scholarly journals Post Scripts in the Present Future: Conjuring the Post-conditions of Digital Objects

Author(s):  
Aaron D. Knochel

AbstractNavigating the post-conditions of digital objects, from post media to post-internet, this chapter explores how might making and learning in art and media education respond to pervasive connectivity that blurs online and offline distinctions. In an attempt to anticipate a future of algorithms, connectivity, and issues of access, an argument to advance a range of theoretical tools that may provide insight as to the immanent qualities of data and connectivity that impact making and learning in the arts is made. Focusing on posthumanism and post-theories constructed to provoke the dynamism of materiality, digital objects are conceptualized to understand new opportunities for contemplating how artists working in 3D modeling and digital fabrication may offer insights into the possibility of making meaning at this moment.

The Print Studio is part of Dundee Contemporary Arts (DCA), an organization located in the downtown area near the River Tay on the East Coast of Scotland. The print studio evolved from a number of different art collectives beginning in the 1970s. They were located in the city and provided facilities and equipment for artists to develop their skills. Recognizing that the arts could revitalize a city devastated by a vacuum left by a shift in their industrial base, the city funded the building of a modern arts center with cinemas, a print studio, and large exhibition galleries for world-renowned artists to display their work. Additional funding allowed the print studio at DCA to purchase digital fabrication machinery to investigate the interface of mechanical and digital making processes: in particular, studying how traditional processes can be enhanced with contemporary technology to revitalize and preserve the antique. This chapter explores the Dundee Contemporary Arts Print Studio.


Author(s):  
Alejandro Bonnet De León ◽  
Jose Luis Saorin ◽  
Jorge De la Torre-Cantero ◽  
Cecile Meier ◽  
María Cabrera-Pardo

<p class="0abstract"><span lang="EN-US">One of the drawbacks of using 3D printers in educational environments is that the creation time of each piece is high and therefore it is difficult to manufacture at least one piece for each student. This aspect is important so that each student can feel part of the manufacturing process. To achieve this, 3D printers can be used, not to make pieces, but to make the molds that students use to create replicas. On the other hand, for a mold to be used to make several pieces, it is convenient to make it with flexible material. However, most used material for 3D printers (PLA) is very rigid. To solve this problem, this article designs a methodology that allows the use of low-cost 3D printers (most common in school environments) with flexible material so that each mold can be used to manufacture parts for several students. To print flexible material with low-cost printers, it is necessary to adapt the machine and the print parameters to work properly. This article analyzes the changes to be made with a low cost 3D printer and validates the use of molds in school environments. A pilot test has been carried out with 8 students of the subject of Typography, in the School of Art and Superior of Design of Tenerife. During the activity, the students carried out the process of designing a typography and creating digital molds for 3D printing with flexible material. The designs were made using free 3D modeling programs and low-cost technologies.</span></p>


Author(s):  
Aaron D. Knochel

Artist educators work in a great diversity of locations from informal community spaces to formal learning spaces in schools and museums. Art educators are exploring modes of transdisciplinary curriculum connecting art to science, technology, engineering, and math (STEAM) to meet the diverse challenges of making and learning. One of the roadblocks to maker forms of education is access to digital fabrication technologies such as 3D printers. To bring digital fabrication to a wider range of arts learning contexts, I designed a mini mobile makerspace that focused on 3D printing that I am calling a DigiFab Kit. As an extension of the concept of the FabLab Classroom model, I share my design decisions and experience of 3D printing in a mobile framework. My development of DigiFab Kits is an exploration of curated object collections that deploy as mobile makerspaces with adaptable curricular concepts appropriate to technology that can be used anywhere there is electricity.


Author(s):  
Anastasiia Tormakhova

The purpose of the article is to analyze the specifics of audiovisual practices of new media and reveal their communicative nature. The methodology of the work is to involve an analytical approach to highlight the features of new media and their components. A comparative approach was used to highlight the features of audiovisual practices and media art. Scientific Novelty. The specifics of audiovisual practices of new media, which are characterized by interactivity, are revealed. Their role in communication through audiovisual content is emphasized. Simplifying the mechanisms for creating an audiovisual product in software applications makes it easy to distribute messages. In contrast to media art, which has a clear aesthetic function, in audiovisual practices prevail communicatively. Conclusions. New media occupy a significant place in the modern cultural space. A wide range of phenomena that can be attributed to new media is characterized by certain common features. These include their communicative nature and existence on the Internet. Audiovisual practices of new media are extremely diverse. They include both media art and practices that contain an aesthetic component but cannot be fully attributed to the arts. The art practices of new media are evolving through a combination of birth digital and became digital objects. Communication and interactivity are the basic characteristics of new media audiovisual practices.


Author(s):  
Nicolette Zeeman

The Arts of Disruption offers a series of new readings of the allegorical poem Piers Plowman: but it is also a book about allegory. It argues not just that there are distinctively disruptive ‘arts’ that occur in allegory, but that allegory, because it is interested in the difficulty of making meaning, is itself a disruptive art. The book approaches this topic via the study of five medieval allegorical narrative structures that exploit diegetic conflict and disruption. Although very different, they all bring together contrasting descriptions of spiritual process, in order to develop new understanding and excite moral or devotional change. These five structures are: the paradiastolic ‘hypocritical figure’ (such as vices masked by being made to look like ‘adjacent’ virtues), personification debate, violent language and gestures of apophasis, narratives of bodily decline, and grail romance. Each appears in a range of texts, which the book explores, along with other connected materials in medieval rhetoric, logic, grammar, spiritual thought, ethics, medicine, and romance iconography. These allegorical narrative structures appear radically transformed in Piers Plowman, where the poem makes further meaning out of the friction between them. Much of the allegorical work of the poem occurs at the points of their intersection, and within the conceptual gaps that open up between them. Ranging across a wide variety of medieval allegorical texts, the book shows from many perspectives allegory’s juxtaposition of the heterogeneous and its questioning of supposed continuities.


2018 ◽  
Vol 10 (12) ◽  
pp. 168781401880410 ◽  
Author(s):  
Han-Jong Kim ◽  
Yunwoo Jeong ◽  
Ju-Whan Kim ◽  
Tek-Jin Nam

Recently, the demand for designing mechanism-embedded artifacts has increased in personal digital fabrication. However, it is difficult for nonexperts without engineering knowledge to design and build a prototype with a kinetic mechanism. We present M.Sketch, a prototyping tool that helps nonexperts to design and build linkage-based kinetic mechanisms. It enables the user to easily configure the linkage-based mechanism with a simple interface applying a geometry drawing metaphor. The tool features computational support, including interactive visualization, top-down optimization, and connection to digital fabrication, to obtain and build the desired movement. In order to support science–art integrated science, technology, engineering, the arts, and mathematics (STEAM) education related to digital fabrication of interactive artifacts, we deployed M.Sketch in design workshops and student contests of walking robot design. The participants in the contests were able to successfully design and build walking robots with the Theo-Jansen mechanism using various support features of M.Sketch. Based on the development and deployment in science, technology, engineering, the arts, and mathematics educational domains, we figured out several implications, and further improvement points of prototyping tools supporting nonexperts in designing mechanism-embedded interactive artifacts.


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