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FakePress:
Synopsis:
“Technology enables a vision of the world in which people, spaces, architecture and objects
relation, emotion. Starting from this scenario we created FakePress, a next-step publishing
research approach as well as three project instances: iSee, an augmented reality publication,
based technologies, and NeRVi, a global atlas of the scientific and artistic projects using
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Motivation.
The curious gaze of the designer is probably the fundamental tool used in most of his
activities. Whether observing the world, or letting attention and focus be caught by people
geometrical forms, sensorial stimuli, the gaze is the enactment/representation of the deep
desire/need to interact with the world and with its physical and immaterial inhabitants:
Technology currently offers several opportunities to satisfy this basic desire/need. Layering
the world with information, interactivity, contents, and possibilities for expression and
gestural/natural interfaces are all realistic scenarios. The tools are available, allowing us to
transform the world into a hybrid reality that is explicitly, expressively and emotionally
These scenarios offer incredible opportunities from various points of view: ethnographic,
Problem statement.
Augmented realities, spimes, ubiquitous, wearable and location-based technologies define the
including the ways in which we exchange, distribute, share, disseminate knowledge and
information. In this scenario the ideas of “learning”, “teaching” and “communicating” have
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been reinterpreted by extending the spaces and tools that can be used in these practices.
The definition of new grammars, new uses and new strategies hybridizes processes and
practices.
Under this perspective, design, learning, education and narratives change, turning into hybrid
disciplines that tend to adopt open, natively peer-to-peer, strategies capable of transforming
The research process presented in this paper focuses on a composite problem domain.
processes give rise to the need for reconsidering the form and substance of fundamental
education, business. What changes in all these areas when places, spaces and objects
themselves are capable of coming alive, going beyond physical matter and embedding
information, digital interaction and communication spaces? This is currently at the center of
entrepreneurs, politicians, activists, cultural producers and, in their own way, the general
public.
On the other side: we are living in a continuous state of ecosystematic crisis. According to the
Deleted: , ecosystematic science
perspectives suggested by ecology - and, thus, focusing on interconnections and equilibriums Deleted: researches
Deleted: .
in dynamic systems in continuous, fluid, mutation, going beyond ambientalism - the state of Deleted: science is rooted in an
ecology perspective which is
focused on the analysis of
the global crisis cannot be reduced to a single cause, or even to a select number of drivers but investigates and in T
is a result of a continuous interaction among systems and the practices defined within them.
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Culture is, possibly, the most information-rich among these systems, and research into
rate for technologies is shaping our conceptions of time, space, relations, emotions.
From this point of view we are facing times in which the concept of “publishing” will be
central to all human experiences: digital networks allow anyone to express their views by
publishing; commodities disappear and are replaced by services that are based on information
published digitally; architecture, objects and territories transmit information, through spimes
fabricating devices.
communication, creating networks whose nodes are objects, places, people, locations in
networks and digital communications, are shaped around the idea of multi-authorial streams
Multiple voices coexist in overlapping spaces whose contents can be interpreted, reused,
Approach.
In our research, we explored these new spaces by investigating new forms that such
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We designed a next-step publishing house producing cross-medial, multi-author, open-ended
natural/gestural interfaces.
The research was carried out through a systematic approach assessing all the issues defined in
the problem domain, taken from technological and ethnographic points of view.
Building a significant evolution in publishing processes was a key element, embracing the
Furthermore, current global circumstances suggest the need for establishing a critical
and the rights to knowledge and information clearly are and will be the main issues
The research process started by posing several questions and defining a methodology
In this scenario, what is a Publisher? What processes does it enact? What are the media,
Traditionally publishing houses select, filter and edit content before disseminating it. In the
process, the roles of the content producers and of the content receivers are established in
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In FakePress, these concepts are maintained but also disassembled and reassembled following
a different logic, enacting a different set of processes and, within/among them establishing
new forms of relations which evolve along different, non-linear, axes in time, space and
activities.
In this reinterpretation of the editorial process, design starts off with imagining and
axiomes:
that assumes and allows for the com-presence of multiple voices, points of view and
distributed, reviewed;
sensoriality, also allowing for the new tactilities enabled by digital interactive
Axioms and behaviours are used to shape the publication, which can assume multiple
garments, websites, electronics, architecture or physical designs are all possible media used
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in this process.
Results.
The first three projects produced by FakePress are expressions of the aforementioned
The first one, Ubiquitous Anthropology, was created as a result of ethnographic research in
the Brazilian Mato Grosso, in an aldeia, a Bororo village near Merurì. Circumstances
allowed a group of anthropologists to observe a rare and complex funeral ritual in which the
body of the deceased is buried and then exhumed after several weeks to be subjected to
coloration, processing and transformation. In particular, the skull, after having been carefully
(and lovingly) cleaned, is sprinkled with red urucum, feathered with parrot plumes (arara)
and doused in fresh blood coming from cuts male and female participants inflict on
The feathered skull thus transforms into a totemic arara, the primogenial ancestor: death
becomes a journey to the origin, towards what existed before birth according to a cyclical
conception1.
Many anthropologists have tried to affix the dizziness, fear and lovingly sad moments of this
However, these narratives always remain confined within a literary dimension: sometimes the
1 For an accurate (and polyphonic) description of the ritual, please see: Massimo Canevacci Ribeiro, “La linea
di polvere” (The line of dust), Meltemi, 2007
2 The most famous research on the Bororo (which also dedicates a limited space to the funeral) is that of
Claude Lévi-Strauss, “Le cru et le cuit” , Plon, 1964
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pages of a book do not account for the visual, kinesthetic, and auditory involvement of the
disturbances and thrills typical of ethnographic observation. The many, sometimes dissonant,
sometimes disorienting voices presented in the field and the many people encountered during
the research are translated into a prose that often represents a limited number of viewpoints.
The authority represented in ethnographic books is almost always that of the anthropologist,
who, in principle, observes, interprets, and describes. Ethnographic accounts and books are
rarely co-produced and co-signed together by the anthropologist and the observed subjects,
Contemporary critical anthropology has shown the limits of this ethnographic method, which
presents a monologic approach and does not do justice to the dialogic and polyphonic
dynamics of field research in which the world views, beliefs and habits of the anthropologist
meet (and collide) with those of the subjects studied and present in the contact zones 3.
According to these new currents of cultural anthropology, field research experiences and the
ethnographic accounts that follow should be opened toward forms of co-creation and multi-
authority in which the confines between the anthropologist-observer and the observed
subjects blur and in which all of the subjects present on the scene have the right (and the
The Ubiquitous Anthropology project aims to surpass the limits of traditional ethnography by
exploring new, plural forms of field research representation taking advantage of innovative
scenarios and technologies: location-based media, open-ended stories and emerging narrative
dynamics. The idea is to explore the configurations and potential of new publishing formats
that consider the ever-increasing diffusion of progressive devices (such as the iPhone) that
3 A classic text that explores the limits of ethnographic writing is James Clifford and George E. Marcus, ed.,
“Writing Culture: The Poetics and Politics of Ethnography”, University of California Press, 1986
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allow cross-media geo-tagging practices and therefore the possibility of exploiting (and
coordinates.
The second publication produced by FakePress, according to the lines of the research, is iSee,
a mobile augmented reality application that allows users to interact with the logos of products
found in shops and supermarkets. People using the application/publication can take a picture
of any logo and get instant information on its company’s social responsibility and
environmental practices. Individuals can interact by using the platform, thus turning logos
and information flows dealing with ecology, sustainability and alternative economies. The
iSee concept has been taken to the extreme, and is currently being used to design what is
placeholder for a digital, narrative experience using Augmented Reality that individuals can
use to retrieve information about products’ histories, the people that produced them, the
atlas of scientific and artistic projects using augmented reality techniques. NeRVi is
browsable on the web, or by walking through cities and architecture, using a mobile location-
based application equipped with Augmented Reality components designed to populate urban
perspectives with relevant content, to experience and learn about augmented reality
experiments, performances and artworks directly where they have been created, in a mixed
media product that is both a scientific tool and a peculiar and immersive thematic travel
4 This version of the iSee platform will be used in November 2009, during the Piemonte Share Festival to turn
Turin's National Science Museum into a “Squatting Supermarket”
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guide.
Ubiquitous Publishing
observed and narrated (in a textual, auditory, and visual form) by the many subjects present in
the field in Merurì: anthropologists and video makers, Italian and Bororo. All of these
narrative fact boxes have been geo-localized and positioned on a navigable map.
As in an augmented reality, when approaching the village with an iPhone or walking toward
the Rio Vermelho or the Salesian mission, the Ubiquitous Anthropology display shows all of
the clips of the events that happened at that point: photographs, sounds recorded during the
Naturally, it is not necessary to be physically present at the site to take advantage of the
media content present in the application. The media clips can be viewed at any time and in
any place by exploring the maps and clicking on the various sensitive areas. However, if one
is near the Bororo aldeia in Merurì, the system is able to show the user’s position on the map
and accompany him to the places coupled with media clips like a very special kind of tour
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guide.
The media clips are organized and made navigable according to different categories:
geographic coordinates (and therefore position on the map), author name, clip format (text,
image, video, audio), date and tag cloud (automatically generated by analyzing the titles of all
of the compositions).
The editorial design is open: any user can add his media clips, geo-locate them and, indeed,
Ubiquitous Learning
latest generation cellular devices but all of the media compositions can also be viewed from a
web platform explorable with a common browser. The Bororo ritual is a central theme in
Italy, which is currently taught with an educational mix composed of lectures (with the help
of PowerPoint, images, and video) and a book, used as the exam text (4). The Ubiquitous
Anthropology application will complement the book and is offered as an experimental tool
The availability of distributed and continuously updated knowledge sources challenges the
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classical canons of anthropological education which are usually focused on traditional
instruments (primarily books and lectures), concentrated in a specific phase of life and guided
The explosion of a growing number of contributions available on the internet liberates the
creative possibilities of the student, who can articulate his education by circumventing
traditional geographic and temporal constraints, jumping from one source to another.
Cultural anthropology education will therefore extend its range of activities: from the
immersed in the flows of new technologies as one of the principal hubs, in which students
attempts to counterbalance those colonial, national and ethnic hierarchies that still play a
crucial role in communicational visibility. Today, the survival of the Bororo (and of many
other Brazilian ethnic groups) is threatened by the cultivation of the soybean, by petroleum
companies, by those who search for precious metals and by the wood industry: the media
does not seem to pay the necessary attention to this ongoing destructive action which is
slowly eroding the natural and social ecosystems of the Bororo. The requests for defense and
the political and social petitions of the Bororo are quite simply ignored by the government
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In some small way, Ubiquitous Anthropology hopes to establish a space that is ready to
Conclusions
We constantly enact research and production processes on these issues and we currently hold
an international open-call for researchers, entrepreneurs and artists who wish to experiment
Bibliography
Massimo Canevacci Ribeiro, “La linea di polvere” (The line of dust), Meltemi, 2007
Jan Chipchase, "Everywhere", keynote for the CHI 2009 Conference, Boston, USA. 2009
James Clifford and George E. Marcus, ed., “Writing Culture: The Poetics and Politics of
Paul Dourish, "Where the Action Is: The Foundations of Embodied Interaction", The MIT
Press, 2004
Assaf Feldman, "ReachMedia - On the Move Interaction with Everyday Objects", Master of
Adam Greenfield, "Everyware: The Dawning Age of Ubiquitous Computing (Voices That
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Matter)", New Riders Publishing, 2006
William J. Mitchell, "Placing Words: Symbols, Space, and the City", The MIT Press, 2005
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Italy, Mexico, Austria and Denmark, also holding lectures and workshops in various
in which solutions are designed through ethnographic research methods. His past experiences
projects for clients ranging from international brands to museums and institutions. Luca has
publications and teaching and R&D experience at several universities in Rome, Naples and
Milan, Italy and New Delhi, India, on the subjects of Cultural Anthropology, Interaction
http://fakepress.net
http://www.neorealismovirtuale.com
http://www.artisopensource.net
http://luca.simeone.name
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