Created by Adam W. Brown in collaboration with Robert Root-Bernstein, ReBioGeneSys – Origins of Life is an extreme minimal ecosystems theoretically capable of forming the self-organizing chemistries necessary to produce semi-living molecules and perhaps even protocells.
Created by William Fairbrother, Alberto Ruiz Soler and Oliver Smith, ERIS—2000 is a fictional scientific instrument invented by cybernetician Erica Symms in 1971. The device was used to show and study, through a simplified simulation, the consequences of human decisions on complex systems.
Now in its 8th year, FITC Amsterdam 2015 is host to the latest and greatest in design, technology and cool shit from all around the globe.
RC4 in London researches computational design methodologies for large-scale 3D printing with industrial robots, taking logistical, structural and material constraints as design opportunities to generate non-representational architectural spaces with extreme information density.
Created by Simon de Diesbach at ECAL with the support from Alain Bellet, Gael Hugo, and Christophe Guignard, OccultUs is an installation that exploits the potential of the Oculus technology by immersing the user in a sensory experience that mixes two distinct realities and simulated.
Retune is an annual conference in Berlin bringing together artists, designers, technologists as well as researchers and scientists to inspire interdisciplinary thinking and making.
Created by Ed Burton, Icon do better takes on a smart social twist of classic game combined with icon making.
Created at FABRICA, Patch of Sky is a set of three Internet connected ambient lamps that share, in real-time, the sky above us.
In the former building of the Newspaper BN De Stem, the installation created by Tim Knapen & indianen, allows visitors to collaboratively create mini publications.
Over the past few months, in preparation for their Book of Eniarof crowdfunding campaign, tutors and students at HEAD have been exploring the use of playing cards as a method for designing and developing games, concepts, attractions, and playful art objects of various ilk…
Through generative fabrication and computational design, this project aims to reconnect digital and physical contexts through a custom designed “chronomorphologic modeling” environment.
Durr is designed to create a haptic rhythm to make us notice the changing tempo of time and become more aware of both actions we take and the time we spend on things.