ecopolis

life in transformation

Archive for the ‘Torino’ tag

Grande Torino

leave a comment

The Superga air disaster took place on Wednesday, May 4, 1949, when a plane carrying almost the entire Torino A.C. football squad, popularly known as Il Grande Torino, crashed into the hill of Superga near Turin killing all 31 aboard including 18 players, club officials, journalists accompanying the team, and the plane’s crew. The team was returning from a friendly match for José Ferreira against Benfica in Lisbon.

The victims:
Players
* Valerio Bacigalupo
* Aldo Ballarin
* Dino Ballarin
* Milo Bongiorni
* Eusebio Castigliano
* Rubens Fadini
* Guglielmo Gabetto
* Ruggero Grava
* Giuseppe Grezar
* Ezio Loik
* Virgilio Maroso
* Danilo Martelli
* Valentino Mazzola
* Romeo Menti
* Piero Operto
* Franco Ossola
* Mario Rigamonti
* Julius Schubert
Club officials
* Arnaldo Agnisetta, manager
* Ippolito Civalleri, manager
* Egri Erbstein, trainer
* Leslie Lievesley, coach
* Ottavio Corina, masseur
Journalists
* Renato Casalbore, (founder of Tuttosport)
* Luigi Cavallero, (La Stampa)
* Renato Tosatti, (Gazzetta del Popolo)
Crew
* Pierluigi Meroni, captain
* Antonio Pangrazi
* Celestino D’Inca
* Cesare Biancardi
Others
* Andrea Bonaiuti, organiser

Written by Luca

May 4th, 2008 at 5:43 am

Posted in Uncategorized

Tagged with , ,

What Is Manufacturing in the Era of Design-Art-Technology?

leave a comment

Julian Bleecker talked at the conference at Share Festival, on Saturday 15th march, here you can see the conference and read the text pubblished in the catalogue.

“There are a few things to say about manufacturing, design and digital arts. First, we’re not talking about manufacturing. Manufacuring is about making things on a large scale using machinery. Manufacturing evokes cavernous, cold, awesomely huge assembly lines with scales all out of proportion to the experiences of mere mortals. Factory floors throwing sparks, littered with metal shavings, huge overhead cranes moving impossibly large masses of steel ― this is what manufacturing means. Half million ton crude oil-carrying super tankers are manufactured. The Airbus 380 is manufactured. Millions of Herman Miller Aeron Chairs are manufactured. Billions of cellular phones are manufactured. These things have meaning in the idiom of manufacturing. Manufacturing is the engine of growth and dispair of the 20th century.

If anything, we’re talking about a kind of materialization of ideas. Slick connections between an your imagination, a circuit board and a 3D printer. It’s artful for its scale and personalization. Small-scale, passionate, individual ideas made material. Why is this different from manufacturing? Because manufacturing deals in enormous scales ― scales of time, material, logistics, operational fortitude, finances, consumption of natural resources. Ultimately, manufacturing endeavors are impossible imbroglios of spin-doctors and reassurances, speculation, trust and hope as much as they are supply-train logistics and CAD systems. Just ask the Boeing 787 “Dreamliner” team. Is it advanced avionics and carbon-fiber-reinforced plastic skins or spin-control and renegotiated contracts that’ll make that perpetually delayed endeavor a success?

The sad consequences of manufacturing’s scale is that it defaults to the least common denominator. Manufacturing on a mass scale can only be an effective business enterprise when you make one thing that millions and millions of people are convinced they need to buy. Customization as a manufacturing process has not moved much beyond Henry Ford’s Model T color option ― you can have any color, so long as it’s black. An iPod is an iPod is an iPod, hand-painting and laser etching not withstanding. True customization means materializing one’s own designs, one’s own imagination. This is where we begin.

What we are talking about are emerging “materialization” ― not manufacturing ― processes. What makes it worth talking about is that it is the power of creation that manufacturing is able to achieve, but done at an entirely different scale ― quicker, cheaper, individually, with fewer intermediaries and fewer incumberances. This is the crucial element ― there are fewer and less awkward hurdles, deals, negotiations and alliances to be formed in the process of materializing an idea. The power of the idea and its “moment” is not lost through the trials of enrolling people, machines, enterprises, financiers into your cause. It’s as if a sketch in a notebook can materialize immediately. No more fumbling around with awkward descriptions of your weird idea ― let the material object speak for you.

What else can be said about this different kind of idea-manufacturing? How does it integreate with design and digital arts? It relies on “toolkits” consisting of digital software and hardware, fab machines, CNC “Robodrills” and 3D modeling. As importantly, the toolkits are also the far-flung networked communities of craftspeople and designers, artists and technologists sharing ideas and insights. The practical tradecraft starts from the bottom and works its way up. We’re familiar with the elements of this process, and the activities taking place in various corners of the digital arts and art-technology communities. This is an emerging practice informally taken up by thoughtful designer-tinkerers. It is a practice that will find greater adoption within more formal and conservative design, engineering and art communities as its significance is refined.

The “tooling” for this practice includes open-source firmware for inexpensive microcontroller-based kits like the Arduino; hacked Nintendo Wii controllers; low-cost, rapid-turnaround printed circuit board production houses; free development environments like Processing; online knowledge sharing communities; parts suppliers with no minimum orders, and so forth.

The “manufacturing process” is a kind of extended sketching activity. Ideas are first expressed informally, perhaps with a simple “wouldn’t it be cool if..?” question at a moment of inspiration. But the question should be answered ― and it can be, often enough, with a quick pen drawing, some poking around the net for practical answers or to source some parts or other material ― perhaps even finding other people who have asked the same question and thereby entering into conversations with all the other similarly inspired folks out there on the networks. In short order a refined, functional technology engine is created using small-scale surface mount printed circuit board techniques so as to fit within the refined contours of a fab’d surface model. Now you have a fully functioning materialization of your idea ― much easier to answer that initial question with the real-deal. You can share it, put it in other people’s hands and work through the nuances of your idea.

What does this all mean for an emerging design-art-technology practice? At present, the evidence of something compelling centered around new interactions is indicated by a richly stocked cabinet of curios ― expressive artifacts and objects that, like early Net Art, stitch together inputs and create expressive outputs. Only ― and this is important ― they do so off the computer screen, and with no keyboard and mouse. Rather, these expressive objects form their interactivity around physical actions that may include the Nabaztag’s articulating rabbit-like ears, or Clocky the coy alarm clocks that roll away when you try to hit the snooze button, or Maywa Denki’s punch-drunk dancing BitMan character. These are distinct kinds of digital objects that mix physical space, digital technology and design.

We know that the art of digital media continues to emphasize the screen, the keyboard, the mouse and the network. The weak signals suggest kinds of design-art-technology that are growing tired of the screen. Digital art is ready to move beyond the confines that Douglas Englebart and his contemporaries created in 1968 with their patent line drawing depicting the now canonical assembly of keyboard, screen and mouse. If there is a “new materiality” to digital arts, it will emphasize material interactions in physical space, embodied experiences and contexts beyond the typically sedentary confines of the screen/keyboard/mouse/network assemblage.

For this new process to do something new, it must become a ployglot practice steered by undisciplinary craftspeople who believe in the possibility of creating fictional, unbelieveable, even preposterous objects that say as much about what they’re moving away from ― the uninspired, least-common denominator landfill-destined plastic device ― as they say about what sort of near future world we could have. What is emerging is an ability to make your own stuff ― not just “skinning” your mobile or modding an MP3 player. Materializing ideas is about making your own ― “whatever” ― unanticipated, unknow, visionary, expressive things. It is not a manufacturing process. This is a process that requires multiple perspectives and multiple skills thoroughly mixing engineering-design-art into a hybrid sensibility. It is a process that’s strictly for trouble-makers and boundary crossers. Nothing expected and everything unexpected will come from this.”
Julian Bleecker march 2008

Written by Luca

April 9th, 2008 at 3:43 pm

Posted in Design

Tagged with ,

Share Festival 2008 – Manufacturing

leave a comment

The city of Turin will host the fourth edition of the Piemonte Share Festival from 11th to 16th March 2008. The festival promises to be at the cutting edge of the vast cultural programme of events lined up for the city currently brandishing the title 2008 World Design Capital.
Steering us round this wonderful artistic adventure is Bruce Sterling, guest curator and chairman of the jury that has selected the work on show. Better known for his science fiction writing and inventor of the cyberpunk genre, he is currently a guest in Turin for six months, actively involved in raising the temperature in this ferment. He will also supply the public with regular personal rundowns on goings-on at the Piemonte Share Festival, which is set to become a year to remember.
Free entry.

The theme for the 2008 edition, which will dominate the contents of the conferences, round tables, workshops and performances, is the new materiality of digital arts. In the 90s the net art phenomenon addressed a need to reach beyond its own limits, drawing immateriality into the equation and threatening the real. Nowadays, society relates to technologies in a natural way by allowing the immaterial to become real. By exploring new, intelligent interaction between man and machine, this relationship has been completely integrated into everyday life. In the new millennium man and machine interact on the same level, shaping and changing the surrounding environment as they see fit. The Piemonte Share Festival is an international cultural event that probes the vast panorama of new technologies and investigates their applications in art and design.

Because of recent advances in digital fabrication technology, manufacturing is becoming a digital art and culture enterprise. The exciting advent of 3d printing, rapid prototyping, and rapid manufacturing is of profound importance to SHARE, for it bring the power to create physical objects to the techno-artist’s lab-bench, studio and atelier. It means that digital artists, whose work was once mostly virtual, can create in the actual.

SHARE has chosen the theme “Manufacturing” for its 2008 event for two compelling reasons. First, we want to demonstrate digital manufacturing to our core audience, who are very technically adept people, but not used to the idea that they can create real objects with CAD, fabricators and the Internet. The second reason is that Torino is the World Capital of Design 2008. Torino is a strong manufacturing center. SHARE is very international in its outlook and audience, but in 2008 this Torino festival should and will emphasize the fact that it is from Torino.

Written by Luca

March 2nd, 2008 at 2:24 pm

Posted in Design

Tagged with , , , ,

Capitàn Germàn

leave a comment

Capitàn Germàn è il titolo della mostra che il MIAAO dedica all’artigiano metropolitano Germàn Impache, aperta al pubblico dal 12 gennaio al 24 febbraio 2008. Conclusa con successo la mostra Astronave Torino. Turin Spaceship Company, che ha segnato il take-off verso AFTERVILLE – rassegna di manifestazioni progettata da Undesign di Michele Bortolami e Tommaso Delmastro con Fabrizio Accatino e Massimo Teghille, ufficialmente collegate al prossimo Congresso Mondiale degli Architetti UIA Torino 2008 – ora si continua la missione onorando un membro del suo equipaggio torinese, protagonista di un sequel del fortunato viaggio nel mondo delle arti applicate spaziali. Nella Galleria Sottana del MIAAO verrà esposta una selezione inedita di opere di Germàn Impache, attivo a Torino ma di origini argentine, specialista nella realizzazione di maquettes di astronavi ma anche realizzatore di progetti di scenografie e allestimenti per rassegne scientifiche (padiglione degli effetti speciali nella rassegna Experimenta 1995 organizzata per il Centenario del Cinema) e noti festival di fantascienza (fra cui i celebri raduni dello Star Trek fans club), creatore di modelli di prototipazione rapida e di plastici areonautici per importanti industrie internazionali.

In un’epoca in cui gli effetti speciali sono ormai prerogativa della computergrafica, Impache, sfruttando al massimo la fantasia e l’abilità artigianale con un approccio che lui stesso definisce ‘passionale’, ripercorre le tappe dei costruttori degli esordi – fra i riferimenti fondamentali 2001, Odissea nello Spazio di Kubrick – e realizza le sue opere con l’ausilio di pochi mezzi tecnologici, creando navicelle – di good design oppure di delirium design – a volte ispirate a veicoli realmente inviati nello spazio, con oggetti trovati e materiali di recupero. Su basi strutturali molto calcolate architettonicamente e meccanicamente, quasi come le sue astronavi dovessero realmente decollare, Impache dedica ai particolari e alle finiture una cura sorprendente. Il suo fine ultimo è quello di affascinare, perché, come dice Massimiliano Fuksas, “progettare è sognare” e le astronavi di Capitàn Germàn, nate come lui stesso afferma da visioni oniriche, non sono solo macchine da sofisticato intrattenimento, ma anche veicoli per trip mentali.

Accanto alle astronavi di Impache, come ‘relitti spaziali’ di Astronave Torino, prima tappa di una esposizione-esplorazione dedicata alle interferenze concettuali e figurative tra il pensiero progettuale e l’immaginario della fantascienza nel ’900, definita dal critico Filippo Rossi come una mostra importante per la cultura e la politica italiana (Architetti a lezione di Futurismo, in “Secolo d’Italia”, giovedì 27 dicembre 2007), restano visibili alcune opere di ‘artigiani curiosi’ come Marco Patrito, autore della multimedia graphic novel Sinkha, Tullio Rolandi, mago di rendering futuribili, Giulia Caira, Giampiero Fontana, Roberto Zucca, Michele Guaschino, Bruno Petronzi e le opere di nano-arte dei grafici Alessandro Scali e Robin Goode.
E resta anche aperto il MIAAO DRUGSTORE, lo “spaccio di arti applicate” che ha creato con la vendita dei suoi prodotti una “dipendenza” che dovrà essere, d’ora in poi, sempre soddisfatta.

Astronave Torino. Turin Spaceship Company Sequel
CAPITÀN GERMÀN
Artefatti astrali di Germàn Impache
MIAAO – via Maria Vittoria 5
dal 12 gennaio al 24 febbraio 2008

apertura al pubblico
dal martedì al venerdì ore 16.00-19.30
sabato e domenica ore 11.00-19.00, lunedì chiuso
ingresso libero

Written by Luca

January 11th, 2008 at 12:16 pm

Posted in Design

Tagged with ,

Light Signals in Torino

leave a comment

Written by Luca

December 4th, 2007 at 10:37 am

Posted in Design

Tagged with

YESMOKE: the Italians Cigarettes against Big Tobacco

leave a comment

It’s really a long and passionate story: the classic scheme of Davide against Golia. this time Davide is a little and innovative company based now inTorino, called Yesmoke, owned by the Fratelli Messina (one of them was even a maratonet).

Before becoming a cigarette producer with its own brand, Yesmoke was the world’s largest online tobacco store, with more than 6 million cartons of 200 cigarettes sold every year: Marlboro, Camel, Winston, Benson & Hedges and all the most popular brands.

The “Tobacco Napster“, as the press called it, shipped its first pack of cigarettes in January 2000. Almost 5 years later, on November 16th, 2004, it was forced to surrender when 200 U.S. agents stormed the J.F. Kennedy Airport in New York, blocked a DHL cargo coming from Switzerland, and seized a large shipment of cigarettes destined for distribution in the United States, where Yesmoke had more than half of its customers.

The new brand was skilfully “neutralised” in the following months all over the world, including Switzerland, where the authorities decided that the entire Yesmoke warehouse stock had to be destroyed, right down to the last cigarette. The reason, in this case, was the a Swiss Canton’s disapproval of the writing “Smoke Better”, printed on of the Yesmoke cigarette packets.

But the customers needn’t worry, in november 2007 “Yesmokes” cigarettes will be back on the market; they are going to be produced in Italy in a new plant in Turin. Moreover, the annual production capacity will be doubled: 50 million cartons, equal to 10 billion cigarettes… the war is not over!

Written by Luca

November 19th, 2007 at 11:50 am

Posted in Uncategorized

Tagged with ,

ARTISSIMA photos

leave a comment

1

Written by Luca

November 8th, 2007 at 3:24 pm

Posted in Uncategorized

Tagged with ,

Gone Astray. The Extravagant Sound of Troy Pierce in Italy

leave a comment

troy.jpg

After being raised in the cornfields of Indiana and brought up on Midwest house & techno (Richie Hawtin, Jeff Mills, Derrick Carter, D-Wynn), in 1994 Troy moved to New York to study photography and blew the remainder of his cash on a pair of turntables. His flatmate was also the manager of Temple Records: an endless supply of quality tunes on hand from labels like Perlon.

Troy hooked up with Magda at the Detroit Music Festival in 2001, who in turn introduced him to Mark Houle six months later. An immediate chemistry developed between the three of them and although Magda was now in Berlin, Mark in Windsor and Troy in New York they started swapping music files over the net. By the time the Run Stop Restore project finally crystallised into their debut release in early 2003, Troy had already moved to Berlin.

run_stop_restore_by_lars_borges.jpg

The release of the Minimise to Maximise compilation in 2005 and the accompanying tour left a lasting impression on clubbers.
Minimalism lines developed for a dance floor allows him to work in between. The resulting hybrid sound exploits the fractal space between the beats and push out into the hearing dimension.

Troy is a strong advocate of cutting edge technology like Ableton Live, Final Scratch and sample tools like Cyloop. The ability to shift between these sound sources offers him spontaneous improvisation. The result is a montage of scratchy subliminal textures and grinding beats driven by dark funky acid bass riffs.

His new album is entitled Gone Astray released with Label M_nus , Catalog#: MINUS 52 CD
6 Aug 2007. Cover album and artwork design by Jason Patterson. Photography by Gibby Miller. Remix – Konrad Black (tracks: 8) , Louderbach (tracks: 10). Vocals – Gibby Miller (tracks: 5, 10)

troy-pierce.jpg

Troy Pierce - Turin
WHEN: nov 10 Troy Pierce in Italy
WHAT: Club to Club Festival
WHERE: Club to Club Festival

Written by Ilari Valbonesi

November 8th, 2007 at 10:18 am

Posted in Uncategorized

Tagged with , , , , ,