"5D Institute is a cutting edge USC non-profit Organized Research Unit dedicated to the dissemination, education, and appreciation of the future of narrative media through World Building.
World Building is the interdisciplinary process of building worlds that evolve into containers for the new narrative resolutions. World Building is the intersection of creativity and technology for students in academia and industry who need to understand now how to thrive in the media jungle of the future. World Building works beyond the edges of known media to express the full arc of our creative role in making new narrative worlds.
5D Institute is the world's leading World Building collective. Our network of preeminent World Builders transcends borders and boundaries in film, animation, fashion, gaming, theatre, television, music, architecture, science, interactive media and more.
Through the newly cemented partnership with USC School of Cinematic Arts, 5D Institute is evolving into an unmatched connector between the next generation of young and undiscovered creators traversing the bleeding edge of innovation and companies who want to be at the frontlines of the new media landscape.
Since Oct 2008, we have come together at 5D's distributed events to engage in a disruptive interrogation of our fractured disciplines, to create best practices and a new shared language across narrative media."
"In November 1, 2008, a man named Satoshi Nakamoto posted a research paper to an obscure cryptography listserv describing his design for a new digital currency that he called bitcoin. None of the list's veterans had heard of him, and what little information could be gleaned was murky and contradictory. In an online profile, he said he lived in Japan. His email address was from a free German service. Google searches for his name turned up no relevant information; it was clearly a pseudonym. But while Nakamoto himself may have been a puzzle, his creation cracked a problem that had stumped cryptographers for decades. The idea of digital money - convenient and untraceable, liberated from the oversight of governments and banks - had been a hot topic since the birth of the Internet. Cypherpunks, the 1990s movement of libertarian cryptographers, dedicated themselves to the project. Yet every effort to create virtual cash had foundered. Ecash, an anonymous system launched in the early 1990s by cryptographer David Chaum, failed in part because it depended on the existing infrastructures of government and credit card companies. Other proposals followed - bit gold, RPOW, b-money - but none got off the ground.
One of the core challenges of designing a digital currency involves something called the double-spending problem. If a digital dollar is just information, free from the corporeal strictures of paper and metal, what's to prevent people from copying and pasting it as easily as a chunk of text, 'spending' it as many times as they want? The conventional answer involved using a central clearinghouse to keep a real-time ledger of all transactions - ensuring that, if someone spends his last digital dollar, he can't then spend it again. The ledger prevents fraud, but it also requires a trusted third party to administer it.
Bitcoin did away with the third party by publicly distributing the ledger, what Nakamoto called the 'block chain.' Users willing to devote CPU power to running a special piece of software would be called miners and would form a network to maintain the block chain collectively. In the process, they would also generate new currency. Transactions would be broadcast to the network, and computers running the software would compete to solve irreversible cryptographic puzzles that contain data from several transactions. The first miner to solve each puzzle would be awarded 50 new bitcoins, and the associated block of transactions would be added to the chain. The difficulty of each puzzle would increase as the number of miners increased, which would keep production to one block of transactions roughly every 10 minutes. In addition, the size of each block bounty would halve every 210,000 blocks - first from 50 bitcoins to 25, then from 25 to 12.5, and so on. Around the year 2140, the currency would reach its preordained limit of 21 million bitcoins."
(Benjamin Wallace, 23 November 2011, Wired Magazine)
"Until recently, the field of design was an adjunct to art and craft. With the transformation of design into an industrial discipline come responsibilities that the field of design studies has only recently begun to address.
This transformation means that design is becoming a generalizable discipline that may as readily be applied to processes, media interfaces or information artefacts as to tools, clothing, furniture or advertisements. To understand design as a discipline that can function within any of these frames means developing a general theory of design. This general theory should support application theories and operational programmes. Moving from a general theory of design to the task of solving problems involves a significantly different mode of conceptualization and explicit knowledge management than adapting the tacit knowledge of individual design experience.
So far, most design theories involve clinical situations or micro-level grounded theories developed through induction. This is necessary, but it is not sufficient for the kinds of progress we need.
In the social sciences, grounded theory has developed into a robust and sophisticated system for generating theory across levels. A ‘grounded’ theory is an inductive theory emerging or rising from the ground of direct, empirical experience. These theories ultimately lead to larger ranges of understanding, and the literature of grounded theory is rich in discussions of theory construction and theoretical sensitivity (Glaser 1978, 1992; Glaser and Strauss 1967; Strauss 1991; Strauss and Corbin 1990, 1994).
One of the deep problems in design research is the failure to engage in grounded theory, developing theory out of practice. Instead, many designers confuse practice with research. Rather than developing theory from practice through articulation and inductive inquiry, some designers mistakenly argue that practice is research. From this, they claim that practicebased research is itself a form of theory construction."
(Ken Friedman, 2008, pp.153-154)
Ken Friedman (2008). "Research into, by and for design." Journal of Visual Arts Practice Volume 7 Number 2. Intellect Ltd. Article. English Language. doi: 10.1386/jvap.7.2.153/1
"Started in 2008, AMERICAN SUBURB X / ASX is an ever-growing archive and fiercely edited look at photography's always relevant past, rapidly shifting present and dramatically unfolding future. The mission is to provide and provoke, to educate and titillate those who are obsessed with photography, visual culture and all of the beautiful moving parts. We believe that by bringing together the intellectual and the visual in a powerful dance, ASX will foster new generations of artists, scholars, collectors, and patrons."
(Doug Rickard)