nightly build is a tiny A7 sized photocopied zine that fits in the palm of your hand. This is an open call for contributions to the next issue themed the passage.
FoAM's first network-wide Open Studio happened during our international meeting in September 2018, this year hosted by FoAM Kernow in Falmouth, Flushing and Penryn. It brought together people from the network and facilitated connections between the FoAM members, local organisations, professionals and friends.
One of the strategies we've been exploring at FoAM Kernow is using our hardware projects to research different ways of building things. For example our approach of design assuming collapse (& brexit) has resulted in much higher awareness of our supply chains, and through this - potential dependance on manufacturing in places with less environmental and health regulation.
Autism is on the inside. It can be invisible. It can be present in another person without you noticing it. Nevertheless it is there, manifesting itself as a different understanding of one’s surroundings and perception of the world.
On the Penelope project, our plan was to develop technologies that could be useful in constructing a swarm of robots which could be livecoded by using the pattern matrix - a general purpose tangible programming system based on the Raspberry Pi. In order to make communication possible remotely, radio is the most obvious approach to get up and running quickly (other options that are intriguing are infra-red and audible sound).
Penelopean robotics are about rebuilding technology in the woven cosmos. You can read more about the theory in part 1, but roughly our aims are to:
Embody Penelopean technological practice - they should be easily undone (taken apart) so they can be understandable, self documenting and repairable.
They are not automated looms, but must eventually be capable of weaving in some form, maybe by interacting with ancient Greek weaving technology.
Environmental machine learning as artistic research practice: how does such a mix of ecology, technology and art make sense in today’s world?
an article by Michelle Geraerts, who took part in the Random Forests programme as part of her graduation in anthropology at University of Utrecht.
Reply to FoAM Kernow from Sam Gyimah MP, Minister of State for Universities, Science, Research and Innovation.
Our letter to Sarah Newton MP for Truro and Falmouth was forwarded to Sam Gyimah MP, the Minister of State for Universities, Science, Research and Innovation.
The Amstelpark became the setting for a series of artist residencies exploring how technology can engage with wild systems and organisms. The artists developed new robotic projects for specific ecosystems or species in the park in Amsterdam.
An open letter sent to Sarah Newton, Member of Parliament for Truro and Falmouth by FoAM Kernow.
In July we ran an AccessLab in Penzance (UK), for people who work in marine and fishing sectors. This event was the first of three AccessLabs for 2018, funded by the Natural Environment Research Council (NERC) and in partnership with the British Science Association (BSA). This blog post is to document the format changes made, feedback received, and notes for future iterations.
The Penelope project is concerned with many things, pattern structures in ancient poetry, comparisons of Andean and Greek mathematics, and the role of liveness in thought processes - to name just a few. We can also add robotics to this list.
We are working on a lot of hardware projects at the moment as we are interested in how to to rebuild technology from various alternative starting points. It seems most "off the shelf" hardware has converged on increasingly inaccessible and conservative forms, but luckily (and probably not due to entirely unrelated reasons) at the same time there has been an explosion in the availability, community documentation and potential of open ...
Next up, we needed to get a working prototype of our tangible interface running for the second Viruscraft workshop, so that we could have a complete system up and running from the custom hardware to the on-screen game world for people to test and give us feedback on how it worked.
A recap on how this is supposed to work - we need to plug different types of ligand (protrusions on ...
This blog post is about the Viruscraft world, how we came up with the idea and populated it with host species. This is a screenshot of the current 'alpha version' of viruscraft we tested with the custom tangible interface (more on that soon) during the second game testing workshop. You can read Amber's report on this workshop here. It took a while to develop this planet, we started with a ...
James Duffy joined FoAM Kernow for a 3 month secondment to develop the Sonic Kayak project. This is his blog post describing his time and his work with us.
The 16th Venice Architecture Biennale opened its many and various doors on the 26th of May 2018. Maja Kuzmanovic and Nik Gaffney (FoAM Earth) were involved as part of the team responsible for creating the Pavilion of Croatia, entitled Cloud Pergola / Architecture of Hospitality. The installation will remain in the Arsenale complex in Venice until the 25th of November.
This post accompanies FoAM’s sound installation Ephemeral Garden presented at the Croatian pavilion of the Venice Architecture Biennale 2018. The exhibition “Cloud Pergola / The Architecture of Hospitality” is conceived as a collaborative site-specific environment, crossing the boundaries of architecture, art, engineering, robotic fabrication and computational models.
In this aperiodic newsletter we bring together current fragments from FoAM's various (and varied) outposts. Find out how we engage with our living environments and their multifarious inhabitants. Track us through arctic forests and botanic gardens, simulated courtrooms and repurposed armouries, in bright daylight and the darkest shadows. Read on to discover what we'll be up to in the coming months, and any possible confluences with your own journeys...
In April, we held our second Viruscraft workshop to begin testing a game and tangible interface that we are making together with evolutionary biologist Dr. Ben Longdon. This post describes the development process to date, and the outcomes of the game testing workshop.