Craft Understanding, Education, Training, and Preservation for Posterity and Prosperity
CRAEFT will deepen our understanding of making activities that include care, judgement, and dexterity standing on Anthropology,Knowledge Representation, Cognitive Science, Art History, Advanced Digitisation, Audiovisual & Haptic Immersivity, andComputational Intelligence to cover the multifaceted expression of crafts as living and developing heritage, as a sustainable source ofincome, and as the expression of the mind through imagery, technology, and sedimented knowledge. A generative approach will provesufficiency for digital conservation, reenactable preservation, and scaling of approach for the full range of materials and techniques.CRAEFT will catalyse craft education and training with intuitive digital aids, telecommunications, craft-specific simulators, advancedimmersivity, and high-end digitisation, to widen access, economise learning, increase exercisability, and relax remoteness constraints incraft learning. The integration of haptics intelligence haptics in digital design connects tacit knowledge in computer-aided craft-specificdesign tools. Workflow simulation will support experimental archaeology for the recovery of lost techniques. The analytic workflowanalysis leads to digital fabrication opportunities for menial tasks, material savings and reuse, and reduction of energy consumption.Digital dimensions attached to individual works of craft will enable certification and attachment of digital content, but also enablereputation and community building, supported by a Community Portal for professionals and the public that connects to the NewMedia, hosts heterogeneous craft portforlios, and registers practitioner credentials. The efficacy of the approach will be piloted in eightrepresentative craft instances with the cross-cutting objectives of Craft Education & Training, Design, Valorisation, and Communityservices across the range of materials.