Desktop Fabrication Workshop

Digital Humanities 2013, Lincoln, NE

Tuesday, July 16, 2013 (8am - 5pm)

Description

Desktop fabrication is the digitization of analog manufacturing techniques. Comparable to desktop publishing, it affords the output of digital content (e.g., 3D models) in physical form (e.g., plastic). It also personalizes production through accessible software and hardware, with more flexibility and rapidity than its analog predecessors. Additive manufacturing is a process whereby a 3D form is constructed by building successive layers of a melted source material (at the moment, this is most often some type of plastic). The technology driving additive manufacturing in the desktop fabrication field is the 3D printer, tabletop devices that materialize digital 3D models.

In this workshop, we will introduce technologies used for desktop fabrication and additive manufacturing, and offer a possible workflow that bridges the digital and physical worlds for work with three­dimensional forms. We will begin by introducing 3D printers, and demonstrate how they operate by printing things throughout the event. The software used in controlling the printer and in preparing models to print will be explained. We will use free software sources so those in attendance can experiment with the tools as they are introduced.

The main elements of the workshop are:

Audience

Targeted towards scholars interested in learning about technologies surrounding 3D printing and additive manufacturing, and for accessible solutions to implementing those technologies in their work. Past workshops have been for faculty, graduate and undergraduate students in the humanities; librarians; archivists; GLAM professionals; digital humanities centers. This is an introductory workshop, so little prior experience is necessary, only a desire to learn and be engaged with the topic.

Those attending are asked to bring, if possible, a laptop computer to install and run the software introduced, and a digital camera or smartphone for experimenting with photogrammetry. Workshop facilitators will bring cameras, a 3D printer, plastics, and related materials for the event. By the end of the conference, each participant will have the opportunity to print an object for their own use.

Conference Website

Some handy URLs for planning and reference:

Location

Nebraska Union and Jackie Gaughan Multi-Cultural Center, 14th and R Streets (Second Floor)

Schedule

Fabrication Materials

123D Models to Edit

Resource List / Bibliography

Ball, Philip. (1999). Made to Measure: New Materials for the 21st Century. Princeton U P.

Balsamo, Anne. (2009). Anne Balsamo: Videos and Frameworks for “Tinkering” in a Digital Age. Spotlight on Digital Media and Learning. URL: http://spotlight.macfound.org/blog/entry/anne-balsamo-tinkering-videos

Borenstein, Greg. (2012). Making Things See. Sebastopol: O'Reilly.

Elliott, Devon, Robert MacDougall, and William J. Turkel. (2012). New Old Things: Fabrication, Physical Computing, and Experiment in Historical Practice. Canadian Journal of Communication, 37 (1), 121-128.

Elliott, Devon, Jentery Sayers, and William J. Turkel (2013). Digital Humanities Summer Institute 2013 Coursepak: "Physical Computing and Desktop Fabrication for Humanists." http://dhsi.org/content/2013Curriculum/8.%20Physical%20Computing%20and%20Desktop%20Fabrication%20for%20Humanists%202013.pdf.

Gershenfeld, Neil. (2005). Fab: The Coming Revolution on Your Desktop—From Personal Computers to Personal Fabrication. New York: Basic Books.

Hertz, Garnet. (2009). Methodologies of Reuse in the Media Arts: Exploring Black Boxes, Tactics and Archaeologies. University of California Irvine.

Igoe, Tom. (2007). Making Things Talk. Practical Methods for Connecting Physical Objects. Make Objects.

Kinematic Models for Design Digital Library (KMODDL). URL: http://kmoddl.library.cornell.edu/.

Lehmann, Steffen & Robert Crocker, eds. (2012). Designing for Zero Waste Consumption, Technologies and the Built Environment. New York: Earthscan.

Lipson, Hod, and Melba Kurman. (2013). Fabricated: the new world of 3D printing. Indianapolis: John Wiley & Sons, Inc.

MacDougall, Robert. (2011). Convention of cranks: Why the nineteenth century’s golden age of pseudoscience may be a precursor of our own. SCOPE, 1 (2), 12-23. URL: http://www.scope-mag.com/issues/spring-2011/convention-of-cranks/.

McDonough, William, & Michael Braungart. (2002). Cradle to Cradle: Remaking the Way We Make Things. New York: North Point Press.

Make: Ultimate Guide to 3D Printing. http://makezine.com/volume/make-ultimate-guide-to-3d-printing/.

Marlow, Frank M. (2004). Machine Shop Essentials. Metal Arts.

Meadows, George, & Tim Owens. (2012). Mashups and Makerbots: Building in the Virtual and Physical Worlds. Syllabus URL: http://umwthinklab.com/2012/08/22/syllabus/

Molotch, Harvey. (2005). Where Stuff Comes From: How Toasters, Toilets, Cars, Computers and Many Other Things Come to Be As They Are. Routledge.

O'Sullivan, Dan and Tom Igoe. (2004). Physical Computing: Sensing and Controlling the Physical World with Computers. Thomson.

Paulos, Eric, Kris Fallon, and Chris Myers (2013). Critical Making: Materials, Protocols, and Culture. http://make.berkeley.edu/.

Ramsay, Stephen, & Geoffrey Rockwell. (2012). Developing Things: Notes Toward an Epistemology of Building in the Digital Humanities. Debates in the Digital Humanities. Minneapolis: University of Minnesota Press.

Rathje, William and Cullen Murphy. (2001). Rubbish! The Archaeology of Garbage. U of Arizona P.

Ratto, M. (2011) “Critical Making: conceptual and material studies in technology and social life”, The Information Society 27(4).

Ratto, Matt & Robert Ree. (2012). Materializing information: 3D printing and social change. First Monday, 17 (7). URL: http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/viewArticle/3968/3273

Ross, Claire, et al (2012). Engaging the Museum Space: Mobilising Visitor Engagement with Digital Content Creation. Talk. Digital Humanities 2012. Hamburg, Germany. http://www.dh2012.uni-hamburg.de/conference/programme/abstracts/engaging-the-museum-space-mobilising-visitor-engagement-with-digital-content-creation/.

Sayers, Jentery. (2012). Tinker-Centric Pedagogy in Literature and Language Classrooms. Collaborative Approaches to the Digital in English Studies. Logan: Computers and Composition Digital Press. URL: http://ccdigitalpress.org/cad/Ch10_Sayers.pdf

Slade, Giles. (2007). Made to Break: Technology and Obsolescence in America. Harvard U P.

Szeliski, Richard. Computer Vision: Algorithms and Applications. Springer. URL: http://szeliski.org/Book/.

Sterling, Bruce. (2005). Shaping Things. Cambridge: The MIT Press.

---. (2009). Design Fiction. interactions, 16 (3), 20-24.

Terdiman, Daniel. (2012). Smithsonian turns to 3D to bring collection to the world. c|net. URL: http://news.cnet.com/8301-13772_3-57384166-52/smithsonian-turns-to-3d-to-bring-collection-to-the-world/

Thingiverse. http://www.thingiverse.com/.

Thompson, Rob. (2007). Manufacturing Processes for Design Professionals. Thames and Hudson.

Turkel, William J. (2011). Intervention: Hacking history, from analogue to digital and back again. Rethinking History, 15 (2), 287-296.

---. (2013). Fabrication. URL: http://williamjturkel.net/fabrication/.

Turkel, William J. & Devon Elliott. (Forthcoming). Making and playing with models: Using rapid prototyping to explore the history and technology of stage magic. In Kevin Kee (Ed.), Past Play.

Unsworth, John (1999). "The Library as Laboratory." Presentation at the Annual Meeting of the American Library Association, 1999. URL: http://www3.isrl.illinois.edu/~unsworth/ala99.htm.

Weinberg, Michael (2012). "What's the Deal with Copyright and 3D Printing?" Whitepaper. URL: http://publicknowledge.org/Copyright-3DPrinting.

Woodbury, Robert S. (1973). Studies in the History of Machine Tools. The MIT Press.