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Paper for the conference EKSIG 2019, 23-24 september with the theme ‘Knowing Together – experiential knowledge and collaboration’:
In this paper, we introduce the project Filigree Robotics, which is a collaboration between an architect, a ceramic craftsperson, and a programmer. The focus is to examine and discuss how skills and embodied knowledge in different professional disciplines can be shared and applicable to one another in a collaborative practice.
In the project, we aim to develop a computational tool that holds all the knowledge necessary to materialise a ceramic design that meets the architecture desired. It is necessary that the individual experiential knowledge, which each member has gained through practice, is shared and communicated in and through collaboration, and embodied in the output. For that purpose, the visual programming interface Grasshopper has provided our platform and environment for the collaboration.
In the paper, we examine three phases within the collaboration. The first phase develops a common ground within the collaboration, reflected as the very genesis of shape in 3D printing with clay: the extrusion of a line of material. A second phase is characterised by several creative interdependent sub-collaborations that develop the novel use of material through new technologies and a pattern generator, which unfolds a 3D printable pattern based on a 3D-scanned hand-modelled object. Finally, the third phase points to the importance of focussed and specialised in-depth studies. This phase is characterised by efficiency that tends to involve sub-cooperation with the purpose of developing the findings and making them accessible for a wider community. Though this last phase is of great importance, we conclude it is the second phase that is the most challenging, creative, and innovative part of the collaboration. It is in the second phase that skills and embodied knowledge by Grasshopper are shared and applicable to one another in the collaborative practice. Nevertheless, the premise for the second successful creative phase is the successful initial phase.
OriginalsprogEngelsk
Publikationsdato23 sep. 2019
Antal sider15
StatusUdgivet - 23 sep. 2019

Emneord

  • Ceramics
  • architecture
  • Digital Technologies
  • Craft
  • 3D printing

Kunstnerisk udviklingsvirksomhed (KUV)

  • Ja

Citer dette

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title = "A Visual Programming Interface as the Common Platform for Sharing Embodied Knowledge",
abstract = "Paper for the conference EKSIG 2019, 23-24 september with the theme ‘Knowing Together – experiential knowledge and collaboration’: In this paper, we introduce the project Filigree Robotics, which is a collaboration between an architect, a ceramic craftsperson, and a programmer. The focus is to examine and discuss how skills and embodied knowledge in different professional disciplines can be shared and applicable to one another in a collaborative practice.In the project, we aim to develop a computational tool that holds all the knowledge necessary to materialise a ceramic design that meets the architecture desired. It is necessary that the individual experiential knowledge, which each member has gained through practice, is shared and communicated in and through collaboration, and embodied in the output. For that purpose, the visual programming interface Grasshopper has provided our platform and environment for the collaboration.In the paper, we examine three phases within the collaboration. The first phase develops a common ground within the collaboration, reflected as the very genesis of shape in 3D printing with clay: the extrusion of a line of material. A second phase is characterised by several creative interdependent sub-collaborations that develop the novel use of material through new technologies and a pattern generator, which unfolds a 3D printable pattern based on a 3D-scanned hand-modelled object. Finally, the third phase points to the importance of focussed and specialised in-depth studies. This phase is characterised by efficiency that tends to involve sub-cooperation with the purpose of developing the findings and making them accessible for a wider community. Though this last phase is of great importance, we conclude it is the second phase that is the most challenging, creative, and innovative part of the collaboration. It is in the second phase that skills and embodied knowledge by Grasshopper are shared and applicable to one another in the collaborative practice. Nevertheless, the premise for the second successful creative phase is the successful initial phase.",
keywords = "Ceramics, architecture, Digital Technologies, Craft, 3D printing, Ceramics, Architecture, Digital Technologies, Craft, 3D printing",
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N2 - Paper for the conference EKSIG 2019, 23-24 september with the theme ‘Knowing Together – experiential knowledge and collaboration’: In this paper, we introduce the project Filigree Robotics, which is a collaboration between an architect, a ceramic craftsperson, and a programmer. The focus is to examine and discuss how skills and embodied knowledge in different professional disciplines can be shared and applicable to one another in a collaborative practice.In the project, we aim to develop a computational tool that holds all the knowledge necessary to materialise a ceramic design that meets the architecture desired. It is necessary that the individual experiential knowledge, which each member has gained through practice, is shared and communicated in and through collaboration, and embodied in the output. For that purpose, the visual programming interface Grasshopper has provided our platform and environment for the collaboration.In the paper, we examine three phases within the collaboration. The first phase develops a common ground within the collaboration, reflected as the very genesis of shape in 3D printing with clay: the extrusion of a line of material. A second phase is characterised by several creative interdependent sub-collaborations that develop the novel use of material through new technologies and a pattern generator, which unfolds a 3D printable pattern based on a 3D-scanned hand-modelled object. Finally, the third phase points to the importance of focussed and specialised in-depth studies. This phase is characterised by efficiency that tends to involve sub-cooperation with the purpose of developing the findings and making them accessible for a wider community. Though this last phase is of great importance, we conclude it is the second phase that is the most challenging, creative, and innovative part of the collaboration. It is in the second phase that skills and embodied knowledge by Grasshopper are shared and applicable to one another in the collaborative practice. Nevertheless, the premise for the second successful creative phase is the successful initial phase.

AB - Paper for the conference EKSIG 2019, 23-24 september with the theme ‘Knowing Together – experiential knowledge and collaboration’: In this paper, we introduce the project Filigree Robotics, which is a collaboration between an architect, a ceramic craftsperson, and a programmer. The focus is to examine and discuss how skills and embodied knowledge in different professional disciplines can be shared and applicable to one another in a collaborative practice.In the project, we aim to develop a computational tool that holds all the knowledge necessary to materialise a ceramic design that meets the architecture desired. It is necessary that the individual experiential knowledge, which each member has gained through practice, is shared and communicated in and through collaboration, and embodied in the output. For that purpose, the visual programming interface Grasshopper has provided our platform and environment for the collaboration.In the paper, we examine three phases within the collaboration. The first phase develops a common ground within the collaboration, reflected as the very genesis of shape in 3D printing with clay: the extrusion of a line of material. A second phase is characterised by several creative interdependent sub-collaborations that develop the novel use of material through new technologies and a pattern generator, which unfolds a 3D printable pattern based on a 3D-scanned hand-modelled object. Finally, the third phase points to the importance of focussed and specialised in-depth studies. This phase is characterised by efficiency that tends to involve sub-cooperation with the purpose of developing the findings and making them accessible for a wider community. Though this last phase is of great importance, we conclude it is the second phase that is the most challenging, creative, and innovative part of the collaboration. It is in the second phase that skills and embodied knowledge by Grasshopper are shared and applicable to one another in the collaborative practice. Nevertheless, the premise for the second successful creative phase is the successful initial phase.

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