Archive for ‘background’

18 August 2008

Interview with Anders Sandberg

Dr. Anders Sandberg is a Swedish neuroscientist, science debater, futurist, transhumanist, and author. He is currently postdoctoral research assistant for the Oxford group of the EU ENHANCE Project at the Uehiro Centre for Practical Ethics and research associate at the Future of Humanity Institute (Faculty of Philosophy, Oxford University).

Find out more about Anders’ research, through his conversation with Susana Soares, filmed by Steve Jackman.

Anders Sandberg
above: Anders Sandberg with Susana Soares, filmed by Steve Jackman


07 August 2008

Carnivorous Domestic Entertainment Robots

One of the projects coming out of collaborations within Material Beliefs is Carnivorous Domestic Entertainment Robots. Jimmy, James and Alex have been designing and building these, and images and film of the final objects will follow soon. They say:

In the context of the home, definitions of what a robot is and could be are open for interpretation. These robots are devices for utility, drama and entertainment.

For now here’s a page describing the project in some more detail, including drawings and renders. See more projects from Jimmy and James at the Auger Loizeau site.

robot


02 August 2008

“A vision for Science and Society”

The DIUS have a widget on their Science and Society site that allows you to build your own questionnaire, here’s one for Material Beliefs:

Science and Society: your views

Please visit the Science and Society consultation site to join the debate.


I came across this at Wired’s blog where the author comments:

Although their website is disorganized and bloated with clips of elite people saying uninteresting things, the effort is noble, and it looks like they really do need a lot of help

This makes me think that the Material Beliefs site could do with a bit of pruning and rationalisation itself, stand by for some changes.


19 June 2008

Alex’s first post: about myself

I thought I’d use my first entry to introduce myself. My name is Alex Zivanovic and I’m a freelance robotics/mechatronics/electronics/computing consultant and I’m collaborating with the Material Belief’s team.

My background is in engineering, specifically robotics, having done a PhD and postdoc research at Imperial College London on medical robotics. Over the last few years I have become interested in the artistic side of robotics, particularly, robots as interactive sculpture. I have carried out research into the work of the artist Edward Ihnatowicz, particularly the Senster and have made a website about it.

I teach workshops on using the Arduino (a microcontroller aimed at artists and designers), for Tinker.it. In particular, I run one on using actuators.

I teach one day a week at the Royal College of Art on the Design Products course, helping the students incorporate electronics into their products.

I also carry out commissions for artists wishing to use mechatronics in their work.

You can find more information about me on my website.

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17 June 2008

Reading University Neural Animat Project

The neurally controlled animat consists of a culture of cortical cells which interact with the real world. The cells are in a lab, and become embodied by controlling a robot which acts as the artificial body of the remote ‘brain’. The robot is able to sense it’s surroundings, and pass this information back to the culture of cells. This creates a feedback loop between the cells and the robot.

This page provides more detail about the project…


01 April 2008

So what are the roles of the designer and how could scientists benefit from collaboration?

Design and its potential in the research environment can be mis-interpreted.

In many labs designers brush shoulders with computer scientists, programmers, electronics engineers, biotechnologists, and other experts from a whole plethora of disciplines. Their research is often very focused and therefore easy to define; design research as a discipline is not and that is perhaps where the confusion stems from. Design without a pre-fix can have a whole multitude of meanings (Graphic, product, vehicle, fashion, textile, interaction); add to this differing roles and aims of research using design as a medium and we begin to understand why it can be confusing.

To complicate matters further we have the activity of so-called ‘celebrity designers’ to contend with. In the ‘Hello’ magazine age, home makeover shows and domestic furniture commercials have put a public face to the professional designer as one who firstly entertains, often through flamboyant behaviour and methods. Their roles and methods are significantly different to the designer in the material belief context. This anomaly needs to be addressed if we are to be taken seriously.

So what are the roles of the designer and how could scientists benefit from collaboration?

Philosophers of technology such as Martin Heidegger and Marshall McLuhan have written at length about technology and culture but their work remains inaccessible to the majority of the population. The language usually employed in these academic circles can be too daunting, too specialised or simply too boring for the average reader.

Design on the other hand, with its familiar physical and tempting language is an appropriate and accessible medium to explore the issues surrounding the development and application of existing and emerging technologies on culture and society and to expose the debate to a wide public audience.

In this situation the designer can act as a bridge between the technologists and the public. By utilising traditional design skills the [design] researcher can imagine a world in which emerging technologies exist. Products and peripheral services can then be developed which enable the viewers to place themselves in this fictitious world and understand, embrace or challenge the underlying technology. These critical proposals needn’t be judgemental of any particular technology, they simply ask for a more complete debate on how it is applied, who is applying it and how we could be affected by its mediation of our lives.

Successful design research comes about from good balance and application of 3 things:

  • The application and usage of technology should be relatively feasible, i.e. the concept cannot easily be dismissed as science fiction. This is where the collaborative element makes sense.
  • The design concept, product or service needs to be desirable both in form and function.
  • Communication is of fundamental importance. This is why the written word usually reaches such a limited audience; a page of complex text does not encourage the average person to read on. A sophisticated critical design proposal can utilise props, newspaper articles and other means to entice and coax the audience into the discussion. Video, for example has the ability to operate on the borders between fiction and reality allowing the audience to enter a parallel world that provides an aperture on possibility.

Successful collaborative design projects can operate as cultural litmus paper, gauging public perception, imagining potential issues and generating awareness before radical new technologies arrive in the public domain changing irrevocably the fabric of our lives.


25 February 2008

Designing and manufactuing a Bionic Sensor

I spoke to Tim Constandinou about the Bionic Sensor he helped develop with a group of bionics researchers at the IBE. The chip is being used to test a range of technologies which might develop into different applications, including an artificial eye and pancreas.

See a full write up of this process here.

tim demonstrating Cadence

above: Tim demonstrating Cadence - an application that allows chips to be designed and tested, before being manufactured


18 October 2007

Visiting Researcher - Arts Council Interact Placement

Following on the Material Beliefs presentation hosted at Cafe Scientifique in Newcastle - I would like to let you know that I have joined PEALS as a visiting researcher for an Arts Council “Interact” placement from 17th September till January 2008.  The aim of my placement is to engage with PEALS research activities and to “Interact” with researchers to identify and explore shared areas of interest. With this in mind, I am also hoping to spend some time at the Institute of Human Genetics to learn more about the work carried in their labs and visit some of the research facilities, such as Functional Genetics, Human Development Biology Resource and Zebrafish Facility.

I would like to use my time at PEALS to engage with new research areas and develop new ideas for future collaborative work intended to stimulate the public to develop an understanding that enables them to deal not only with applications of life sciences, but with the social development of scientific knowledge.During my time at PEALS I will organize a series of seminars and workshops.

The first event is at the Culture Lab on Design and Bioethics and it explores how designers might participate in scientific debate and the ways in which science and design overlap. It tries to map out a new territory, offering an alternative vision of design practice that is concerned with the ethical consequences of emerging biotechnologies. The seminar considers how separate disciplines investigate the hybrid grounds where areas of expertise overlap and it is also hoped that it can serve as a platform for opening up interdisciplinary research futures.

Design and Bioethics

Wednesday 5th December 2007, 1.00-2.00pm

Culture Lab – Newcastle University

Culture Lab is a research infrastructure providing an environment for academics and practitioners working beyond traditional disciplinary boundaries. It promotes socially and economically valuable synergies with artists, creative industries, and cultural and scientific institutions, and the development of innovative research with digital tools.

culture lab


01 June 2007

Research Engineers

There are still some outposts of industry amongst the bars and retaurants on the gentrifying streets of east london. This building is on Orsman Road near regents canal in Shoreditch. It’s now used as artists studios but as I passed I had a vision of engineers engaged in research, sat in workshops with calibrated tools. This was a vingette of engineering from the 50’s and 60’s, and likely straight from NASA’s beautiful image archives.

Ah how times have changed. Buildings change, our attitudes about what engineering is have perhaps changed, and through this project we hope to give an idea of how research is changing. More ambitiously, the project asks - how should we describe the relationship between the outcomes of research and our experiences of change? With this in mind we’re been busy visiting engineering departments to interview researchers about what they do and why they do it. I’ll shortly add videos and other documentation to this site, so stay tuned. There are some initial details on this page, get in touch if you want to open your doors and talk about your own work.


21 May 2007

The Materials and Design Exchange

MADE is a network of professional bodies and research centres, aiming to build bridges between design and material engineering. Here’s how the MADE website describes itself:

The Materials and Design Exchange - MADE - brings together the communities of design and materials technology in order to stimulate innovation, promote the transfer of materials knowledge and improve the competitiveness of UK business.

MADE also publishes a newsletter, the lateset version is available here as a pdf.

To provide some context, MADE is part of a Knowledge Transfer Network. KTNs are supported by the Department for Trade and Industry to encourage knowledge sharing between research and industry, to bring about innovation and general goodness.



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