In this project we ask - what determines the ability of a virus to infect some hosts but not others? Working with evolutionary biologist Ben Longdon, we're developing a citizen science project using visual programming, craft, tangible interfaces and games to explore virus host shifts – where a virus jumps from one host species to another.more info
Recent world events and concern over ‘fake news’ and ‘post-factualism’ have highlighted the difficulties encountered when trying to find trustworthy sources of information. The ability to judge the reliability of different sources of information is a skill that can be learned. The … more info
The Sonic Kayak is a musical instrument with which to investigate nature. Kayaks rigged with underwater environmental sensors generate live music from the marine world, providing the paddler with an extra dimension of senses with which to explore the underwater climate, while … more info
This programme is aimed at reimagining what robotics could mean in functionality, materiality and ecology, when they are designed as expressions based on habitats and trophic interactions. What would the design process look like? Machine Wilderness is a project prototyping artificial organisms … more info
The concept for the viruscraft game is to have a realtime genetic model or simulation of the host evolution which is adapting to the properties of a virus you are building (either on screen or via a tangible interface as part of an exhibit). This model needs to be realistic, but only up to a point - it can be more of a caricature of biology than a research model would need to be, as our intentions are educational rather than biological research.
We had arrived in the Sonoran desert. A place of desiccated time, layered time, geological, vegetal, human time. Time kneads the Earth's crust into deep folds, cracks and canyons. Plants lay dormant through cycles of drought or grow slowly for centuries, bursting into blossom after the first rains. Humans come and go. Blown through the ages like tumbleweeds. Things don't really decay here. They shrivel, dry up or slowly rust, yet remain present, as they gradually erode into dust. A thick, dusty atmosphere of things that were, things that are and things that might be. Densities and intensities coagulating on a larger than human scale, illuminated by stark light or lurking in the deep shadow.
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