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project_groworld_kabk [2012-02-22 17:35] – cocky | project_groworld_kabk [2012-03-03 17:24] – cocky | ||
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***Ludmila**: | ***Ludmila**: | ||
***Andre**: Nature is divine: [[project_groworld_divine_nature]]\\ | ***Andre**: Nature is divine: [[project_groworld_divine_nature]]\\ | ||
- | ***Walid**: Homo Sapperdeflap: | + | ***Walid**: Homo Sapperdeflap: |
- | ***Arjen**: Plant Heroes / Plant Humor: http:// | + | ***Arjen**: Plant Heroes / Plant Humor / Growing a House: http:// |
+ | ***Samantha**: | ||
***Loes**: | ***Loes**: | ||
- | ***Samantha**: human-plant characteristics: | + | *** Katarina**: seedball gound [[project_groworld_seedball]]\\ |
+ | * **flickr** foto set Groworld ArtScience: http:// | ||
- | * **flickr** foto set Groworld ArtScience: http:// | ||
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+ | \\ | ||
+ | __**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:// | ||
- | + | __ | |
- | == Guests | + | ** Guests |
- | + | -06 02 2012: **Claud Biemans** on Plant Communication\\ | |
- | -06 02 2012: Claud Biemans on Plant Communication\\ | + | -09 02 2012: **Theun Karelse** on Augmented Ecology\\ |
- | -09 02 2012: Theun Karelse on Augmented Ecology\\ | + | -16 02 2012: **Nik Gaffney** and < |
- | -16 02 2012: Nik Gaffney and Joost Rekveld; feedback \\ | + | -20 02 2012: Auriea and Michaël from |
- | -20 02 2012: Auriea and Michaël from Tale of Tales\\ | + | -23 02 2012: **Paola Orlic**: patabotanical tarot cards\\ |
- | -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; |
- | -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 === |