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Data Crafting

Data Crafting is the act of crafting as perceived under an information processing perspective.

For example in maypole dancing - a collaborative crafting dance, each dancer has a ribbon, that is attached to the top of the may pole. The dance moves correspond to signals, which are received and stored by the maypole braid.

Display Devices

On the receiving end, textile machines may be used as textile display devices making use of the ability of fabric to display information in the form of structure and pattern.

Storage Devices

Fabrics are used as data storage devices, in what is known as code crafting. Some highly developed cultures, such as the Incas relied on advanced code crafting techniques.

The Crafter as Sender

Not all actions that a crafter performs are actually recorded in the final fabric. Each crafter sends out a lot more information which may be recorded and transcribed via craft recording and craft notation techniques.

Cybernetic Crafting

Cybernetic crafting is closely related to data crafting, but it regards crafting as a mechanism of signals and controls, whereas data crafting is concerned with information and representation.


In the adventure game Loom (1990) by Lucas Arts, where the guild of weavers has “woven subtle patterns of influence into the very fabric of reality”, the synaesthetic quality of data crafting is a guiding metaphor: spells are musical scores which can be found in the Book of Patterns, a physical booklet accompanying the game.
In the movie Wanted (2008) a group of professional killers obtains the names of their victims by weft code analysis, from the weave created by the Loom of Fate.

wiki/data_crafting.txt · Last modified: 2009/01/26 10:49 by maschenguru
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