At its best, creative inquiry offers intellectual nourishment, empowerment and solace. At the end of 2016, we need all of those, which is why remembering – and celebrating – the outstanding work done this year is all the more important. Over the past twelve months we’ve added more than 100 projects to our archive – and with your help we’ve selected the favourite ones!
The Making and Knowing Project, a research cluster of the Center for Science and Society at Columbia University, seeks a collaborative and creative Digital Humanities Designer-Developer.
Created by Zach Lieberman in collaboration with Google’s Data Arts team, ‘Land Lines’ is a web experiment that lets you explore Google Earth satellite imagery through gesture. “Draw” to find satellite images that match your every line; “Drag” to create an infinite line of connected rivers, highways and coastlines.
From the Digital Citizens Lab to making Processing more accessible – Lauren McCarthy, Los Angeles-based artist and Processing Foundation board member, surveys the work of the 2016 Processing fellows and sheds light on the Foundation’s 5-month fellowship program.
The latest iteration of a decade-long investigation into modular construction systems by Canadian Artist Jesse Jackson, Marching Cubes is an algorithm-inspired syntax for building volumes from 3D printed blocks.
Created by Yuichiro Katsumoto, Mojigen and Sujigen is a collection of servo motors, connected together to write a letter by the means of manipulating the axis of the motor.
Interactive Things in Zurich are looking for a motivated, smart and dedicated Interaction Engineer to join their team full or part time.
Created by Studio Puckey & Moniker, Radio Garden is a research project that places radio research within contemporary discussions about migration, cultural identities, encounters and memories by generating new knowledge about the meaning of radio and listening in the age of globalisation and digitisation.
An output of the Office for Creative Research, OCR Journal #002 documents the process and philosophy of the Brooklyn-based studio specializing in complex data-informed projects.
Over the last 9 years it has become a habit on CAN for as the year-end approaches to look back at some of the projects that have made a mark. We have done this in the form of ‘best of’ or more subtly ‘most memorable’ but this year we are doing it slightly differently. We invite you, the community, to be judges!
Created by Berlin based Ralf Baecker, Random Access Memory is a fully functional digital memory. Instead of operating on semi-conducting components to represent either the binary states of 0 (zero) or 1 (one), the memory uses grains of sand as storage material.
InterAccess’ Vector Festival returns with its fifth edition next summer and its curators have issued their annual call for work in and around the edges of videogame culture.
Created by Quadrature and first shown at this years’ Ars Electronica festival in Linz, MASSES installation includes two stones lying on top of a balanced steel plate and a machine with aim to create a perfect equilibrium state by moving the stones to the appropriate positions.
DepthKit in NYC are looking for a Front End Engineer with deep experience crafting intuitive and simple graphical user interfaces to expose complex algorithms.
DepthKit in NYC are looking for a Graphics Engineer with deep experience advancing the state of the art in real-time graphics and computational geometry.
The Good Life is an ‘Enron Email Simulator’ that allows a reader to subscribe to the 500,000 emails that were released in the aftermath of the American Energy company’s 2001 scandal and downfall.
Developed at the MIT Media Lab’s Mediated Matter Group, ‘Data-Driven Material Modeling’ refers specifically to the process of the creation of high-resolution, geometrically complex, and materially heterogeneous 3D printed objects at product scale.
Created by Vlad Semkin, ZERO to Z is an abstract minimalist meditation game where you grow connections to make progress. Designed as peaceful & constructive, game mechanics are novel & inspired by algorithms found in nature (namely DLA), putting a spin on the casual puzzle/arcade genre.
Created by Matthias Grund, Kadir Inan and Wookseob Jeong at the Köln International School of Design, >200 °C is imagined as a closed feedback system that combines computer vision with a poetic perspective of the physical occurrence called the Leidenfrost effect.
Hochschule für Gestaltung Schwäbisch Gmünd are looking for an individual with very good pedagogical skills to impart technical foundations and methods in the area of network-centered development of digital products and mobile technologies.