F/LAT - Free/Libre Art & Technology

Platform for education and research in free/libre arts & technologies

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audio-video live mixing system

F/LAT is inheriting the experience from The Metahub experiments, mixing live signal form multiple sound and image sources, on multiple outputs, displays and locations


see the Metahub

the Open Source Video Lab from Constant is also growing the F/LAT environment http://www.constantvzw.org/site/-Open-Source-Video,114-.html

project in course :

network and distribution

sensors for performance

Digital Graphitti

Open-source fabrication

associated studios :

Libre Hardware


 This project intends to imagine, design, build and share a reproducible fabricator machine, made mainly from plywood, build on top of the knowledge and principles of the reprap project and its children. The idea is to build a generic machine capable to reproduce most of its own parts, using the rawest materials possible.

this model is intended to use 18mm plywood sheets, standard simple iron bars and as few as possible specialized mechanical parts (bearings and wheels). The electronics is based on the generic reprap construct, the precise determination can vary.

All rights are to be placed under GPL licence, so freedom is ensured.

There exists other machines like that in the world, but to date, none of those have their blueprints available and/or under a free licence (some say they will in the future … )

If you have information on the contrary, contact us, so we can add credit and share knowledge.

VR Libre Lab

Virtual Reality Libre Lab

The VR Libre Lab is a laboratory to explore, develop and teach the the open-source technologies and methods of Virtual Reality medium for creative experiences. It is part of the F/LAT platform and open to cross polinisation. We explore all the relevant facets of what is called VR : immediate sensory illusion of space and time displacement mainly trough visual perspective, audio spacialisation and acousmatics, and other sensory interfaces. including : VR helmet or complex cave and video mapping, Audio spacialisation and composition, 3d reconstruction of space, multiple body tracking, sensing and interaction, media interaction, mechanical interaction, …

workshops and meetings and projects :

VR for architecture visualisation

VR for architecture visualisation VR for architecture visualisation VR for architecture visualisation

Educative game converted to VR

Educative game converted to VR

Multi kinect body tracking

other projects :

The 6th element

This project is a novel live audio-visual experience, where a duo of artists plays a concert of intertwined spatialised sounds and electronic music and living 3D elements that fills the space. Available both in dome projection or in (remote) VR, “The 6th element” not only visualise music in VR, but the visuals and the user are part of the music and sound as it arise from the physical process of the abstract world you dive in. The artists behind the project are long time experimenters of new media technologies and have made live and remote A/V concert, installation and performances for more than a decade. Now it's time to dive into VR for a live…

The project is in pre-production phase at F/LAT, an association for R&D and education in FLOSS and digital arts. Production is planned for 2017. Aside from online markets, a network of new-media art centers and scenes is targeted to plan a live tour.

As the development of the project is in FLOSS, the code base for the artwork will be published and workshop organised to help other artists to compose with these new possibilities together.

early development test of sound spectro synch by OSC :



“This Wiki is tries to summarise notes and critical ressources about current processes at stake in the current augmentation of Body Quantification in contemporary networks. […] ”


Through a complete referential of the quantified self vocabulary, its project and its participant, the task is to unveil the technological processes in the quantified self movement and look in the ways by which it systematically organise a new, social reference, a new body language ; or otherwise formulated : Can quantified self as a cultural technique, a Kulturtechniken, impact the social sense of self integrity.

The research will examine uses and modalities of social integrations they are most of the time linked to an online platform from different sources : - Commercial platforms such as the sport gear. - Mobile applications that use embedded sensory devices. - Social platforms as the quantified self .

It will look at the uses of those features and the choices but mostly it will examine the vocabulary and social patterns that drive those exchanges and the way it formats a relation to the body.

It appears that a Cultural Technique exists way beyond it is understood as such and formalised(Macho, 2003: 179) ; so does Quantified self as a self emerging movement. It is very much connected to other DIY movements that exists in a dynamic social structure powered by technology, it does not reflect on its situation as a constructed social entity, it stays far from any understanding of its process as a media technology. The project aims to analyse the Quantified Self movement both from the perceptual implications of such practices, ie stating the ways by which this digital props transforms the continuous sense of our embodiment that is then after confronted to a set of digital discreet data and spread sheet, further how socially also as people unite around this exchange of data, a threshold is overcome in the notion of personal intimacy, from personal to collective a threshold has been overcomed in the notion of our personal embodiment. The issue is not only to understand this highly narcissistic process but how this process by becoming social undermines our own sense of self. It appears very clearly that design has an important role to play by setting the frame for data interpretation it seems important also to ask ourselves what are the issues at stake in the rise of such a social body network the questions are not only How will we make sense of large personal data sets? How will we control and contribute to those data sets? What are the business models for users profiting from their data?

However, as I show in this thesis, such a notion of active participation is implicated with the mainstream discourses of efficiency, in which active participation becomes the necessary practical utilization of information potential, and the praised ‘personalization’ becomes a form of self-regulation and efficiency compliance. As such, users are indeed becoming ‘active,’ mobilized to work towards optimization and normalization of the system, while not exactly engaged as active participants in actual negotiation and construction of spatiality.

engineering body data

quantified self as a research proposal

Apertus Axiom Open Source Camera projects


the Apertus Axiom Camera is the first and leading fully open source professional camera system, providing amateurs, tinkerers and professionals a versatile tools they can use and abuse to deploy their arts and ideas.

this project is about learning to use the Apertus Axiom Open Source Camera system with multiple setups and goals. It will involve professionals and amateurs of cinema, technicians, directors, artists, coders, hackers, and anyone interested in the versatile and open tools this camera system is.

a First workshop is organised on the 24th of january 2015, at F/LAT space . please register with motivation at init@f-lat.org as places are very limited

dev/research_proj_list.1428176151.txt.gz · Last modified: 2015/04/04 19:35 by netachepas
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