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John James Marshall thesis.pdf - OpenAIR @ RGU - Robert Gordon ...

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embodied in traditional craft practice. However, she quickly pointed out the<br />

negative aspects of the innate “audit-like” nature of human-computer<br />

interaction. Harrod then tried to identify some general principles of the creative<br />

engagement with new media as a different kind of time consumption. This<br />

includes the potential to spend more time conceptualising and less time making;<br />

and the ability to produce objects and images that could not have been made in<br />

any other way. Harrod calls this the “otherwise unobtainable”.<br />

The works in the ‘MadeKnown: Rapid Prototype Sculpture’ exhibition (13 Sep -<br />

18 Oct, 2005, curated by Ian Gwilt and Brit Bunkley) represent an international<br />

survey of artists who have embraced the potentials of 3D printing to create<br />

sculptural objects. Artists from Australasia, Europe and the US were invited to<br />

send a piece of work via the Internet as a 3D digital file. These files were<br />

fabricated using the 3D printing facility in the School of Design at University of<br />

Technology, Sydney.<br />

Although many of the participants in MadeKnown (Gwilt, 2006) are the same as<br />

the ‘Intersculpt’, ‘Telesculpture’, and the ‘International Rapid Prototyping<br />

Sculpture Exhibition’ the level of critical discourse around this exhibition (for<br />

example in the exhibition catalogue) is of a more developed nature. In his essay<br />

‘Techniques Matter’ Andrew Benjamin distinguishes between two radically<br />

different forms of representation: what he terms the ‘pre-digital’ which uses the<br />

computer to represent design and ‘digital practice’ in which the computer itself<br />

becomes a design tool (Gwilt, 2006, p.4-5). Benjamin states that with the<br />

application of digital technologies concerns are generalised regardless of<br />

discipline and the most important relationship is between the immaterial and<br />

the material states of digital production (Gwilt, 2006, p.7).<br />

In ‘Feeling the Rub: making an ontology of painting’ Mark Titmarsh asks if<br />

there is a difference between making something in particular and the universal<br />

nature of all making? (Gwilt, 2006, p.11) Titmarsh states that ‘to make’ is as<br />

elementary as ‘to do’ and ‘to be’. McCullough is referenced in regard to a hybrid<br />

form of craft-based knowledge (Gwilt, 2006, p.16). Again, the issue about<br />

whether ‘digital crafting’ treats the computer as more than a tool or as a medium<br />

is discussed. Titmarsh argues for an embodied link between the physical<br />

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