Posts Tagged ‘interaction design’

Read/Write Reality, An intensive workshop on Ubiquitous Publishing

RWR, Read Write Reality logoRWR, Read Write Reality logo



WHAT: 3+1 days of intensive workshop on the possibilities offered by Ubiquitous Publishing techniques and technologies

WHEN: from 13th to 16th September 2011

WHERE: Cava de’ Tirreni (Amalfi Coast, Italy)


Do you want to learn about new business models, new forms of expression, new possibilities for culture and knowdledge?

Are you looking for new tools for freedom of communication, expression and for knowledge or content diffusion?

Would you like to discover what will be the next possibilities for e-books and digital publishing, starting from the opportunities offered by our present times?

Do you want to learn and acquire the “new ways of writing on the world” that are turning our bodies, architectures, spaces and objects into publishing surfaces?


READ/WRITE REALITY (RWR) is an intensive and visionary workshop created to pragmatically explore the methodological, technical and technological possibilities offered by Ubiquitous Publishing.

3+1 days hands-on and minds-on program in which we will follow you through the creation of a full ubiquitous publishing project, starting from scratch and ending up at product release. Participants will learn the methodologies, the conceptual and technological frameworks which will enable individuals, organizations, companies or collectives to use ubiquitous technologies to enact new forms of communication and expression, new business models, new ways in which you can activate your strategies and observe their effects.

Out of the monitor, in the spaces of our cities, bodies, objects and products.

RWR will be held on September 13-14-15+16 in Cava de’ Tirreni, at the Ostello “Borgo Scacciaventi”, a beautiful setting in a 15th century building near to the famous Amalifi Coast. The workshop will fill 3+1 days of intense activities, visionary discussions, engaging hands-on practices, on-the-field explorations and content-production, an “ubiquitous movida” to be discovered, great food, wine and scenery, in contact with the rooted traditions of the beautiful South of Italy.

During the last day (Sept. 16th) a big party and a city-wide event will mark the achievement of your work: the result of the RWR workshop will be exposed in a prestigious building in the center of Cava de’ Tirreni, at the presence of internationally known academics and researchers.


The workshop is addresed to:

  • designers (wishing to know,understand and use Ubiquitous Publishing technologies);
  • communicators (who want to understand and learnhow to bring digital information out of the monitor, into the city, in people’s pockets, on objects and in the places we traverse in our daily lives);
  • developers (who want to learn how to build engaging ubiquitous interactive experiences);
  • artists, journalists, scientists and researchers (wishing to add ubiquitous technologies to their toolset for expression, information, knowledge, education and research practices);
  • and strategists (with the desire to gain knowledge and insights to confront with the next step of digital communication).


Technologies you will use:

  • iPhone, iPad, Android smartphones and tablets
  • location based, GPS, digital compass
  • accelerometers for gesture-based interactions
  • augmented reality: location-based, marker-based, computer vision based
  • mobile tagging: QRCode, barcodes
  • HTML5, CSS3, WebGL
  • multimedia of all sorts, 3D, 2D, sound, immersive sounds and visuals
  • projection mapping for architecture-based content and interaction


Deadline for enrollment & Conditions

20th August 2011

Only a limited number of 35 people will be accepted:


ATTENTION! Students, artists, researchers, people working in educational or non-profit sector, young (less than 26 years old) and old (over 70), benefit from special conditions!


The Program for RWRThe Program for RWR







RWR is a project by

FakePress and Art is Opensource

in collaboration with:

Cantro Studi di Etnografia Digitale, Ninja Marketing, Ostello “Borgo Scacciaventi”


supported by:

LiberLiber, MELTINGPOT – Cantiere Creativo per la New Media Art, Piemonte Share Festival, StoriaContinua


More info at:




The video shows the presentation of the paper titled “Wearing Emotions: Physical representation and visualization of human emotions using wearable technologies” presented at the IV10 (Information Visualization 2010) conference at South Bank‘s college in London, on July 26th, 2010.

The paper and presentation describe a research process focused on the scientific research, design and implementation of wearable devices able todisplay human emotions – be them individual, group or global – on physical bodies.
The devices created in the process have been used to create 3 artistic performances as both proofs of concepts and as innovative forms of artistic and aesthetic expression: Talkers performanceOneAvatar and Conference Biofeedback.

the slides relative to the presentation can be found here:

the video can be found here:

or here

on Art is Open Source:

Reference links:

the IV10 conference website:

Art is Open Source:


Talkers Performance:


Conference Biofeedback:


A new interface for the squatting supermarkets installation was featured recently at the SMIR project.

Traditional products were added to the system, documenting their history, sustainable production processes and ecologic impacts.

by FakePress, Art is Open Source

produced by SMIR project, Marcovaldo association and Share Festival

Squatting Supermarkets

Squatting Supermarkets


our friend and magician filmmaker Gianmarco Bonavolontà produced this video of the Atlas we produced for the Festa dell’Architettura a few days ago, a large scale interactive installation for public spaces.


Atlante di Roma / Atlas of Rome

design by FakePress

implementation by Art is Open Source

curated by Paolo Valente

l’Atlante è un sistema aperto che raccoglie visioni sulla città. Progetti, azioni, pubblicazioni, siti web, teorie. Tutto ciò può essere incluso nell’atlante per creare uno spazio di informazione condivisa.
L’Atlante vive a cavallo dello spazio digitale e di quello fisico.
Atlante delle visioni

Atlante delle visioni

Sul web, un sistema aperto permette di inserire le proprie visioni e di consultare quelle presenti sul territorio, nel tempo e nello spazio semantico delle tematiche.
Nello spazio fisico l’Atlante si manifesta come una grande installazione pensata per essere inserita nello spazio pubblico. Qui le persone possono consultare l’Atlante sia osservandone le grandi rappresentazioni infoestetiche, sia utilizzando degli schermi multitouch che permettono di interagire direttamente con la superficie proiettiva cercando le informazioni secondo la navigazione per categorie e tag.
Le mura degli spazi pubblici si animano, comunicando la stratificazione di molteplici punti di vista, idee, progettualità, eventi e voci che definiscono la vita della città, le sue emozioni, i suoi desideri.
L’Atlante è un progetto aperto, istanziato per la prima volta per la città di Roma, dove è stato curato da Paolo Valente e commissionato dall’Ordine degli Architetti per la Festa dell’Architettura del 2010 (Index Urbis ) con il nome di Atlante di Roma, con la fondamentale collaborazione dell’Assessorato alla Comunicazione e alle Politiche Culturali del Comune di Roma.
Il progetto si fonda sulla creazione di un complesso network di istituzioni, professionisti, accademici, e di soggetti che esprimono o raccontano nel loro operare quotidiano le visioni sulla vita e sulle possibili evoluzioni delle città, delle relazioni e interazioni tra i loro abitanti, dell’evoluzione degli spazi pubblici, dell’informazione e dell’interazione sociale.
L’esperienza si estenderà, nei prossimi mesi, ad altre città sia in Italia che nel resto del mondo.
The Atlas is an open system gathering visions on the city. Projects, actions, publications, web sites, theories. Everything can be included in the atlas to create a shared information space.
The Atlas lives across digital and physical spaces.
On the web, an open system is used to add visions and to access the ones that are already present through territory, time and the semantic space.
In the physical space, the Atlas is a large scale installation designed for public spaces. Here people can access the shared information either visually, by observing the 35 meter wide information aesthetics, or they can directly interact with information by using multitouch screens allowing direct connection to the projected surface, browsing information through categories, territories and times.
The walls of the public spaces animate themselves, communicating the stratification of the multiple points of view, ideas, projects, events and voices that define the life of the city, its emotions, its desires and strategies.
The Atlas is an open project, instantiated for the first time in the city of Rome, where it has been curated by Paolo Valente and commissioned by the Order of the Architects for the Festa dell’Architettura 2010 ( Index Urbis ) with the name “Atlante di Roma”, with the fundamental collaboration of the Council for Communication and Cultural Policies of the City of Rome.
The project is based on the creation of a complex network of institutions, professionals, academics and other subjects expressing or telling the visions on the life and on the possible evolutions of the city, of the relations and interactions among its citizens, of public spaces, of information and social interaction.
The experience will be replicated, during the next months, in other cities both in Italy and in the rest of the world.
a cura di / curated by:
Paolo Valente
Progettazione / Project:
Realizzazione / Implementation:
Art is Open Source ( )
Interaction design, experience design, information aesthetics, sound & environment design:
Salvatore Iaconesi
Information architecture e network politics:
Oriana Persico
con la collaborazione di / with the collaboration of:
Alessandro Tartaglia
il team tecnico del partner technologico AVSet, a cui va un ringraziamento speciale, è composto da / the technical team of our technological partner AVSet, to whom goes a special thanks, is composed by :
Mauro Iezzi
Marco De Angelis
Gianluca Faustini
Maurizio Muglia
Bruno De Matteis

un ringraziamento speciale per / special thanks to:
Monica Scanu e Alessandro Ferrante per la creation del network legato alla rete museale del Comune di Roma e per le Accademie e gli Istituti Internazionali di Cultura di Roma / for the creation of the network of the museums of the City of Rome and for the Academies and International Cultural Institutes of Rome
L’Ordine degli Architetti Pianificatori Paesaggisti e Conservatori di Roma e Provincia
Festa dell’Architettura (
Cultura Internazionale Roma ( )
Performing Media / Urban Experience di Carlo Infante ( e )
Musei in Comune 2.0 e Marina Bellini ( )
The Hub Roma ( )
Next Exit/Roma Creativa e Daniela Ubaldi
Roma Contemporanea e Rossella Reale ( )

FakePress, Art is Open Source and The Hub Roma

in collaboration with

the “Multimedia Technologies and Communications Experimentations” course at the “Ludovico Quaroni” Faculty of Architecture at Rome’s University “La Sapienza”, Industrial Design Department


the “Management of Non profit Organizations” course at the Faculty of Economics at the “Tor Vergata” University

are happy to invite you to the lecture:

Squatting Supermarkets/iSee

Artistic fundamentals, eco-sustainability, market: from Shoptivism to the Active Consumer.

Who: Oriana Persico and Cary Hendrickson (AOS/FakePress), Dario Carrera and Ivan Fadini (The Hub Roma/Faculty of Economics, Tor Vergata), Ilaria Bassi, Vanessa D’Acquisto, Piergiorgio Malfa, Vittoria Mauro (research group at the “Management of Non Profit Organizations” course, Tor Vergata), Salvatore Iaconesi (visiting professor)

What: lecture/workshop

Where: Faculty of Architecture “Ludovico Quaroni”, via E.Gianturco 2 (Rome) – room G 11 [ MAP ]

When: May 4th, 2010 – from 9am to 12pm

A radical version of a marketplace, a point of sale in augmented reality, Squatting Supermarkets tells the tale of the evolution of our daily realities, entering the live and pulsating heart of consumism. Looking at products on the shelves, choosing, paying, debts, persuasion and seduction, relations with logos, messages and other people. Buying is an experience that fills our daily lives, built through images, suggestions and strategies that are so complex that they systematically evade the perception of the final user. Technologies can be used to create new spaces for action/communication, and to overlay them onto our ordinary reality, thus creating new action/communication spaces, allowing new possibilities for interaction and fruition: ubiquitous, accessible, emergent and polyphonic, emotional and relational. Squatting Supermarkets narrates this possibility: an augmented reality space that is technologically layered to everyday life, an interstitial marketplace living in squat on the physical and immaterial infrastructures.

Presented for the first time at the Piemonte Share Festival in 2009, Squatting Supermarkets has two souls: a site-specific installation and an innovative technology, iSee. The installation reproduces an interactive supermarket in which the widespread interconnection network defining products’ histories and stories can become explicit and accessible. The techniques of traceability and control are transformed into their ecosystemic, narrative and poetic versions: information is not only for corporations anymore. By overlaying and integrating codes coming from barcodes, tags, RFIDs, credit cads, financial tranactions.
Grabbing a product becomes an immersive experience with its story, and the possibility of writing a part of it: moving hands, drawing gestures, exposing our points of view and our emotions. Products animate, becoming a space for expression, a network of relations, a domain for possibility and opportunity. Distributed storytelling practices in which the hidden stories of producers and consumers come in contact. The access door to these domains are the logos. iSee, the technological heart of the installation is a mobile application based on image recognition and computer vision techniques.
Framing the product on the camera, an image processing algorithm identifies the logo, allowing the user to access an additional set of information coming from a plurality of sources. Narrative galaxies (open, emergent, multi-author) connected to p2p thematic social networks layered over products.
Logos become wikis, open communication infrastructures, distributed social networks, p2p ecosystems.
The Project is based on the analisys of the contemporary technological/economic context. On one side, environmentalism and eco-sustainability are issues that are acknowledged as being among the globally most important drivers in piloting the shopping choices of large parts of the population. On the other side, statistics demonstrate that progressively large numbers of individuals search for information on social networks befre purchasing commodities and services, and that the users of last-generation mobile devices are steadily growing by the numbers.
In all this, enterprises start feeling the need to confront a globally interconnected communication and relation system, emergent, polyphonic, in which the acquisition and the maintenance of a “good reputation” goes through complex social and cultural dynamics that are progressively more chaotic. The “Company” is not the sole center of communication and of the shaping of its corporate identity.

On may 4th 2010, from 9am to 12pm,  FakePress’ interaction design lab will analyze the possibilities for expression and interaction enabled by the shopping based narratives offered by Squatting Supermarkets under an artistic/performative point of view and by iSee under the perspectives of technology and infrastructures.

Oriana Persico will confront the themes related to the installation, introducing the artistic statement,

Cary Hendrickson will focus on the themes of eco-susteinability, social responsibility and on the governance of related processes;

The research group of the “Management of Non profit Organizations” course at the Tor Vergata University coordinated by Dario Carrera and Ivan Fadini will expose the first results coming from the research titled “Active Consumer: from Movements to Shopping Based Publishing“.

How are consumers sensible to the environment and to critical consumism? How do they relate to the opinions generated on social media and on brand reputation created through User Generated Content? How widespread are smartphones? How many individuals would be willing to use a mobile application such as iSee? Who could finance it? What are the possible business models?

The theoretical and artistic premises, the analisys on eco-sustainability and the market scenarios will be used by the students of the course at the Faculty of Architecture to create a series of project works focused on the evolutions of the iSee platform and on the creation of a site specific installation to be implemented in a public commercial space, integrating multiple skills and points of view and, most of all, creating multidisciplinary and inter-university collaboration paths among students and faculties to achieve common goals.

The project works will be presented together with the research during the Open Day at the end of the course.

Entrance to the lecture is free and open to all.

Additional information

Squatting Supermarkets/iSee is a co-production by FakePress/Art is Open Source. Special project at the Piemonte Share Festival 2009, winner of the “Zero Impact Technlogy” prize offered by the Environment Park in Turin. Squatting Supermarkets/iSee is part of the SMIR project under the artistic direction of The Sharing: (site available next week)


please use the Facebook Event to stay updated:!/event.php?eid=122966341053373

Posted via email from xdxd.vs.xdxd

“Vuoi mangiare? Dimmi una storia.”

Il cibo è la sede di innumerevoli storie: di persone, luoghi, tempi, relazioni. C’è, nel presente, una sostanziale distanza tra noi e le storie del cibo. Una distanza percettiva, estetica, di visibilità. Il cibo diventa un blob fuori dal tempo, scollegabile con semplicità dalle sue origini, dalle metodologie di produzione e preparazione, dai luoghi di provenienza, dalle tradizioni da cui origina. Questo è vero sia ove ciò avviene in modo più esplicito (ad esempio nel caso dei cibi con componenti OGM, o nei cibi in scatola, o negli oggetti più o meno organici racchiusi in vaschette di espanso e coperte di cellophane che compriamo al supermercato) sia ove permane una parvenza di narrazione (anche un ortaggio acquistato al nostro mercato preferito, presentato nel modo più “naturale” possibile, ha storie complesse di cui noi conosciamo la minima parte).

Nel migliore dei casi i cibi mantengono una certa quantità di informazione, collegata ai paesi d’origine, ai produttori, alle metodologie di produzione: è questo il caso, ad esempio, del commercio equo e solidale. Anche in questi casi, però, il messaggio distribuito assieme/sopra/dentro il cibo è espressione di poche voci, di intermediari.

E’ questa una condizione tipica del contemporaneo ove la possibilità di attuare narrazioni disrtibuite, multi-autoriali, polifoniche, autonome rimane nel dominio della possibilità e dell’immaginario: sono infatti i grandi intermediari a determinare dove/cosa/come/perchè comunicare e diffondere l’informazione e, a livello più subdolo e non meno importante, a determinare culturalmente la comunicazione, il desiderio e le modalità del comunicare, le forme e le sostanze delle relazioni, e le ambizioni stesse connesse all’espressione del sè.

Sono i temi che, allontanandosi dal cibo, riguardano l’attuazione delle pratiche del capitalismo cognitivo negli spazi digitali, la neutralità della rete, la cosiddetta innovazione, le varie forme di menzogna (o, piuttosto, suggestione) per cui spazi (digitali) accessibili, ma a libertà controllata, limitata o indirizzata diventano lo strumento del controllo, della scansione del tempo, della trasformazione del desiderio, del corpo, delle relazioni.

“Vuoi mangiare? Raccontami una storia.”

Ma: siamo realmente in grado di raccontare una storia?

I social network sono solo uno degli esempi dello schiacciamento del reale su uno stato di stream of consciousness al presente indicativo. A fronte di una dimensione possibilistica di enorme portata, le pratiche della cultura e della liberazione di spazi cedono ampiamente il passo agli enormi vantaggi per il controllo, l’invasività, la scansione “dall’alto” del tempo, la modellazione del desiderio: “always on”, “just in time”, “real time”, “on demand”.

Non c’è una reale storia da raccontare: gli haiku digitali di twitter, gli status di facebook, le posizioni geografiche di loopt scandiscono un eterno presente immemore del passato, senza ipotesi sulla causa e sull’effetto, senza una reale volontà di raccontare, in preponderante favore del desiderio dell’”esserci”.

Se questa ultima affermazione potrebbe godere di una piacevole estetica zen, la presenza degli intermediari (nel caso dei social network: i provider di servizi), rende “l’esserci” il principale luogo del controllo: tu sei mio. Ne sono testimonianza i chilometrici “terms of service” che distrattamente accettiamo nell’iscriverci ai vari social network.

Declinando: non è importante “esprimersi”, è importante “esserci”.

E dunque: “Vuoi mangiare? Raccontami una storia.”

Cosa succede, però, se si crea un corto circuito?

Il focus è sull’intermediario.

Il concetto di publishing può variare. Sostanzialmente.

E’ un momento di transizione e ancora non si sono identificati modelli e linguaggi di riferimento, ma la dimensione possibilistica è quantomai viva. Esistono dei territori da esplorare, e sono tutti nella direzione del publishing. Se questa affermazione può sembrare eccesivamente assolutistica, è forse possibile prendere in considerazione uno spostamento, un offset nella parola “publishing”, aprendola a nuove possibilità. Diversi concetti, tecniche e metodologie sono oggi disponibili per attuare questo spostamento: le tecnologie indossabili, le reti p2p, gli spime, l’ubiquitous computing, il fabbing, il cloud computing, la crittografia digitale, gli algoritmi distribuiti, la realtà aumentata. Tutto ciò rende plausibili, fattibili e sperimentabili nuove forme di publishing che corrispondono a nuove forme di pratiche: disarticolare la forma libro per aprirsi alla possibilità offerte dalle narrative p2p, dalla multiautorialità, dalla narrazione a finale aperto, dall’interattività, dalla possibilità di disseminare capillarmente contenuti su corpi, architetture, oggetti. E cibo.

“Vuoi mangiare? Raccontami una storia.”

E’ questa una finta domanda. E’ uno strano intermediario quello che me la pone. E’ un intermediario fasullo. Fake. E’ un publisher, magari, in grado di pubblicare la storia, di raccontarla o, meglio ancora, di far sì che la storia la racconti la sua voce d’origine.
Fake. Press.

Uno strano oracolo: cortocircuito.


Due occhi, due webcam, due monitor, ai due lati. Al centro una bowl di plastica trasparente. La bowl è piena di tessere. Su ogni tessera un fiducial marker.

Subito dietro: due figure. Bianco. Camice. Tuta asettica. Mascherina. Un occhio e delle iniziali: FP. Fake Press.

Ancora dietro: un banchetto: torte salate, salumi, formaggi, crostini, polenta, dolci.

I due Bianchi mi chiedono “Raccontami una storia”. Prendo un marker dalla bowl e lo sotopongo all’oracolo, per avere una storia da raccontare. Non sempre funziona tutto come mi aspetto. Il marker è tutt’altro che “fiducial”, le immagini non escono, il suono si mischia con i suoni d’ambiente, con i suoni degli altri video. E’ tutto frammentario, poche immagini, poche parole, pochi riferimenti.

Dov’è la mia storia?

Ecco, ne capisco uno: un video in cui mi viene raccontato come si fa il pane di Altamura. Sono pronto, lo voglio, voglio declamare la mia storia, ne ho una! Bianco, ascolta: è la storia del pane di Altamura.

Il Bianco annuisce, si gira, afferra un piatto e, tra le dozzine di cose appetitose, sceglie una singola fettina di pane. Senza nulla sopra.

Dove sono i miei salumi? Dov’è la mia polenta! Voglio i miei dolci!

Dietro, la gente si agita. Fiducial in mano, aspettano fiduciosi di aver migliore fortuna.

Ma non c’è scampo: la scarsità abbonda.

A storie di ragù corrisponde una scarna mestolata di polenta.

A storie di mercati del pesce in Giappone, un piccolo-piccolo pezzo di torta salata.

A scene di mozzarelle e maiali, corrispondono piccoli pezzi di lardo o di coppa.

“Ma io voglio mangiare ancora! E’ pieno di roba lì dietro!” “Raccontami una storia”

Le persone si accodano, un po’ deluse, un po’ turbate: cosa vogliono questi due?

“Raccontami una storia”

Marker su marker smettono di funzionare. E’ complicatissimo ottenere una storia dall’oracolo. Questo enorme occhio bianco che non regala storie per nessun motivo.

E quando ne regala: che storie! Non c’entrano nulla col risultato. Sono video presi da Youtube, non c’entrano nulla con quei bei formaggi, con le focacce, con i salami, le insalate, le torte! Per quello che sappiamo potrebbero essere prese in maniera casuale cercando tra i video i primi risultati per una serie di parole chiave.

O essere scelte da altre persone, per i motivi più vari.

“Raccontami una storia”

Forse non li hanno scelti i due Bianchi.

Forse loro son semplici esecutori, dei tramiti. Forse i video non provengono da lì, non sono fatti apposta per la performance, non parlano di quei meravigliosi manicaretti. Forse non sono nemmeno nel formato giusto. Forse nemmeno il computer (lo vedo, lì dietro l’oracolo occhiuto) è il loro, e nemmeno la webcam. E nemmeno la bowl o i tavolini, o il palco o il proiettore.

Sembrano quasi imbarazzati i due Bianchi. E dispiaciuti di ricevere così poche storie.

Forse il gioco non consiste nel raccontargli delle storie che loro non vedono, perchè vedono solo il retro del monitor che ospita l’oracolo.

Corto circuito.

“Raccontami una storia”.

Che vogliano sentire una storia da me? Proprio da me? Che se ne freghino, in fondo, di quei cazzo di fiducial marker? Che vogliano veramente una storia? Anche inventata? Basta che mi vada di raccontargliela?

E allora racconto: “C’era una signora che doveva fare il ragù … ” (ecco il Bianco che mi mette della polenta nel piatto) “… e poi a un certo punto i polli dell’allevamento … ” (aggiunge un pezzo di torta salata) “… ma non poteva sapere che il figlio desiderasse prima fare una pausa per digerire…” (salumi! formaggi! focaccia!) “… e quindi tornò a casa e si lamentò con il padre …” (un piatto incredibile! pieno di cose! l’abbondanza!)

Prendo il mio piatto. Il Bianco me lo porge con un gesto e un inchino.

“Vuoi mangiare? Raccontami una storia”

Non doveva andare proprio così. Pochi minuti prima dell’inizio della performance ha smesso di funzionare tutto ciò che poteva smettere di funzionare. :)

Ma la performance non è detto che abbia un copione predefinito, o una trama rigida. Il contesto determina. L’interazione determina le strade. L’interpretazione, la sensibilità personale e la possibilità di esprimerle è l’unica cosa che ci interessa.

Quindi due strati di performance hanno avuto vita simultanea e coesistente per l’edizione di Squatting Supermarkets che si è tenuta alla Scighera il 24 Gennaio 2010.

La prima: un banchetto possibilistico, in cui ogni storia corrispondeva ad un alimento. Storie scelte editorialmente secondo una precisa metodologia: video di molti autori, trovati sui social network, che condividevano alcune parole chiave con il cibo cui erano associati. Un video sul pane, una fetta di pane. Un video sul ragu, una cucchiaiata di polenta. Una animazione del racconto di una spesa psichedelica sotto l’influenza di funghetti allucinogeni, una fetta di torta salata ai funghi. Un video sull’ingozzarsi, un po’ di lardo. Selezionare espressioni di voci multiple e incorporarle negli oggetti cui si riferiscono semanticamente. Diventare un tramite trasparente, distaccato, capace di riportare nel mondo le voci. Una rete p2p in camice bianco, asettica, che non pone nemmeno un alito sull’espressione dei multipli autori.

Possibilità infinite di espressione dove di solito c’è solo la possibilità di percepire la superficie dell’informazione offerta da poche voci predominanti.

“Raccontami una storia”, quindi, diventa un invito a partecipare alla rete p2p composta dai corpi e abilitata dalla tecnologia.

Partecipare attivamente dando contemporaneamente voce, diffusione e interpretazione alla storia di altri, e di assicurarne, tramite enunciazione, la presenza e l’esistenza, associata al corpo, oggetto, luogo o, come in questo caso, cibo.

Realtà aumentata, quindi, intesa come sovrapposizione di strati interpretativi autonomi e p2p alla realtà pre-codificata. In questo caso: potersi esprimere sul cibo, poter conoscere le storie che altri hanno creato o raccontato sul cibo, poterle liberamente reinterpretare e ridisseminare. Il marker, in questo caso messo dentro una bowl per comodità ed esigenza scenografica, ma idealmente (e praticamente, nell’uso reale) posto nel prodotto (o sostituito dal logo del prodotto, ove presente) diventa l’accesso al corto circuito: p2p, ubiquitous, embedded, multi-author, open-ended, cross medial publishing. Per reinventare il reale, per reinserire la narrazione, le storie, nel presente.

La seconda versione della performance, determinata dal contesto problematico, ma non meno importante o rilevante: “Raccontami una storia”. Ma veramente. E quindi l’enorme imbarazzo: cosa racconto? Ho i mezzi, ho gli strumenti. Ne ho tanti! Cosa racconto? Ovvero la perdita delle storie, la possibilità del riacquisirle e di ridisseminarlela questione della cultura e dei corpi.

In tutti e due i casi: uno shift culturale, il rilevare una serie di pratiche possibili. L’accesso all’oggetto/servizio (il cibo in questo caso) che corrisponde all’accesso alla possibilità di esprimersi e di avere esperienza dell’espressione dell’altro. Il signor Y può leggere il signor X che ha aumentato una fetta di lardo con una storia di sazietà, ed è libero di raccontarla, di reinterpretarla, o di esprimere una nuova storia. E l’accesso al cibo corrisponde a questa possibilità. Realtà aumentata. Raccontami una storia.

Al centro: Fake Press. Un corto circuito. Una casa editrice. Libri disarticolati. Narrative ubique, per corpi, luoghi, oggetti.

Conference Biofeedback is a USB gadget that allows conference lecturers to receive physical stimulations and feedback coming from the audience.

Are people interested in what you’re saying?
Are they bored?
Now you can know.
Lecturers can connect to their audience using their own bodies. Conference Biofeedback’s circuit are connected to an online application.
People in the audience can use the application’s interface to express their feelings about the conference.
Everything goes smoothly for the lecturer if they’re happy and interested.
If they happen to be bored, Conference Biofeedback triggers electrical stimulations (20V, just above human body’s natural impedence) with increasing current flow, rising proportionally to people’s boredom.
An annoying alarm and light signals complete the feedback experience.
Conference Biofeedback: a war on boring conferences and on unidirectional communication.
Conference Biofeedback was presented for the first time at Planetary Collegium’s 2009 annual conference “Consciousness Reframed X: Behaving Media, Experiencing Design”.

more info at:


Zones, iPhone granular synthesis at your fingertips

Zones, iPhone granular synthesis at your fingertips

Art is Open Source and FakePress just released Zones, a simple harmonic granular synthesizer for the iPhone. Create relaxing soundscapes and ephemeral melodies by creating grains with your fingers. Grains interact with each other establishing a musical force field. Best heard in headphones.

Zones, iPhone granular synthesis at your fingertipsZones, iPhone granular synthesis at your fingertips

find out about it here:

Zones, simple harmonic granular synthesizer

or download it directly on iTunes

Zones is released for free with a Creative Commons Attribution-Share Alike 3.0 Unported License and the full sourcecode is available.

Disegno Industriale 39Disegno Industriale 39

The new issue of Disegno Industriale is out, , focused on Interaction Design.

You can check it out here. There’s also an article I wrote about John Maeda and the great influence he had on creativity through computing.

Hope you enjoy it.

Here is a short summary and the index:

From designing the shape of objects to shaping the design of behaviours: next issue will explore interaction as a form to design in order to shape a world which can be more intelligent and friendly. After high-tech, technology hides itself within our artificial world, in order to become ane everyday presence.”

Tonino Paris
Dipendenze tecnologiche
Technology Addiction
Derrick de Kerckhove | Donald Norman | Bruce Sterling
Augmented Design
Lorenzo Imbesi
Troy Nachtigall
Salvatore Iaconesi
Silvio Cioni
L’Oggetto dell’Interazione
The Object of Interaction
Luca Simeone
Oltre l’interazione naturale
Beyond Natural Interaction
Lorenzo Imbesi
Is This Your Future?
Loredana Di Lucchio
La fabbrica dell’ingegno
The mind factory
Carlo Ratti | Assaf Biderman | Eugenio Morello | Francisca Rojas
Federico Casalegno
Pervasive and Mobile
Patrizia Scarzella
La dimensione invisibile del design
The hidden dimension of design
Alex Soojung-Kim Pang
Mighty Mouse

Back again. After the overview on Frontiers of Interaction V in the previous article we’ll present our contribution to the event.

Fake Press. Ubiquitous Publishing.

Ubiquitous publishing and Ubiquitous Anthropology. The next-step in publishing practices and platforms, united with a research on the possibilities offered by location based technologies and by novel approaches to knowledge dissemination, communication and expression. We (Luca Simeone and Salvatore Iaconesi) presented our research at Frontiers of Interaction V in Rome (June 2009), together with the first two applications and an open call.

Everything starts off from the idea of a contemporary evolution of publishing practices. Technologies, the possibility to create platforms to enable relation, expression and emotion and the availability of tools to share, disseminate and interact on knowledge and cultural productions, are all factors that made us feel the fundamental importance of designing new concepts and practices.

The scenarios described by location-based media, by the possibility to mix and cross the borders across different media, and the infinite spaces created by augmented reality were the influences that shaped our research.

We investigated on how technologies and new forms of interactions with other people and with places, time, architectures and objects would change the ways in which information can be created, communicated, shared and distributed. From an anthropological point of view we asked ourselves where would faces and voices emerge from, the self-expressions and representations of people and of their identities. And we also questioned the destinations for these informations, observing the fluid, mutating scenarios that surround us, with wireless, localized, immaterial, augmented layers of reality stratifying on top of the merely-physical one, creating totally new worlds in which information can become part of bodies, of architectures, of spaces, walls, trees, objects.

Displays, interstices, coordinates, tags And gestures, natural interfaces and moving, walking. Using the body to move through space as in an action of reading. We were truly intrigued by the transofrmation of space, by its augmentation with new narratives, new possibilities for the expression of the multiple voices and points of view that constitute the world.

So we designed our very own interpretaton for the idea of Ubiquitous Publishing. Cross-device, cross-medial, multi-author, emergent narratives.

The first idea was iSee, an application that allows for the creation of narratives on logos and brands. The application allows people to use their mobile phones to extract information directly from logo images: take a picture of your favourite detergent and, if the logo is already part of the collaborative database, you can get information from it.

Logo identifies brand, identifies company.

We suggested some possibilities, showing informations on social responsibility, on environmental policies, on the pollution rates connected to product manufacturing. Products come alive and communicate, in a simple, accessible form of augmented reality in which information is embedded into objects.

The second idea was Ubiquitous Anthropology.

A location-based platform allows for the positioning of the expressions, emotions and perspectives of multiple voices. These can be accessed through mobile technologies directly from the geographical locations, allowing people to experience and come in contact with other’s points of view and ideas.

In this form the world itself becomes “readable”. Reading by crossing spaces and architectures.

Reading other people’s texts, watching the images and videos they captured with their cameras, observing their evolution through time an through relations with other people.

The first application shown on this theme, was created by positioning onto the territory the results of a foundamental research by professor Massimo Canevacci and several students and researchers, who travelled many times to Mato Grosso, Brasil, and performed researches on the Bororo. Videos and images created by the Bororo were positioned onto the geography, thus creating a layer of interpretation of land, events and relations that is not covered in any way by classical media, and that allow us to “read” directly on the territory how the members of these populations interpret their land, the other populations they interact and relate with, their culture.

The system has provided as a incredibly useful tool to communicate these population’s political instances. The Bororo are not represented in Brasil’s institutions, allowing for unlimited exploitation of their lands and people. The possibilities offered by the platforms allowed us to write Bororo’s political instances, their desires and expectations, directly in the “places of power” of Brasil’s government. In Brasilia, several institutional buildings have been tagged with the videos and texts of their political demands, thus creating the only form of institutional presence that is currently allowed and accessible for them. In the idea that giving people the control on media and on their own expression and communication is possibly the only viable way to freedom and auto-determination.

The two examples constitute real applications that will be made available and downloadable online on the FakePress website in just a few days from the date of creation of this post. They are currently being enhanced to form functioning frameworks that can be used for these and other projects.

Some of the application’s content is already available on FakePress, and the full applications for web and iPhone will be available for download in a couple of days.

We are curently promoting the call for participation to the project, stimulating the discussion on the next products to publish with Fake Press.

So, if you have a book, research or other content you are going to publish, and you want so explore with us the possibilities to publish it in these ways, don’t hesitate to contact us.

– below a surreal interview I had to suffer from at the end of the show :)   –

today we’ve been at Frontiers of Interaction V

Frontiers of InteractionFrontiers of Interaction

probabily the most interesting interaction design event in Italy. It’s the most interesting (and only one :) ) in Rome, for sure.

We’ve been there to present FakePress, our next-step publishing house, with two “ubiquitous” projects: iSee, interstitial narratives for shopping centers, and Ubiquitous Anthropology, location based technologies for ethnographic research.

But more on that later. First of all: the meeting.

Frontiers of Interacton V took place in the beautiful Acquario Romano. We’ve been there from the day before, setting up screens, projections, sounds and kilometers of cables.

The meeting originates from, a community in which designers, technologists, anthropologists and creatives of all sorts meet sharing points of view on contemporary society, and on the ways in which it is shaped and mutated through technology and its practices.

The meeting shares the same conceptual setup: people come there and, basically, show what they’re up to. People of all sorts: from international superstars of interaction design to students and younger innovators ready, energetic and willing to showcase their creations.

This year (it is the fifth edition), there have been several interesting highlights.

Complexity, visualization, the emergence of natural interfaces, gestuality. And an ever more focused awareness on the needs to integrate a deep understanding of the world that is around us, ecologically, socially and politically.

The hybridization of practices and the idea of human awareness were recurring concepts in the contributions.

As Daniele Galiffa of Visual Complexity, showing the ways in which data visualizations can rise the level of awareness, by communicating in expressive ways environmental impacts, cause-effect relations, world mutation. And describing the frontier for infovisualizations and infoaesthetics, which is the representation of social data, and the delegation of the tools for visualization to the “social”.

Or the wonderful Adam Greenfield, with his “Elements of a networked Urbanism“, which managed to perfectly avoid the declaration of yet another manifesto of some kind, and instead presented an observation of the emergence of new patterns in cityscapes. A series of “before” and “after” scenarios, highlighting some really interesting points of view.  Entirely new ways of using cities, unthninkable even just a few years ago. From wayfinding to wayshowing, Adam showed many mutations in which social dynamics truly materialize themselves, allowing people to actively share their views on the world. Even bypassing the idea of “optimization”, typical of previous designs. The ideas, for example, of systems telling you the “best” way how to get from point A to point B cuts off several parts of your experience of cities, which are also composed of several “inefficiencies” that are far from being “bad”, providing you social experiences, enjoyment and rythms, feelings and well-being. “Noise” as not being a negative experience, but a creative, cultural one.

David Orban also presented a truly interesting point of view with his Consciousness Panopticon, introducing the Singularity University and showing the trends in which various people are getting ready for the progression through which we are living, in technological evolution, to our own ability to understand what is happening around us.

Or professor Liam Bannon, demoloshing the idea of “intelligent” devices, or the romantic suggestions coming from artificial intelligence, and promoting the perspective of technology that supports creative and critical thinking, in the development of an etherogeneously positive and (sociallly) interactive world.

Andrea Gaggioli presented in his “Ecologia Partecipativa” a set of ecologic scenarios and the tools through which we all can research, observe and react to our impacts on the environment.

Then Carlo Maria Medaglia of Rome’s CATTID multi-faculty center, presenting some stunnig projects on mobility, technological approaches to disabilities and, in general, several forms of open source approaches to create functional enviroments that are embedded in the natural, urban and social environment, from infrastructure, to hardware, to software.

And other, many things which you will find documented of FoI’s  website.

and, in the next upcoming article, we’ll describe our own personal contribution: Ubiquitous Anthropology, by Luca Simeone and Salvatore Iaconesi.

More info at Frontiers of Interactions

Here some videos

We took OneAvatar at Milano in Digitale.

OneAvatar - the Game and the packaging

OneAvatar – the Game and the packaging

The third edition of the Milano in Digitale competition was held at the Fabbrica del Vapore in Milan, an industrial complex restored by Milan’s public administration to host artistic and cultural projects. Organized by the Fondazione D’Ars Oscar Signorini onlus, it is a competition created to investigate the evolution of the artistic research performed by young artists in the fields of digital and new media arts.

The competition is really interesting as it features a great level of openness towards the proposed works: both the organizing team (composed by Cristina Trivellin, Morena Ghilardi and Martina Coletti) and the jury (Paolo Rosa, Pier Luigi Capucci, Antonio Caronia, Francesco Monico, Domenico Quaranta and Franco Torriani) carefully analze all of the works selecting the ones that use digital technologies in the most significant ways.

It was, thus, a pleasure to be selected.

Me and penelope.di.pixel chose a hardcore approach to present OneAvatar in this occasion.

I designed a multi player game using IDSoft’s Quake 3 3D engine that allowed the players to hunt the avatar of the person (me! :)  ) wearing the OneAvatar suit through a three dimensional environment. [Note: look at the end of the post for the links to download the source code of the game]

When the players eventually hit the OneAvatar character, the software activated the circuit connected to the game server’s serial port (I connected through a simple circuit to the USB port of one of the laptops) sending the electric signals used to flash all the LED lights that were placed all over the suit and to send a stronger electric shock to a voltage multiplier circuit that was taped to the hands of the performer, actually hurting (a bit ;) ) him.

the installation before I started to get electrocuted

the installation before I started to get electrocuted

The installation features the results of the research coming from the OneAvatar project: technology, emotion, identity, relational dimensions in the digital domains are ome of the fundamental topics analyzed.

In this research we focus on the re-connection of the physical body to the digital identities of the persons using digital technologies and networks. In the OneAvatar project this approach produces a short circuit between the physical and immaterial dimensions, forcing the former to interact with the latter.

What results is an explicit layering of realities, entangling material and immaterial domains together. Game players are forced to thing about the physical effects of their actions when they shoot the game characters, ad the other players get physically hurt by the electric shocks.

A narrative metaphor for immaterial economies, cognitive capitalism, for the relationships established in social networks.

This is the approach that we are calling Neo Realismo Virtuale ( NeRVi )

penelope.di.pixel finishing up the packaging

penelope.di.pixel finishing up the packaging

For the event a complete marketing and communication strategy was produced to create a fictional, but realistic and produceable, product to establish the narrative level of the performance: the performer was displayed as in a shopping center showcase, with the product and the related gadgets available for sale. A further analysis on the evolution of art in the contemporary era, in its hybridization wth communication, marketing and ethnographical practices.

The results were amazing, with people happily embracing thei sadistic roles, and merrily torturing me for several hours on the first day of the show.

The other works at the exhibition were quite interesting.

IO Cose Yes we Spam

IO Cose Yes we Spam

IO Cose’s Yes We Spam featuring a massive spam action in the occasion of Italy’s elections.

nOne and three chairs

nOne and three chairs

nOne and three chairs

nOne and three chairs

nOne and three chairs, by Alessio Chierico, featuring a beautiful metaphor on an old game and on a symbol.

To-gather together n.11

To-gather together n.11

To-gather together n.11, by Cosimo Cappagli, Daniele Grosso and Lea Landucci, where Maestro Daniele Lombardi’s music and artistic practices come to a new life with the help of a Wii remote.

Poetry Machine - Change, Daniela Calisi, Shadi Lahham

Poetry Machine – Change, Daniela Calisi, Shadi Lahham

Poetry Machine – Change, by Daniela Calisi, Shadi Lahham, featuring an analysis of the process of writing.

this message will self destruct

this message will self destruct

This message will self destruct, by Marco Brianza, researching on the replicability of digital contents.


SpaceWindows, by domenico rubino, where a random picture browser becomes a tool for an interaction and aesthetics analisys.

Dancing with my Tuzki

Dancing with my Tuzki

the lovely Dancing with my Tuzki, by Valeria Ferrari, where a MSN chat becomes the occasion for a reflection on digital iconographies.

Flight SynEp

Flight SynEp

Flight SynEp, by OtherehtO, featuring a suggestive clash/encounter between Wetecho, the moist bio/technologic world, and Virtù-algorhythm the dry virtual reality.



Lacuna, by Marta Roberti, a non linear narrative exploring the concept of the double.

Non io

Non io

Non io, by Matilde De Feo, a nevrotic and torrential monologue by S.Beckett, reinterpreted through digital media

Alter Ego

Alter Ego

Alter ego, by Roberta Peveri, analyzing the concept of the alter ego through the use of digitally produced perspectives.

Compound Field

Compound Field

Compound Field, by Patrick Tabarelli, a sythtetic video discussing the relationships running between nature and artifact.

An incredibly BIG thank you to all of the organization and to all of the incredible friends that we found/re-found at the event.

Read below for the details of the software used in the OneAvatar installation.

The OneAvatar Game

The game uses the IRRLICHT C++ libraries and the FMOD C++ libraries to handle the 3D sound effects and music.

Click this link (below) to download the game sources (only .h and .cpp files included: you do need to link the other libraries; also check inside the source code for the names of the required sound and graphic files)

OneAvatar 3D game sources

Here is a gallery of the pictures:

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Here are some links:

Milano in Digitale

Fondazione D’Ars Oscar Signorini onlus

Fabbrica del Vapore

Some pictures by Cecilia Brianza

rel:attiva presenza

November 8th, 2008

while in Mexico we did quite a few things.

possibly the most difficult one was the creation of an architectural installation called rel:attiva presenza.

attiva presenza in Mexico City

rel:attiva presenza in Mexico City

the installation constituted a practical example of the theories we exposed at this congress and it was created in the beautiful cloister of the Italian Cultural Institute in Mexico City, in the colonia Coyoacan.

The concept behind the installation was a contextualization of an architectural intervention we designed by the same name, transforming a public square into an interactive location for mixed-media urban dialogue.

The installation show/performance took place together with the inauguration of the exhibit “El viaje en la mirada: dibujos italianos de dos arquitectos mexicanos” from which some drawings were taken and virtually re-interpreted for the installation’s components.

The installation was built using the openframeworks programming libraries, and it featured 2 network synchronized computers handling the sides of the visuals and the spatialized sound.

A narrative was created by juxtaposing 7 scenes projected on a cylindrical artefact hanging on top of teh cloister’s fountain.

Each of the 7 stages featured a methodology for layering virtual and physical domaind of reality.

The sounds from other spaces/times that were recreated in spatialized form in the environment.

The images from various locations of Mexico that were morphed into each other together with their localized sounds, to form new, virtual places.

The drawings exhibited, taht were used to create narrative voyages that superimposed the palces that inpired teh drawings with fantastic, non-existing ones.

Virtual architectures that were projected onto real ones, creating hybrids.

Interaction was assured by means of teh environental sound and by a simple cloister-wide motion capture system that used people’s movement to generate sounds and parameter values for the various algorithms involved in the software.

A special thanks must be given to the people at the Italian Cultural Institute, especially to Franco Avicolli, the institute’s cultural expert and responsible for inter-universities relationships, appointed by Italy’s Ministry for Foreign Relations, and to his assistant Valeria Ricci Apiròz: their enthusiasm was probably the most enabling technology that we used for this installation. :)

An enormous “thank you” goes to the Institute and to its director, prof. Marco Bellingeri, and to Felice Scauso, the Italian Embassador in Mexico, who gave us an incredibly warm hospitality.

check out the review on ArtsBlog

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