The 'Green Thing' - sure is a lot to think about!

Fish

Source: via
Disamodha Amarasinghe

In the line at the store, the cashier told the older woman that plastic bags weren’t good for the environment. The woman apologized to her and explained, “We didn’t have the "green" thing" back in my day.”

That’s right, they didn’t have the "green" thing in her day. Back then, they returned their milk bottles, Coke bottles and beer bottles to the store. The store sent them back to the plant to be washed and sterilized and refilled, using the same bottles over and over. So they really were recycled. 

But they didn’t have the "green" thing back in her day.

In her day, they walked up stairs, because they didn’t have an escalator in every store and office building. They walked to the grocery store and didn’t climb into a 300-horsepower machine every time they had to go two blocks.

But she’s right. They didn’t have the "green" thing in her day.

Back then, they washed the baby’s diapers because they didn’t have the throw-away kind. They dried clothes on a line, not in an energy gobbling machine burning up 220 volts – wind and solar power really did dry the clothes. Kids got hand-me-down clothes from their brothers or sisters, not always brand-new clothing. 

But that old lady is right, they didn’t have the "green" thing back in her day.

Back then, they had one TV, or radio, in the house – not a TV in every room. And the TV had a small screen the size of a pizza dish, not a screen the size of the state of Montana.  In the kitchen, they blended and stirred by hand because they didn’t have electric machines to do everything for you. When they packaged a fragile item to send in the mail, they used wadded up newspaper to cushion it, not styrofoam or plastic bubble wrap.

But she’s right, they didn’t have the "green" thing back then.

Back then, they didn’t fire up an engine and burn gasoline just to cut the lawn. They used a push mower that ran on human power. They exercised by working so they didn’t need to go to a health club to run on treadmills that operate on electricity. 

But she’s right, they didn’t have the "green" thing back then.

They drank from a fountain when they were thirsty, instead of using a cup or a plastic bottle every time they had a drink of water. They refilled pens with ink, instead of buying a new pen, and they replaced the razor blades in a razor instead of throwing away the whole razor just because the blade got dull.

But they didn’t have the "green" thing back then.

Back then, people took the streetcar and kids rode their bikes to school or rode the school bus, instead of turning their moms into a 24-hour taxi service. They had one electrical outlet in a room, not an entire bank of sockets to power a dozen appliances. And they didn’t need a computerized gadget to receive a signal beamed from satellites 2,000 miles out in space in order to find the nearest pizza joint.

But they didn't have the "green" thing back then!
I'm thinking we need to regress...it would sure solve a lot of our problems.  But then, I guess that's progress, right?
 Oh...and we wouldn't have the "green" thing any more. 

Cambridge Galleries Design at Riverside presents: The Hylozoic Ground Collaboration Key Collaborators Forum


 

 

 

 

The Hylozoic Ground Collaboration

Curated by Esther E. Shipman

 

In conjunction with the Hylozoic Ground Collaboration exhibition, Design at Riverside Presents:

The Key Collaborators Forum

Friday, September 30, 6:30 pm – A CULTURE DAYS EVENT

Image003

Join Hylozoic Ground’s visionary team Philip Beesley (artist and architect, Canada), Dr. Robert Gorbet (engineer, Canada), Rachel Armstrong (experimental chemist, United Kingdom), for a discussion on the process and implications of mixing design and research from different fields to achieve breakthrough new work . Followed by book signing and refreshments at Design at Riverside.

 

Philip Beesley Architect

Philip Beesley Architect is a Toronto-based interdisciplinary design collective led by experimental sculptor/architect Philip Beesley.  Core team members include Rob Gorbet (mechatronics engineer and visual artist), Rachel Armstrong (artificial life researcher), Hayley Isaacs (graphic designer and new media artist), Eric Bury (graphic designer and visual artist) and Jonathan Tyrrell (interactive system coordinator and sound artist).  Currently there are 15 artists, designers, architects, and engineers within the collective. Sculpture installations by the studio are widely published and exhibited. Projects since 2007 have included installations in Madrid, Moscow, Los Angeles, Mexico City and Copenhagen. The studio represented Canada at the 2010 Venice Biennale for Architecture.  Current work in development includes installations for Salt Lake City, Sydney, Wellington NZ, Calcutta and Edmonton. Recent projects have been featured in Casa Vogue, WIRED and MARK magazine and the covers of LEONARDO and ARTIFICIAL LIFE.

CORE COLLABORATORS

 

Philip Beesley MRAIC OAA RCA

 

Philip Beesley is a professor at Waterloo Architecture who practices digital media art and experimental architecture. His creative work in the last two decades has focused on ‘field’ oriented sculpture and landscape installations. He received a Bachelor of Fine Art from Queen’s University in 1978, a technical diploma in technology from Humber College and his professional degree in Architecture from the University of Toronto in 1986. He maintains a practice that combines sculpture with public buildings, exhibitry and stage design. He frequently works within art collaboratives and was a founding member of the Kingston Artists Association, an ANNPAC parallel gallery. Distinctions for his work include the RAIC Allied Arts Medal, Prix de Rome in Architecture (Canada), 1st prize at Spain’s VIDA 11.0, a Far Eastern International Digital Architectural Design Award (FEIDAD), and two Dora Mavor Moore Awards.

 

Dr. Rob Gorbet P.Eng

Rob Gorbet is a mechatronics engineer and visual artist, supervising the design and production of interactive systems interfacing with physical sculpture. In parallel with his artwork, Gorbet is an Associate Professor at the University of Waterloo Department of Electrical and Computer Engineering, and is a mechatronics specialist. He is a principal of Gorbet Design, a company specializing in interactive multimedia exhibitry. His current research focuses on modelling and control of actuators made of shape memory alloys (SMA), and the specialized development of a new generation of sensing and actuating systems emphasizing tune and subtle motion connoting empathy. He integrates these innovations with fundamental knowledge of mechanical engineering, robotics, electronics and computer programming. This integrated research and technical expertise is applied to innovative design of technology-mediated sculptural work. Gorbet was Engineering Director for the Hylozoic Soil project and provided key direction for the preceding Implant Matrix installation at Interaccess Gallery. Projects include the award-winning interactive piece, P2P, exhibited in Kitchener (Contemporary Art Forum 2002), Toronto ( 2004 International McLuhan Festival) and San Jose ( International Symposium for Electronic Art, 2008), and a $100,000 commission for a solar-powered, permanent, dynamic outdoor sculpture for the city of Kitchener.

 

Dr. Rachel Armstrong

Dr. Rachel Armstrong leads the Hylozoic Ground team in developing its ‘Living Architecture’ chemical circulation systems. She is a Global TED Fellow and Research Fellow at the University of Greenwich, London and member of Professor Neil Spiller’s AVATAR Research Group. Armstrong is an interdisciplinary practitioner with a background in medicine who collaborates extensively with artists, scientists and architects to create new experimental spaces that re-engage with the fundamental creativity of science. Dr. Armstrong emphasizes the unique role that architecture occupies within the cultural imagination, offering an ideal forum to reimagine our experience of the world so that we can reinvent our role within it. Her acclaimed research on building systems demonstrates how buildings can share properties of living systems.

 

Moderator: Omar Khan, Director, School of Architecture, State University of New York, Buffalo.

 

 

CATCH THIS OTHER SPECIAL EVENT:

Lecture: Thursday, October 13, 2011 6:30pm

 

Admission is free, everyone is welcome.

 

Design at Riverside would like to acknowledge the support of the Canada Council Program for the Promotion of Architecture for their contribution to the Hylozoic Ground Collaboration exhibition and the Grand Valley Society of Architects for their contribution to the Key Collaborators Forum.

 

CAMBRIDGE GALLERIES DESIGN AT RIVERSIDE

7 Melville Street South
Cambridge, Ontario

N1S 2H4

www.cambridgegalleries.ca

 

GALLERY HOURS:

Tuesday to Thursday: 12 - 8 pm, Friday: 12 - 5 pm,

Saturday: 10 am - 5 pm, Sunday: 1:30 pm - 4:30 pm

 

MEDIA CONTACT:

K. Jennifer Bedford

Online Design and Marketing Specialist

jbedford@cambridgegalleries.ca

519.621.0460 ext.119

 

Follow us on Twitter and Facebook:

 

IMAGE: Phillip Beesley, The Hylozoic Ground (detail), 2010.  Image courtesy of the architects. Photo: Pierre Charron.  

 

 

 

 

 

(download)

Floating city online experience: Wrap-up letter from Thomas Dolby

Dear Floating Citizens

The game is finally over! I was on tenderhooks yesterday as the final Daring Sortie opened up; I was wandering around a maritime museum in northern Brittany, checking my iPhone every few minutes to see how long it would take before all 9 tribes completed the final challenge. And I was delighted that it took under an hour for that to happen, without any major hiccups!

Congratulations to all who finished the game, and well done to the victorious Muluberry Clubbloc Seaboard alliance, who won themselves a free concert (see below.) For those who scored a free Oceanea CD or EP download, we will get those dispatched as soon as the dust settles. Many more players completed all the albums than we anticipated, so I'm sorry we ran out of physical CDs quite early on. For the rest of you, I hope you're enjoying the MP3s (over 25,000 downloaded!).

What a mixture of emotions for all of us. So many people have immersed themselves in this strange alternative reality we cooked up, and invested so much time in making it real. I think my favourite aspect of the game was the way the quirky individuality of the Forum posts added up to a collective fictional consciousness. It seems that every twist and turn of the storyline could be adapted and folded into the whole. This can continue into the future--we deliberately left some loose ends that YOU can resolve via your own creative writing.

I would like the Floating City to live on. Now the FC has gone 'airborn', you can create your own sequel! How to go about this I will leave up to you, the players. So, at the very least, the Forums will stay open, though you should talk about whether we want to pare them down to fewer areas. We're also planning to make a new version of the Map that is browsable so that all Daring Sorties can be explored at will. What other aspects of the game should stay current? do you want the trading reset so you can start from scratch if you want to? My only criteria are that we have to reduce the maintenance (in man-hours, programming, server cost etc) to close to zero. Let me explain....

There is no record company behind this game, no marketing budget, no cynical ulterior motive. I dreamed it up as a way to fuse together all the mythology running through my songs and lyrics over the last 30 years, and to tie it in to my new album. It's an extension of my own artistic expression. I love to tackle unexplored media, and diving headlong into it with little clue what am was doing--as I did with electronic music in the 70s, music videos in the 80s, the Web in the 90s, and so on. My motto has always been, if something doesn't break, you're probably not taking enough risks!

I've never talked publicly about the production aspects of the game, but in a nutshell here's the story: last year, two respected online game companies turned the project down because they said it couldn't be done within my tiny budget. So this game was created by a small team of dedicated individuals in different time zones, who have mostly never met in person. I had one face to face meeting with game designer Andrea Phillips in New York, but I've never met project manager Sara Thacher, programmer Peter Smith, CSS guru Marcus Reidner, or art director Paul Sizer in person. You know Carli Schultz Kruse (aka Lunesse aka Europa) who for years has run the thomsdolby.com site. Since about November 2010 we've all met on Skype chat most days at teatime for a 'scrum.' Everybody was juggling FC work with other jobs and projects. I paid the principals a fee that is certainly way lower than they would normally command, and despite this they've graciously put their all into the game, running into thousands of man-hours. In addition, there has been voluntary work by several wonderful people to whom I will be eternally grateful; including the G.O.D.s (Nikki Sorenson, Darren Goldsmith, Melissa Jordan, Jon Chiddick, Rachel Armstrong, Andrew Down, Grant Morris, and Matthew Seligman--thank you!) and my son Harper who sub-edited the Gazette! A special thank you to Darren Goldsmith of The Pirate Twins who made some excellent 3D graphics for the Blimp and the final 'City Rises' visual, and edited the videos; to Michael Brandon for his voiceover; and to the world-class photographers who contributed their work for free.

Nearly 5,000 players signed up for the game, though as you know, the pool of 'active' players was in the hundreds. I am delighted with this number. When we started out I looked at Facebook games with millions of players and prayed we would not get that many, seeing as I'm paying for the server. But I also worried we might end with a mere couple of dozen! So 5k was a perfect middle ground--enough players to keep things interesting and (mainly) civil, but not a 'success catastrophe' like Farmville :)

I didn't want to charge money for the game, nor to sully Paul Sizer's lovely graphics with advertising. So it's mainly about the satisfaction of creating an original piece of entertainment that kept people enthralled for a couple of months. Plus, hopefully, the addition of some new fanatical fans to the hardcore group who have followed my music for all these years.

You've asked repeatedly about official Floating City merch. With that in mind I'd like to announce that we're going to be printing Floating City t-shirts. We felt it would be great to have individual tribe tees, and I think you'll agree Paul has made a simple and classic design. But this causes a logistical problem, because we'll need to print 9 tribes x 3 sizes x 2 colours x 2 territories--total 108 SKUs! So I'd like you to let us know if/what you plan to buy, using the form below. This will keep wastage to a minimum and allow us to keep the cost down to £15.95 UK or $24.95 US.

Here's the pre-order form, please take a minute to fill it in--and understand that it doesn't commit you to buying anything!

http://www.thomasdolby.com/fc/ts/

And here's an example of a 'tribal T':


(

Media_httpwwwfloating_ajhrc
)

About the free concert: The prize was won by the Muluberry Clubbloc Seaboard alliance, and the top tribe was Mulu. This tribe is geographically based in the south of the UK, so I will perform the concert in their territory, as promised. Now we know the winner, I can start to plan that with my band. I don't know yet when or where it will take place. It may be in the timeframe of my upcoming UK tour this November, but no promises. All within the Muluberry alliance will get a free invite. I will try to live-webcast the concert for all other players; failing that we'll video it and put the results online. As soon as have more details I'll let you know!

I should also mention that I'll be doing some lecture/performances about the Floating City Game in the USA this October, to which the public are invited. More news on these to follow. What would be REALLY helpful is if you could recall your favourite moments--Forum posts, Patents, fan art, etc--and post them so I can pick and choose highlights for my lectures! Or just your personal review of the game that I can quote. Here's a new thread to post to:

http://www.floatingcity.com/forum/index.php?a=topic&t=5936

And finally, if you have unanswered questions about the story/characters/scoring/rules/programming/production etc, we are hoping to do a live chat room Q+A with myself and Andrea this coming week or weekend. We will send out a general message with the time and place.

Thanks again for playing The Floating City game!


Thomas Dolby

Floating city online experience: Wrap-up letter from Thomas Dolby

Dear Floating Citizens

The game is finally over! I was on tenderhooks yesterday as the final Daring Sortie opened up; I was wandering around a maritime museum in northern Brittany, checking my iPhone every few minutes to see how long it would take before all 9 tribes completed the final challenge. And I was delighted that it took under an hour for that to happen, without any major hiccups!

Congratulations to all who finished the game, and well done to the victorious Muluberry Clubbloc Seaboard alliance, who won themselves a free concert (see below.) For those who scored a free Oceanea CD or EP download, we will get those dispatched as soon as the dust settles. Many more players completed all the albums than we anticipated, so I'm sorry we ran out of physical CDs quite early on. For the rest of you, I hope you're enjoying the MP3s (over 25,000 downloaded!).

What a mixture of emotions for all of us. So many people have immersed themselves in this strange alternative reality we cooked up, and invested so much time in making it real. I think my favourite aspect of the game was the way the quirky individuality of the Forum posts added up to a collective fictional consciousness. It seems that every twist and turn of the storyline could be adapted and folded into the whole. This can continue into the future--we deliberately left some loose ends that YOU can resolve via your own creative writing.

I would like the Floating City to live on. Now the FC has gone 'airborn', you can create your own sequel! How to go about this I will leave up to you, the players. So, at the very least, the Forums will stay open, though you should talk about whether we want to pare them down to fewer areas. We're also planning to make a new version of the Map that is browsable so that all Daring Sorties can be explored at will. What other aspects of the game should stay current? do you want the trading reset so you can start from scratch if you want to? My only criteria are that we have to reduce the maintenance (in man-hours, programming, server cost etc) to close to zero. Let me explain....

There is no record company behind this game, no marketing budget, no cynical ulterior motive. I dreamed it up as a way to fuse together all the mythology running through my songs and lyrics over the last 30 years, and to tie it in to my new album. It's an extension of my own artistic expression. I love to tackle unexplored media, and diving headlong into it with little clue what am was doing--as I did with electronic music in the 70s, music videos in the 80s, the Web in the 90s, and so on. My motto has always been, if something doesn't break, you're probably not taking enough risks!

I've never talked publicly about the production aspects of the game, but in a nutshell here's the story: last year, two respected online game companies turned the project down because they said it couldn't be done within my tiny budget. So this game was created by a small team of dedicated individuals in different time zones, who have mostly never met in person. I had one face to face meeting with game designer Andrea Phillips in New York, but I've never met project manager Sara Thacher, programmer Peter Smith, CSS guru Marcus Reidner, or art director Paul Sizer in person. You know Carli Schultz Kruse (aka Lunesse aka Europa) who for years has run the thomsdolby.com site. Since about November 2010 we've all met on Skype chat most days at teatime for a 'scrum.' Everybody was juggling FC work with other jobs and projects. I paid the principals a fee that is certainly way lower than they would normally command, and despite this they've graciously put their all into the game, running into thousands of man-hours. In addition, there has been voluntary work by several wonderful people to whom I will be eternally grateful; including the G.O.D.s (Nikki Sorenson, Darren Goldsmith, Melissa Jordan, Jon Chiddick, Rachel Armstrong, Andrew Down, Grant Morris, and Matthew Seligman--thank you!) and my son Harper who sub-edited the Gazette! A special thank you to Darren Goldsmith of The Pirate Twins who made some excellent 3D graphics for the Blimp and the final 'City Rises' visual, and edited the videos; to Michael Brandon for his voiceover; and to the world-class photographers who contributed their work for free.

Nearly 5,000 players signed up for the game, though as you know, the pool of 'active' players was in the hundreds. I am delighted with this number. When we started out I looked at Facebook games with millions of players and prayed we would not get that many, seeing as I'm paying for the server. But I also worried we might end with a mere couple of dozen! So 5k was a perfect middle ground--enough players to keep things interesting and (mainly) civil, but not a 'success catastrophe' like Farmville :)

I didn't want to charge money for the game, nor to sully Paul Sizer's lovely graphics with advertising. So it's mainly about the satisfaction of creating an original piece of entertainment that kept people enthralled for a couple of months. Plus, hopefully, the addition of some new fanatical fans to the hardcore group who have followed my music for all these years.

You've asked repeatedly about official Floating City merch. With that in mind I'd like to announce that we're going to be printing Floating City t-shirts. We felt it would be great to have individual tribe tees, and I think you'll agree Paul has made a simple and classic design. But this causes a logistical problem, because we'll need to print 9 tribes x 3 sizes x 2 colours x 2 territories--total 108 SKUs! So I'd like you to let us know if/what you plan to buy, using the form below. This will keep wastage to a minimum and allow us to keep the cost down to £15.95 UK or $24.95 US.

Here's the pre-order form, please take a minute to fill it in--and understand that it doesn't commit you to buying anything!

http://www.thomasdolby.com/fc/ts/

And here's an example of a 'tribal T':


(

)

About the free concert: The prize was won by the Muluberry Clubbloc Seaboard alliance, and the top tribe was Mulu. This tribe is geographically based in the south of the UK, so I will perform the concert in their territory, as promised. Now we know the winner, I can start to plan that with my band. I don't know yet when or where it will take place. It may be in the timeframe of my upcoming UK tour this November, but no promises. All within the Muluberry alliance will get a free invite. I will try to live-webcast the concert for all other players; failing that we'll video it and put the results online. As soon as have more details I'll let you know!

I should also mention that I'll be doing some lecture/performances about the Floating City Game in the USA this October, to which the public are invited. More news on these to follow. What would be REALLY helpful is if you could recall your favourite moments--Forum posts, Patents, fan art, etc--and post them so I can pick and choose highlights for my lectures! Or just your personal review of the game that I can quote. Here's a new thread to post to:

http://www.floatingcity.com/forum/index.php?a=topic&t=5936

And finally, if you have unanswered questions about the story/characters/scoring/rules/programming/production etc, we are hoping to do a live chat room Q+A with myself and Andrea this coming week or weekend. We will send out a general message with the time and place.

Thanks again for playing The Floating City game!


Thomas Dolby

Patent Gallery for A Map of The Flying City online game

Here are some patents that I filed for Thomas Dolby's amazing new transmedia game The Floating City where you can win free music downloads, merchandise and concert tickets!

Thomas Dolby's website: www.thomasdolby.com

The Flying city website: www.flyingcity.com

The idea behind creating these 'patents' is to use 'found' objects that are acquired during gameplay to confer the player with a strategic advantage in discovering the secret of The Flying City ... which is exciting, challenging and surreal!

(download)

STUDIO LUKAS FEIREISS - THE GREAT BABYLON CIRCUS - MU, EINDHOVEN


Studio Lukas Feireiss 
cordially invites you to the opening of the upcoming exhibition:

– THE GREAT BABYLON CIRCUS. THE LURE OF ARCHITECTURE
 –

Tgbc

curated by
Lukas Feireiss and MU Eindhoven

with participating artists:
Mounir Fatmi (Maroc/France), 
Project Morrinho (Brazil),
 Speedism (Belgium/Germany), and Tomorrow's Thoughts Today (Australia/United Kingdom) 

– Opening: Friday 24th June 2011; 8 pm –
June 24 - October 2, 2011
 MU
Emmasingel 20 "De Witte Dame"
5611 AZ Eindhoven

The Great Babylon Circus
, curated by Lukas Feireiss in collaboration with MU Eindhoven, brings together cutting-edge creatives from the field of art, architecture, and design to engage in the continuation of the never-ending design of the Tower of Babel. The Tower of Babel is one of the primordial metaphors of architecture and construction, as well as of the multiplication and confrontation of diverse languages and styles. The tower also symbolizes the ultimate hubris of human creation -- the ambition to build something larger than life itself. 
With this central element in mind, the exhibition choreographs ambitious experimental artistic positions from around the globe with a joyful sense of the spectacular.

>>
STUDIO LUKAS FEIREISS 
<<
LOBECKSTRASSE 30–35 / NO. 408 
D –10969 BERLIN