Difference between revisions of "User:Emielgilijamse"

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Project 1: ''Exploring bespoke technologies as remediation, adaptions or extensions of the human body''
 
Project 1: ''Exploring bespoke technologies as remediation, adaptions or extensions of the human body''
  
At this point especially interested in the "craft" in "digital craft', I've decided to interpret the human body as a toolkit. Focussing on the finger, which is giving us the ability to create forms and shape objects.
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'What I wanted to achieve was to find a relevant example of a traditional technique using a modeling methode as used in modeling software.'
Looking back in history, the hand and it's finger where one of the first and most essential tools used by man to shape and form. Especially looking at ceramics and sculptures, in which our hands and fingers are still essential. But in our digital age we've created different ways of creating, inspired by our manual methods, but different in possibilties and approach.
 
Were the traditional ways of shaping materials like clay, direct contact with the material is inevitable, the modern modelingprocess takes place in a digital enviroment. Software like Mudbox and Sculptris gives you the possibilty to pull and push an unlimited amound of mass, giving you endless possibilties, which are practically impossible using the traditional ways of shaping. 
 
I wanted to design and create an extension of the human finger, combining the traditional ways of shaping, inspired by the modern approach of modeling as seen in free-form modeling software.
 
  
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At this point I am especially interested in the "craft" in "digital craft'. I decided to interpret the human body as a toolkit. Focusing on the finger, which is giving us the ability to create forms and shape objects in traditional crafts.
 +
Looking back in history, the hand and its finger were one of the first and most essential tools used by man to shape and form. Especially looking at ceramics and sculptures, in which our hands and fingers are still essential. But in our digital age we've defined different ways of creating, inspired by our manual methods, but different in possibilties and approach.
  
What I wanted to achieve was to find a relevant example of a traditional technique using a modeling methode as used in modeling software.
+
Where the traditional ways of shaping materials like clay, direct contact with the material is inevitable, the modern modeling process takes place in a digital enviroment. Software like Mudbox and Sculptris gives you the possibilty to pull and push an unlimited amount of mass, giving you endless possibilties, which are practically impossible using the traditional ways of shaping by hand.
 +
I wanted to design and create an extension of the human finger.  Combining traditional ways of shaping, inspired by the modern approach of modeling as seen in free-form modeling software.
 +
 
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[[File:Icoontjes.jpg‎]]  
 
[[File:Icoontjes.jpg‎]]  

Revision as of 18:41, 13 September 2017

Digital Craft: Practice Q9 "How to be human"


"On the body"

Project 1: Exploring bespoke technologies as remediation, adaptions or extensions of the human body

'What I wanted to achieve was to find a relevant example of a traditional technique using a modeling methode as used in modeling software.'

At this point I am especially interested in the "craft" in "digital craft'. I decided to interpret the human body as a toolkit. Focusing on the finger, which is giving us the ability to create forms and shape objects in traditional crafts. Looking back in history, the hand and its finger were one of the first and most essential tools used by man to shape and form. Especially looking at ceramics and sculptures, in which our hands and fingers are still essential. But in our digital age we've defined different ways of creating, inspired by our manual methods, but different in possibilties and approach.

Where the traditional ways of shaping materials like clay, direct contact with the material is inevitable, the modern modeling process takes place in a digital enviroment. Software like Mudbox and Sculptris gives you the possibilty to pull and push an unlimited amount of mass, giving you endless possibilties, which are practically impossible using the traditional ways of shaping by hand. I wanted to design and create an extension of the human finger. Combining traditional ways of shaping, inspired by the modern approach of modeling as seen in free-form modeling software.



Icoontjes.jpg

Traditioneel.jpg Sculptris.jpg Vraagteken.jpg



Vingerdop2.jpg Vingerdoptest.jpg