ABOUT 'WEARABLE COMPUTING' CONTRIBUTE TO THE DISCUSSION BEFORE, DURING AND AFTER THE EVENT BY VISITING THE WIRELESS UTOPIAS WIKI HERE. PUT QUESTIONS TO THE PANEL VIA EMAIL IN ADVANCE OF AND DURING THE EVENT <questions@cybersalon.org>.
Panelists Suzanne Lee Suzanne is a Senior Research Fellow in Fashion at Central Saint Martins. She is currently writing a book entitled 'Fashioning The Future' to be published by Thames & Hudson in 2005. It imagines a future wardrobe based on contemporary technology R&D. With a background in both fashion design and digital arts her research centres on the creative potential offered by technology. She has exhibited highly acclaimed interactive installations at the ICA in London, The Kunstlerhaus Vienna, CCAC San Francisco and numerous other international locations and events. She has curated fashion for the British Council and is a creative consultant for fashion designers including Hussein Chalayan and Hamish Morrow in London. Rokeby Rokeby is a British artist, Cyborg and Internet pioneer who lives and works in London. Working on some of Britain's most innovative multimedia projects, he was one of the founders of Cerberus (1994), which was the first company in the world to distribute and sell music over the Internet. He was also creator of the 'VNC - Virtual Nightclub' , published by Phillips - one of the first interactive movies to be released. Rokeby's interactive media art encompasses portraiture, artificial intelligence, video, sound installations, live art and music performance. He has exhibited in group and solo shows in Japan, Europe and the USA. His interdisciplinary media practice combines science, technology, art and philosophy exploring the relationship between human identity, memory, spirituality and biotechnology with particular reference to wearable computers, cybernetics and the use of EEG brainwave monitors to create brain/ computer interactions. His most recent work, MEMEX: A Cyborg Pilgrimage in The Age Of Amnesia (2003) saw him transform himself into a cyborg; embarking on a 40 day pilgrimage throughout London. R ecording the differing ideas to identity, existence and spirituality in the twenty first century the pilgrimage crossed certain murder spots. At the exact locations of murder, the cyborg went into deep meditation, recording his EEG brain signals and converting them into music. Rokeby will continue the rest of his life as a cyborg recording his life as art and plans to transmit his stream of consciousness portraiture and EEG brain signals, live on the web later this year with the launch of Rokeby.TV. Matty Bickerton Andrew Moore Chair Monica Biagioli Presentations Lisa Stead Lisa is a final year PhD student her research, 'The Emotional Wardrobe': A Fashion Perspective on the Integration of Technology and Clothing, is funded by the AHRB as part of 'Fashion and Modernity'. The aim of the PhD study is to marry fashion aesthetics with material science and electronics technology to provide reactive emotional aesthetics and interactive personalisation for the wearer. This research will be extended in 2005 in 'The Emotional Wardrobe' a AHRB/EPSRC funded project looking at 'Designing for the 21 st Century'. Lisa has presented at 2AD in Bristol and on 'Go Digital', a BBC World Service technology programme. She has published papers in Computers and Graphics and Personal and Ubiquitous Computing. Lisa has 7 year's experience working as a mens and boyswear head designer for suppliers to BHS, Topshop and C&A. For the last 6 years she has lectured on/directed various fashion and art and design courses. The Emotional Wardrobe The Emotional Wardrobe is a collection of garments that represent and stimulate emotional response through technology-enhanced aesthetics. By combining traditional fashion textiles, material science and affective computing, garments are given the ability to change their aesthetic display in response to the emotions of the wearer or the presence of a viewer. The Emotional Wardrobe comprises of both worn and unworn garments (the unworn garments are installation pieces). Imagine......If your clothing could transform its colour or pattern in response to a change in your emotions? How would you feel showing your emotions to the world and how would the world respond to you? The worn garment scenario aims to integrate technology from affective computing (the Affective Wear platform) and material science with fashion to create customisable aesthetics, which could also provide another level of communication. The garment responds to the wearer via body sensors, translating an inferred change in emotional state with a change in the garment aesthetics. Light (L.E.D.s) is used to create 'poetic' patterns of colour, which glow from behind contours in the dress. The aesthetics are inspired by research into body language and the rhythmic patterns associated with music and emotion and could be used to improve self-awareness of moods or enhance and explore social interaction and self-expression. This concept provides a human-centric context to the technology, to encourage and facilitate human-human interaction between the wearer and society. What if.......your clothing could communicate? What if..... . your garments had personalities, how would they act and react to you? The group of unworn garments 'live' around the house. They are experiments in the merger of clothing and technology for aesthetic and emotional purpose. They suggest that clothing which is left unworn could assume a new emotive function by reacting to human presence. By representing human characteristics, fears and fantasies, they seek to provoke paradoxical emotions in the viewer. Desiree is a dress of electroluminescent 'sequins', which
are mixed with traditional fashion textiles to 'flirt' with the viewer.
When she senses your presence she shimmers, her signals becoming
more excited as you draw nearer, imitating the human gaze during
the ritual of flirting. Pikme is a scarf that hangs on
a coat stand by the front door. She feels distressed and lonely.
As you prepare to leave the house, she gradually reveals more of
her pain to you, linking proximity with intimacy. Pikme uses
electroluminescent wire woven within a tactile knit and motion sensors
to activate her response. Icaris , suffers from low self-esteem
and fear, she is a feathered jacket. Stressed by the pressures of
the outside world, she loses her feathers. If encouraged to move
her wings, the motion will cool the feathers to aid her flight. The
jacket uses thermochromic inks and conductive heating materials with
timers to initiate the colour change in the feathers. The Emotional Wardrobe project proposes that a fusion of fashion and technology can enhance fashions interactive, reactive and expressive possibilities to create a personalised vision of identity and a 'poetic' use of technology. |
Questions – Triggers for Discussion We really want you to contribute ideas, raise questions and respond to the issues via the online WIKI - before, during and after the event - and to bring your wireless handheld and laptop devices to the event to contribute to the ongoing discussion. These questions appear on the WIKI HERE.
Please use it to add your own thoughts and ideas to the discussion.
What part will gender play in the future of wearable technology given fashion's key role in its development? Does the development of wearables pose a sustainability challenge, in terms of cost, power sourcing, and disposability? With wearables networked to wider information systems, is there a danger of unsolicited interventions from markets, governments or hackers? In what ways do wearable technologies release human creativity? What are the evolutionary implications of an ever-present, ever-remembering technological second skin. What happens to important human concepts such as aloneness, loss, nakedness? Is wearable computing a liberating golden fleece or a poisoning shirt of Nessus? What are the political implications of ubiquitous wearable computing. Will it contribute to, or unite the 'digital divide'. Does wearable computing represent a paradigm shift, which may, as Steve Mann suggests well be equivalent in its impact to the invention of the stirrup, or that of gunpowder? "It seems as if the idea of fusing man and machine is such a powerful and problematic metaphor that it must always remain within the realm of the imaginary' ( Michael Gibbs ). Discuss Do wearables effect a transformation of the interior or exterior human self?
Relevant Links <www.wearcam.org> <about.eyetap.org/index.shtml> <www.wearablegear.com> <www.locative.net> <wearable-computer.wikiverse.org> <www.styleborg.com> <psymbiote.org/cyfash/> <www.mobilegaze.com/art_links/wearables.html> <www.media.mit.edu/wearables/mithril/> <www.wearablegroup.org> <www.research.ibm.com/journal/sj/393/part3/post.html> <web.media.mit.edu/~rehmi/fabric/> <www.10meters.com/per_links.html> <www.electronicshadow.com/mediacol/veste/concepteng.htm> <www.wearable.ethz.ch/links-components.0.html> <www.media.mit.edu/wearables/lizzy/timeline.html>
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