural criticism is defined by the way you talk about architecture, not the buildings you choose to talk about.
In other words, fine: you can talk about Fumihiko Maki instead of, say, Half-Life, or Doom, or super-garages, but if you start citing Le Corbusier, or arguing about whether something is truly “parametric,” then you shouldn’t be surprised if anyone who’s not a grad student, studying with one of your friends at Columbia, puts the article down, gets in a car – and drives to the mall, riding that knotwork of self-intersecting crosstown flyovers and neo-Roman car parks that most architecture critics are too busy to consider analyzing.
All along, your non-Adorno-reading former subscriber will be interacting with, experiencing, and probably complaining about architecture – but you’ve missed a perfect chance to join in.
Which brings me to two final points, and I’ll try to be quick:
1) Architectural criticism means writing about architecture, not writing about buildings.
Incredibly, in the midst of the talk last night, one of the panelists mentioned Archigram – almost wistfully – commenting that, despite a lack of built projects, Archigram still managed to dynamize and re-inspire the architectural scene of its era. This was done through ridiculous ideas, cheap graphics, a sense of humor, and enthusiasm. But, wait, what was –? Oh, that panelist must have forgotten, because he immediatetly went back to discussing buildings: not ideas, not enthusiasm, not architecture.
Architecture is not limited to buildings!
Temporary Air Force bases, oil derricks, secret prisons, multi-story car parks, J.G. Ballard novels, Robocop, installation art, China Miéville, Department of Energy waste entombment sites in the mountains of southwest Nevada, Roden Crater, abandoned subway stations, Manhattan valve chambers, helicopter refueling platforms on artificial islands in the South China Sea, emergency space shuttle landing strips, particle accelerators, lunar bases, Antarctic research stations, Cape Canaveral, day-care centers on the fringes of Poughkeepsie, King of Prussia shopping malls, chippies, Fat Burger stands, Ghostbusters, mega-slums, Taco Bell, Salt Lake City multiplexes, Osakan monorail hubs, weather-research masts on the banks of the Yukon, Hadrian’s Wall, Die Hard, Charlie and the Chocolate Factory, Warren Ellis, Grant Morrison, Akira, Franz Kafka, Gormenghast, San Diego’s exurban archipelago of bad rancho housing, Denver sprawl, James Bond films, even, yes, Home Depot – not every one of those is a building, but they are all related to architecture.
Every item in that list should be considered fair game for truly exciting, dynamic, and intellectually adventurous forms of architectural criticism. (And, obviously, many people already are writing about these things – including some of the panelists from last night. I’m just making a point).
2) Finally: The Archigram of today is not studying with Bernard Tschumi and openly imitating The Manhattan Transcripts. The Archigram of today works for Electronic Arts, has no idea who Walter Gropius is, and offers more insights about the future of urban design, space, and the built environment to more people, in more age groups, in more countries, than any practicing architectural critic will ever do, writing about Toyo Ito.
Videogames are the new architectural broadsides.


Being an architectural critic means writing about architecture – even writing about Le Corbusier and Toyo Ito, sure – but that means writing about architecture in its every manifestation: whether it’s built or not, designed by an architect or not, featured in a videogame or not, found anywhere other than inside a novel or not, whether it’s still intact or not – even whether it’s on planet Earth.
If a critic can get people to realize that the everyday architectural world of garages and malls and bad haunted house novels is worthy of architectural analysis – and that architecture is even exciting to discuss – then maybe the trade journals can get some of their subscribers back. At the very least, it’s worth a try.
Even if that means saying: Gee, the new Home Depot sucks.

Originally from BLDGBLOG on May 5, 2006, 9:43am

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First Look at Archetype Sustainable House Competition

April 27th, 2006 by Monkey

Archetype_header.jpg

We visited Archetype: Sustainable House Competition yesterday morning with some trepidation. The winner of the competition gets to build their design at the Kortright Centre, a hotbed of conservation and sustainability. The requirements for the design were:
a) meet LEED for homes 1.71 Gold rating
b) be designed for mass production
c) Aesthetics and Ergonomics
d) four bedrooms plus garage
e) innovative waste water treatment

We have had some doubts about this competition, wondering whether four bedroom houses with garages on greenfield sites with 50′ by 120′ lots is could possibly be sustainable or affordable. We always thought that you could live the Ozzie and Harriet suburban tract house lifestyle or you could live ethically and sustainably, but it was hard to do both. We were concerned about the the criteria- design of the waste water treatment seemed more important that design of the house. The requirements were extensive and seriously time-consuming, and competitors would have to do a lot of work. And they sure did.

(This post continues on the site)

Originally by lloyd from Treehugger on April 27, 2006, 6:48am

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Sustain MiniHome: Sustainable Prefab Now.

April 9th, 2006 by Monkey

minihome%20kitchen.jpg

TreeHugger loves modern prefab- It should make good green design affordable and accessible. It often does not live up to this promise- many are built far away as second homes, founded on concrete and tethered to the grid like any other house. Thats why we continue to be so excited about the Sustain MiniHome- conceptually a travel trailer, it can go anywhere, including parks all over North America. We have gushed over it before here and here but finally got to really see it and we are going to gush again. Everything we talk about at TreeHugger is in this baby.

(This post continues on the site)

Originally by lloyd from Treehugger on April 9, 2006, 6:14am

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LightPoints - SCHOTT

February 24th, 2006 by Monkey

Here’s some pretty slick glass/light technology called LightPoints, one of many architectural materials developed by Schott. Not specifically designed to be interactive but with some cleverly placed sensors and DMX control system for LED switching there’s potential for some very nice interactive architecture indeed.

Website

A pane of transparent glass conducting electricity is equipped with LEDs. Using the PVB (Polyvinyl Butyral Foil) laminate method, a cover glass is then added. The LEDs available in white, blue and green emit light in both directions.

The red and yellow LEDs radiate only in one direction. The power (low voltage DC) is supplied through conductive circuits on top of the glass that are almost completely invisible.

Originally by Ruairi from Interactive Architecture dot Org on February 24, 2006, 8:24am

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Gardens-in-a-Petri

February 24th, 2006 by Monkey

Gardens-in-a-Petri

So while BLDGBLOG continues its fascination with Martian viro-invaders, Social Fiction has been expanding its microbial menagerie: godless ecologies simmering with selfish codes and data silently contesting for survival — fractal, pointillist, and mercilessly lethal.

Gardens-in-a-Petri

Gardens-in-a-Petri

Which is why someone should market them alongside these Gardens-in-a-Bag and the equally portable Flowers-in-a-Can. Certainly our reliably adventurous and near-future spacefaring Dubai sheiks can be convinced to invest in these instant landscapes, perhaps even finance viral hunting expeditions to new Edens, where not only new bird and frog species lay uncatalogued but also prized super-strains of Avian flu and Ebola-HIV hybrids await collection and classification by CDC-licensed landscape architects.

Gardens-in-a-Petri

And if they happen to run out of test tubes, a body can just as easily be converted into a greenhouse and FedExed off to the manufacturing plant, whence every crevices are swabbed, tissues dissected, and bubbling fluids bottled. Then cultured and espaliered with nutrient agar and antibiotics. And finally shipped off along major air traffic routes to waiting WHO-certified gardeners.

(Or maybe the expedition encounters a malicious band of orchid hunters and transnational ex-CIA miner-loggers. Everyone’s sweaty, no shower in weeks, and the constant high pitched droning of the forest has made all trigger-happy and quite insane. The Hot Zone meets Adaptation meets Aguirre. Maybe BLDGBLOG can be persuaded to film this comedy.)

Gardens-in-a-Petri

Gardens-in-a-Petri

Gardens-in-a-Petri