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Fluid Borders:
The Aesthetic Evolution of Digital Sculpture(con't)
by
Christiane Paul
Telemanufacturing and Networked Sculpture
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The most profound change current communication technologies
have brought about is the creation of a networked society, which allows
for instantaneous sharing of information and remote collaboration. In
the realm of digital sculpture, remote interaction opens up possibilities
for "telemanufacturing" -- the creation of virtual or physical sculptures
by a team of creators/designers who are connected remotely via the Internet.
Tele-fabrication makes it possible to create physical objects at any location
on the planet and, as Dan Collins
points out, to bring the power of "remote" computerized 3D visualization
into an expanded dialog with the haptic and kinesthetic potentials of
the human body -- any idea, produced anywhere, can literally be "at your
fingertips."
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Freedom at last from the bounds and constraints of the editorial and
censorship of traditional communications systems and their suppressive
death grip on art. - Keith Brown
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Both Collins and Smith point to the implications this
method of production has for traditional structures of exhibiting art
work: telemanufacturing potentially allows to bypass shipping costs, customs
and inventory maintenance as well as curators and traditional art market
structures. The capability to digitally "teleport" forms and products
globally means that they can be created "on site" on an "as needed," "where
needed" basis.
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The values and future I see are ones in which telemanufacturing and
sculpture mutually benefit from their interaction, sculpture from
the access to materials and processes developed for commercial production- for-profit
applications, and not normally available to the individual artist,
and telemanufacturing from exposure to the challenges of producing
in a philosophically directed, unique output activity. - Derrick
Woodham
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Keith Brown sees
a rosy future for telemanufacturing if it indeed means increased access
for all, the dissipation and decentralization of the marketplace, the
means of production, and the way they have previously been controlled
by institutions and the art market. But as Dan
Collins states, the idea of plugging under-represented communities
into the design dialog, may be utopian. The majority of the information
that is available today is accessible only to a minority of the global
population.
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Telepresence and telemanufacturing are doubtlessly revolutionary
developments but an improvement of access to these technologies still
requires major changes within existing systems. For Christian
Lavigne, one of the biggest dangers electronic arts are confronted
with is their use as an alibi for the pursuit of purely commercial strategies.
In his opinion, the most dangerous ideology is a liberalism that mixes
up the means and the end to which they are used.
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Until now, telemanufacturing is still far from being common practice.
Perhaps Intersculpt 99 -- which will, in any case, be an exciting forum
and platform for exchange among digital sculptors -- will also provide
an opportunity to experience the benefits of designing within a remote,
decentralized team.
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