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  1. 1. Hybrid Worlds: Nano_Biotech + Art. Parsons MFA DT program. Professor Victoria Vesna datalife Maxim Safioulline
  2. 2. abstract web environment fueled by data and growing and dying based on the data flow web environment where a user is a part of the eco-system and is a subject to the laws of the system web environment that can be explored with a expanded arsenal of tools similar to those available in natural world and yet reflective of the technological direction: multi-touch surfaces, brain-computer interface, eye- movement reader web environment that provides visual, auditory and biochemical feedback touch without shape object without form DATA = ENERGY the environment controls you until you learn to control the environment
  3. 3. concept/topic I propose an alternative approach to the creation of interactive simulated environments - a re-thinking of the basis and the laws upon which such environments are created and re-thinking of a role, place and purpose of a user/observer/participant in such environments.
  4. 4. social context • Sims/MMORPG/Second Life - If we have a chance to construct new environments on the web why do they have to resemble the one where our bodies live? • A-Life Art - if you’re constructing a new environment why is a user not a part of it, just an onlooker?
  5. 5. precedents • Cellular Automata and John Conway’s “Game of Life” • A-Life Art: R.Brown/”Mimetics”, Kandid Genetic Art Project, Ken Rinaldo with “Emergent Systems” • William Latham’s artwork with computer generated life-like forms • Ryuichi Sakamoto’s game “Lack of Love” • Massive Multiplayer Online Role-Playing Games: World of Warcraft, Sims, Second Life • “A Simulation Argument” theory • Virtual and simulated reality representations in science fiction and pop culture: The Matrix, Neuromancer, Nirvana etc. • Research on brain-computer interface: Miguel Nicolelis, John Donoghue, Andrew Schwartz; Gerwin Schalk and BCI2000 • Research on neuroprosthetics and brain-computer interface: Kensall Wise, Philip Kennedy, Kevin Warwic; OCZ Technology with Neural Impulse Actuator, Emotiv Systems, NeuroSky with Mind Set
  6. 6. proposal part 1: Create an environment that reflects the larger system where it exists: cyber world. Translate the laws of nature existing in our world to the environments on the web: energy = data, things grow with abundance of data and die because of lack of data. The shapes of objects is determined by the types of data. Introduce natural randomness into this environment
  7. 7. proposal part 2: The objects in this environment have generate data themselves and have an ability to affect each other in a way that living beings do.
  8. 8. proposal part 3: Create a special object in this environment: the user, the participant. This object is also affected by the environment and have the ability to affect the environment. In order to be able to affect and control the environment the participant needs to learn a unique set of skills.
  9. 9. proposal part 4: The body of the participant will interact with this environment through a set of tools focused on brain-computer interaction: NeuroSky’s MindSet controller, eye movement reader through a video camera and possible others. The environment will provide feedback to the user by changing the chemistry of the user’s brain, possibly through Transcranial Magnetic Stimulation (TMS).
  10. 10. Discussion • How to get user involved in artificial simulated environments on a bio- chemical level? • How our psyche is going to adapt to environments that are so unfit for our bodies? A possibility of exploration for mind-body connections. • Can humans interact with the environment only by using their mind?
  11. 11. References •  By Robert A. Wilson, Frank C. Keil, The MIT encyclopedia of the cognitive sciences, MIT Press 1999 • Emergent Systems. Ken Rinaldo. • Kandid - a genetic art project • Mimetics - art research project • Peter Kleiweg - evolutionary art • The Simulation Argument, Oxford University, • Are You Living In a Computer Simulation? Nick Bostrom. Philosophical Quarterly, 2003, Vol. 53, No. 211, pp. 243-255. • William Latham - computer generated art • John Conway’s “Game of Life” • Roy Ascott Vegetal Reality