Following the success of Remember Me’s debut incarnation at FutureEverything 2010, TOTeM and Oxfam are joining forces to roll out the project an Internet of Old things nationally. To celebrate, LettingGo/PickingUp
hits the Northern Quarter, hijacking Oxfam Emporium and Oxfam Originals on Oldham Street.
This time the team has set up two shops that act as supernatural portals to the Internet of Things. ‘Let go’ of the memories of your favourite things by attaching YouTube or Audioboo clips on to objects in the Oxfam Emporium, and moments later in the Oxfam Originals shop just down the street, people will ‘Pick up’ your memory when it is re-associated with another ‘thing’ that they choose buy.
The RememberMe and LettingGo/PickingUp project is powered by TOTeM tagging technology and uses the www.talesofthings.com website to allow anybody to attach a memory to a thing, and receive a unique printable tag that they can attach to the object.
Take Me I’m Yours is a third generation Internet of Things (IoT) artwork that evokes ‘actions’. Deployed as an iPhone app that allows users to read a traditional barcode that is associated with everyday consumer items. Upon scanning a code the user is prompted with an action to do something with the artefact: “Give me to your neighbour”, or “Take me to work with you”. Through actions that correspond with ‘real world’ contexts ‘Take Me I’m Yours’ encourages the movement of things through people, places and circumstances to provoke new histories and question the perceived function and value of artefacts. When the Cornflakes packet is browsed at home by a family and it says “Turn me inside out and design your own packet”, the artefact is given a voice that provokes a self-transformative action.
Download: Take Me I’m Yours Proposal
Take Me I’m Yours is a project developed by: Rachel Clarke, Christian Dindler, Daniela Petrelli, Duncan Shingleton, Rachel Charlotte Smith and Chris Speed.
The Take Me I’m Yours artwork was developed during the Heritage Inquiries: A Designerly Approach To Human Values workshop at the DIS 2010 conference in Aarhus.
By Duncan Shingleton and Chris Speed
The digital artwork Text Block, developed from the idea that the extension to the Hawkes Bay Museum and Art Gallery is being built by people, and that contributions to its construction should be represented as people and not traditional building components. It is the shear will and tenacity of local people that are bringing the new extension into being, and consequently it made sense to portray the architecture as the names of those who have donated. We hope that for the many people who donate to the project, that seeing their name as a key element to the building will help them feel that are part of the building.
Boundary Work, 12th-27th November 2010, Wandesford Quay Gallery, Cork.
Boundary Work is the first in a series of exhibitions designed to facilitate a survey of work that operates in the space between art and science and as such aims to encourage a dialogue between the sub-disciplines of these fields. The exhibition therefore is a representation of work that treads the boundary between art & design and science and an invitation to participate was extended to artists, designers, and researchers in practices particularly relating to science and/or technology.
Visit: Boundary Work
Co-Cinema is a ten minute interactive movie experience that involved three sequences from Jacques Tati films – ‘Les Vacances de Monsieur Hulot’, ‘Mon Oncle’ and ‘Playtime’. The work was exhibited during the Atmosphere programme at Inspace, Edinburgh, which ran parallel with the Edinburgh Film Festival. The cinema screen was cut up into 40 pieces, each piece corresponding to a seat in the audience. Each person sitting in the audience could ‘flip’ their movie segment to one of three different film sequences by scanning one of three QR codes that are located next to their seat with their smartphone.
The experience began with one cohesive image, but as members of the audience ‘flipped’ their own parts, it became broken up as 40 people tried to watch three movies at once.
Developed with the support of New Media Scotland, Inspace and the University of Edinburgh.
12 May – 15 May 2010, Oxfam, Manchester
The RememberMe artwork is a collaborative project with the Oxfam shop, near Contact Theatre. Leading up to FutureEverything, a research assistant will be based in the shop and recording brief stories about the donated objects into a microphone: where they acquired it, the memories attached and any associated stories. This audio clip will be linked to an RFID tag and QR code.
During FutureEeverything all tagged items will then join the shop’s stock. Customers, including conference delegates, will be invited to use our bespoke RFID readers, or their own smart phone to browse artifacts, displayed amongst the many thousands of other objects.
Once triggered, RememberMe labeled objects, will replay the story through speakers located in the shop, evoking ghosts of the past. Tagged objects will be in the public domain for purchase by other members of the community. Our iPhone and Android apps will allow them to access the story for years to come.
FutureEverything delegates are encouraged to bring something to the conference to donate to Oxfam, and to record a story with it.
The project is developed by the TOTeM project, a UKRC Digital Economy funded project to explore the social potential of the Internet of Things.
Visit: RememberMe, FutureEverything 2010
Watch: Video of RememberMe at FutureEverything
A ‘Hello World’ program is usually the first computer program that people use when learning a programming language. It simply prints ‘Hello World!’ on a display device and is typically one of the simplest programs possible in any computer language. Following this tradition, ‘Hallo Welt!’ combines both human and machine languages in real-time into a multilingual machinic confusion of tongues. The live-performative aspect is what makes it like speech in that it both says something and does something at the same time. This is political in as much as it relates to the act of free speaking.
hallo welt! is a collaboration between Geoff Cox and Duncan Shingleton. It was shown as a projection at BV Gallery, Linz (July 2008). It was also shown as hello world! as part of AFTER THE NET, at Peninsula Arts Gallery, Plymouth (Sept-Nov 2009) and at Tecnologico Monterey, Toluca, Mexico (March 2010).
Joasia Krysa of KURATOR, has invited me to join their team to aid in the development of the latest version of their kurator software, and I have happily accepted. It’s a really interesting project and I’ve included a description below, and visit the kurator.org website for more information.
kurator is an open source software application designed as an online curatorial system and a platform for curating source code that can be further modified by users. The project is experimental in that it merges the process of programming with curating to challenge the role of the curator in the process of selection, contextualisation, presentation ad dissemination of online artworks, by emphasising not the aesthetical or functional properties of art works but the source code itself. The project follows the structures and protocols of traditional curating and implements a system that partly automates these procedures. It translates curatorial protocols into modular software protocols, breaking down the curatorial process into a series of commands or rules. The software aims to extend these in an unpredictable, unprescribed, and uncontrolled manner in addition to the vagaries of the user’s input and any modifications they make. In this way the project recognises recent practice and discussions around ‘software art’ and posits the idea of ‘software curating’. The project speculates upon the production of software beyond a closed proprietary model to a collaborative open source model as a tool for future public development.
TAGGING THE CITY” is a multi player computer game, played in the real cities. The situatedness of this pervasive play is given by the use of mobile and ubiquitous computing devices. RFID tags, both as implant on real players and on real world objects integrate the so called “Internet of Things” in a new game format of useless Zero objects- to contradict the space time rules of Spimes (Sterling, 2003) by play.
A full description of the Ludic Society game can be found at www.ludic-society.net/tagged