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![](somm_mign_webarchive/a-volve/A-Volve01_400.jpg) |
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![](somm_mign_webarchive/a-volve/A-Volve05_400.jpg) |
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"In
the interactive real-time environment "A-Volve" visitors
interact with virtual creatures in the space of a water filled glass
pool.These virtual creatures are products of evolutionary rules
and influenced by human creation and decision."[2]
- Virtual
3-D creatures are created by using a touch screen to design any
kind of 2-D shape with your finger which is converted in to a
3-D creature.
- 400
vertex points (x,y,z)
- Colors
& textures assigned by speed of drawing
- Vertex
points, color & texture used as genetic code for each
creature
- Swim
in a pool of real water; look for food and mates
- Genetic
code + movement algorithm = unique motion
- Motion
algorithm = wave function, front-back of creature, propels it
forward/backward
- Natural
selection: Movement and behavior of virtual creatures is determined
by its form, this also determines its "fitness" in the
pool so that the most fit creatures mate and reproduce.
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![](somm_mign_webarchive/a-volve/A-Volve02_400.jpg) |
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- Fitness:
ability to reach a target in specific time frame. Dependent on
form and muscle function.
- Creatures
compete for energy. Predator creatures (=most fit creatures) hunt
for prey creatures.
- Predators
eat creatures and absorb energy
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Creatures have internal vision systems.
- Creatures
interact with visitors: react to movement of hands in water of
the pool. Creatures try to flee but will stay still if caught.
Visitors can protect creatures from predators.
- Evolution:
When creatures mate and reproduce the algorithms provide for mutation
and cross-over following the principles of Mendelian genetics.
The newly born offspring immediately react and live in the pool,
interacting with visitors and other creatures.
- Algorithms
create smooth and natural movements and "animal-like"
behavior.
- This
is all completed in real time through interaction of people and
the virtual creatures.
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An
interactive artificial life environment where users can create artificial
creatures by typing text messages. The constant movement, feeding,
mating and reproduction activities of the creatures result in a complex
system that features complex interactions between creature, and creatures
as well as users and creatures based on written text as a primary
source of (genetic) information.[3-4] |
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![](somm_mign_webarchive/lifespaciesII/LifeSpacies11_400.jpg) |
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![](somm_mign_webarchive/lifespaciesII/LifeSpacies12_400.jpg) |
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- LifeSpacies
II - online
http://www.mic.atr.co.jp/~christa/
LIFESPACIES/LifeSpacies.html
- Interaction
between online and onsite participants through evolutionary forms
they create by typing text.
- Text-to-form
coding system that uses written text as genetic code and translates
it into virtual creatures.
- "letters,
syntax and sequencing of the text is used to code certain
parameters in the creature's design functions."[3]
- "Form,
shape, color, texture and the number of bodies and limbs are
influenced by the text parameters."[3]
- Body
design and motion determined by complexity of text message.
- Creatures
eat text characters released by participants and eat text that
is the same as their "genetic code" (=text that created
them)
- Creatures
compete for text/food and mate
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Interactive
Plant Growing |
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"Interactive
Plant Growing (1993-97) is an installation, which deals with
the principle of the growth of virtual plant organisms and their
change and modification in real time in the 3-dimensional virtual
space of a 4D Graphics Computer (Silicon Graphics). These modifications
of predefined "artificially living plant organisms" are
mainly based on the principle of development and evolution in time.
The artificial growing of program - based plants is an expression
of the desire to discover the principle of life, which is always
defined by the transformations and morphogenesis of certain organisms.
Interactive
Plant Growing connects the real time growing of virtual plants in
the 3 - dimensional space of the computer to real living plants,
which can be touched or approached by human viewers."[8]
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![](somm_mign_webarchive/interact_plant/Plant04_400.jpg) |
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![](somm_mign_webarchive/interact_plant/Plant05_400.jpg) |
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- Touch
a real plant or move hands towards it and this controls the real
time virtual growth of 25+ virtual plants
- Each
of the 25 virtual plants has 5+ variants
- Virtual
plants displayed on a video screen
- Viewers
become a part of the artwork as they choose how to interact with
the plants and therefore what growth is projected on to the screen
- Virtual
plant types: ferns,
mosses, trees, vines and a cleaning plant ("killer plant").
- Touch
and distance of/from the real plant control the size, rotation,
appearance, color and position for the virtual plant by the generation
of different data values
- Algorithms
based on morphological characteristics of real plant differentiation
- Virtual
growing is based on "the appearance
of movement and differentiation "
[8]
- Uses
special randomising parameters for size,
length, rotation, translation, angle and colour as
"artificial growth and differentiation regulators"
to determine the morphology of virtual plants.[8]
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![](somm_mign_webarchive/interact_plant/Plant01_400.jpg) |
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- "The
electrical potential difference between human and plant gets measured
through the living plants."[8]
- "This
voltage difference varies depending on the hand - plant distance,
the sensitivity of the plant ranges from 0 to about 70 cm in space,
depending on the size and morphology of the real plant."[8]
- "Each
data value coming from each plant is interpreted in synchronisation
and in real time by means of the growing program during the drawing
of the virtual plants."[8]
- "All
data values (derived from the interaction viewer - plant) are
now interpreted as variables in the growing program. Each value
is responsible for specific growing events; changing rotation,
scaling, translation, location or colour."[8]
- "In
the dark 12 x 6 meter installation space, five different real
plants are placed on 5 wooden columns in front of a high resolution
4 x 3 meter video projection screen. All plants are connected
by an interface to a 4D Silicon Graphics computer, which sends
its video signals from the screen to a high resolution RGB video
data beamer 80 kHz , 650 Lux. This data beamer sends the growing
pictures to the projection screen in real time."[8]
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"GENMA
(1996)is a machine, that enables us to manipulate 'Nature'. Nature
exemplary is represented as artificial nature of a micro scale:
abstract amoeboid artificial three-dimensional forms and shapes.
Principles of artificial life and genetic programming are implemented
in those forms or "creatures", allowing the visitor to
manipulate their virtual genes in real time."
"The
wish of understanding nature has lead mankind to the development
of natural sciences; these have become increasingly skilled in dissecting
all parts of nature and it's inner structures. Modern genetics will
for example soon be able to tell us which part of our genes will
be responsible for which part of our body. And as history shows,
we will not fall behind with trying and experimenting with our new
acquired knowledge. The seeking for knowledge and the fascination
of trials and initially innocent experiments shall be captured in
GENMA.
GENMA
is a kind of dream machine, that allows us to "play" scientist
and as we watch our selves in doing so, it also mirrors the absurdity
of this action and interaction. By using science, namely principles
of artificial life, as source for creation, GENMA also wants to
address the question of what it means to manipulate and what impact
it will have on us in the future."[9]
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![](somm_mign_webarchive/Genma/Genma06_400.jpg) |
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![](somm_mign_webarchive/Genma/Genma04_400.jpg) |
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- Look
in to a mirrored glass box, see projections of GENMA creatures
and try to touch/grab them
- Genetic
code of each creature displayed on the touch screen and is manipulated
by the visitor which changes the appearance of the creature in
the glass box.
- "Taking
parts of the genetic strings, cutting, pasting or multiplying
them, adding mutations and variations, GENMA allows the visitor
to explore the tools of genetic manipulation and satisfies our
inner wish to change and transform the nature we know."[9]
"Nevertheless,
GENMA doesn't take position in the common "good-bad"
classification or in the sense of "political correctness",
but wants to reflect our fascination for the unknown and unexplored.
On
a visual level GENMA furthermore explores the concept of "natural
design" or "auto design", a design that is not
any more prefixed and controlled by the artists, but represents
the degree of interest and interaction of each single visitor.
Each visitor will be creating the forms he wants to see, aided
by artificial genetics, mutation, evolution and manipulation.
To push it further, the audience thus will become "creators"
or "artists" themselves, using the power and possibilities
of such tools.
GENMA
is not a tool in the scientific sense. Its only purpose is
to reflect on itself as an autonomous system, that uses science
to emphasizes the question of what it means to manipulate, change
and interact."[9]
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![](somm_mign_webarchive/verbariuim/VERBARIUM1_400.jpg) |
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- interactive
text-to-form editor on the Internet
- http://www.fondation.cartier.fr/verbarium.html
-
write text messages and each of these messages functions as a
genetic code to create a visual three-dimensional form
-
text-to-form editor: genetic encoding of text characters (=letters)
into design functions
- forms
develop in real-time through the interaction of the user with
the system.
- "Each
different message creates a different form. Depending on the composition
of the text, the forms can either be simple or complex, or abstract
or organic."[10]
- "All
text messages together are used to build a collective and complex
three-dimensional image. This image is like a virtual herbarium,
composed of the various forms based on the different text messages
(i.e., verbs), hence the name VERBARIUM."[10]
-
"Clicking any part within the collective image to retrieve
messages sent earlier by other users."[10]
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PICO_SCAN
(2000)- "an interactive installation that allows users to measure
and capture their users various body data and links them to
the creation and evolution of artificial life creatures. The PICO_SCAN
system consists of 5 PICO_SCANNER interface device and 5 plasma video
screens. When the user picks up the PICO_SCANNER and scans along her
body she generates various input data that are specific to her own
body characteristics. The collected data information is then used
to generate artificial life creatures that can feed on these color
values provided by the users video image."[11] |
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![](somm_mign_webarchive/pico_scan/PICOSCAN1_400.jpg) |
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- An
installation to study the modeling of artificial evolution in
research and interactive art.
- Use
a hand-held scanning device to capture various body data
use this to create and evolve of artificial life creatures.
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![](somm_mign_webarchive/pico_scan/PICOSCAN4_400.jpg) |
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![](../../images_genetics_culture/shared_images/inv_10x10.gif) |
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