Senster
Reactivation of a Cybernetic Sculpture
Bibliographic Data
| ID | 10271695 |
|---|---|
| Authors | Anna Olszewska (0000-0003-3580-4458, Anna Olszewska, AGH University of Science and Technology, Faculty of Humanities, Gramatyka 8a, 30-046 Kraków, Poland. Email: [email protected]., corresponding author), Marek Długosz (0000-0001-6827-9149, Marek Długosz, AGH University of Science and Technology, Faculty of Electrical Engineering, Automatics, Computer Science and Biomedical Engineering, al. A. Mickiewicza 30 / B130-059 Kraków, Poland. Email: [email protected]., corresponding author) |
| Year | 2021 |
| Volume | 54 |
| Issue | 3 |
| Pages | 299-305 |
| Publication date | 2021-06-02 |
| Open Access | No |
| Type | ARTICLE |
| Venue | Leonardo (JOURNAL) |
| Journal identifiers | ISSN: 0024-094X • E-ISSN: 1530-9282 |
| Publisher | MIT Press (PUBLISHER • US) |
| DOI | 10.1162/leon_a_01828 |
| OpenAlex | W2966258148 |
| Language | EN |
The turbulent history of Senster, a large cybernetic sculpture designed by Edward Ihnatowicz c. 1970, is divided in two periods: its creation and prematurely canceled display (1968–1974) and its recent reactivation (2017–2018). This article presents a comprehensive narrative of Senster's reactivation. It explains how the formulation of the conservation philosophy and methodology employed in the process was instrumental in delivering the solutions. Based on these observations, the authors propose a detailed strategy for the maintenance and reactivation of interactive embodied systems
Art · Cognitive science · Cybernetics · Embodied cognition · Epistemology · Literature · Narrative · Process (computing) · Sculpture · Sociology · Visual arts · Architecture and Computational Design · Artificial Intelligence · Computer Science · Design Education and Practice · Interactive and Immersive Displays · Philosophy · Psychology
| Highly cited | No |
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