The document describes an artistic research project called OUROBOROS involving four interactive virtual environments related to snakes and Brazilian rituals: MEMORIES, SERPENTARIUM, VILLAGE, and TERRARIUM. The environments allow users to interact and experience different states of being like a snake through immersion, navigation, and remote actions. They also explore concepts like artificial life, genetic algorithms, autonomous agents, and complex adaptive systems. The goal is to stimulate imagination and incorporate animal powers through interactive dream-like experiences.
This document summarizes two mixed reality art projects - Promethean Alchemist and Terra(socio)sonica. Promethean Alchemist allows participants to manipulate DNA sequences in augmented reality, combining them to create new life forms. It explores ideas of translating between biological and computational codes. Terra(socio)sonica translates human movements in a physical space into soundscapes in both the physical world and a virtual Second Life environment. It aims to sonically represent social interactions and dialogues between participants. Both projects use interactive mixed reality systems to blur boundaries between real and virtual worlds in order to redefine concepts of embodiment, representation, and posthuman identity.
The reengineering of life expanded by perceptual experiences in the sense of presence in Virtual Reality and
Augmented Reality is the theme of our investigation in collaborative practices confirming the artists´
creativity close to the inventivity of scientists and mutual capacity for the generation of biocybrid systems.
We consider the enactive bodily interfaces for human existence being co-located in the continuum and
symbiotic zone between body and flesh -cyberspace and data -and the hybrid properties of physical world.
That continuum generates a biocybrid zone (Bio+cyber+hybrid) and the life is reinvented. Results reaffirm
the creative reality of coupled body and mutual influences with environment information, enhancing James
Gibson’s ecological perception theory. The ecosystem life in its dynamical relations between human,
animal, plants, landscapes, urban life and objects, bring questions and challenges for artworks and the
reengineering of life discussed in our artworks in technoscience. Finally, we describe an implementation in
which the immersion experience is enhanced by the datavisualization of biological audio signals and by
using wearable miniaturized devices for biofeedback.
Ramos, v (2003): self organizing the abstract canvas as a swarm habitat for c...ArchiLab 7
This document discusses using self-organizing systems and swarm intelligence as a method for collective and cooperative creativity. Specifically, it explores using swarms of autonomous robots on a canvas to produce artwork through simple stimulus-response behaviors and local interactions between robots, without centralized control. Previous experiments with "Swarm Paintings" in 2001 confirmed that an artificial, non-human art could emerge in this way. The goal is to develop this approach further by having robots live and co-evolve within the canvas space, reacting to each other and to the existing artwork, to allow for open-ended, distributed creative production to emerge from basic local interactions and information exchange.
This document discusses seeking syncretism in post-biological mixed reality systems through analyzing hybridized states of being that traverse paradigms of time and space. It explores how Roy Ascott's concept of syncretism can facilitate understanding multi-layered worldviews emerging from engagement with computational technologies and post-biological systems. It also examines networked agency and the need for a holistic approach to understanding relationships between humans and autonomous agents, and their effects on consciousness and identity.
Paper title: Syncretic Social Agency: Deterritorialised Robotics and Mixed Reality Data Transfer Systems.. Apolgies for formatting issues from this being a .doc!!
Katie King discusses her research into distributed animality and cognition using her avatar in the virtual world Second Life. She explores how identities and knowledge can be distributed across both human and non-human actors through practices like transgendering and interactions with virtual dogs in Second Life. King draws from theorists like Haraway who discuss how human and non-human bodies and cognitions are entangled in complex ways.
This paper discusses syncretic agency in social mixed reality artworks that bridge digital and physical representations of identity. It proposes that mixed reality data transfer can constitute a "reterritorializing" effect that creates a syncretic post-biological digital identity for the user. Recent examples from computer science and artistic practice are summarized to illustrate deterritorialization and reterritorialization effects. One example discussed is the artist Paul Sermon's work that explores concepts of presence and performance by blurring the boundary between online and offline identities through mixed reality techniques. Another example is the mixed reality artwork "Terra(socio)sonica" that translates physical movements into soundscapes in both the physical and virtual realms.
This document summarizes two mixed reality art projects - Promethean Alchemist and Terra(socio)sonica. Promethean Alchemist allows participants to manipulate DNA sequences in augmented reality, combining them to create new life forms. It explores ideas of translating between biological and computational codes. Terra(socio)sonica translates human movements in a physical space into soundscapes in both the physical world and a virtual Second Life environment. It aims to sonically represent social interactions and dialogues between participants. Both projects use interactive mixed reality systems to blur boundaries between real and virtual worlds in order to redefine concepts of embodiment, representation, and posthuman identity.
The reengineering of life expanded by perceptual experiences in the sense of presence in Virtual Reality and
Augmented Reality is the theme of our investigation in collaborative practices confirming the artists´
creativity close to the inventivity of scientists and mutual capacity for the generation of biocybrid systems.
We consider the enactive bodily interfaces for human existence being co-located in the continuum and
symbiotic zone between body and flesh -cyberspace and data -and the hybrid properties of physical world.
That continuum generates a biocybrid zone (Bio+cyber+hybrid) and the life is reinvented. Results reaffirm
the creative reality of coupled body and mutual influences with environment information, enhancing James
Gibson’s ecological perception theory. The ecosystem life in its dynamical relations between human,
animal, plants, landscapes, urban life and objects, bring questions and challenges for artworks and the
reengineering of life discussed in our artworks in technoscience. Finally, we describe an implementation in
which the immersion experience is enhanced by the datavisualization of biological audio signals and by
using wearable miniaturized devices for biofeedback.
Ramos, v (2003): self organizing the abstract canvas as a swarm habitat for c...ArchiLab 7
This document discusses using self-organizing systems and swarm intelligence as a method for collective and cooperative creativity. Specifically, it explores using swarms of autonomous robots on a canvas to produce artwork through simple stimulus-response behaviors and local interactions between robots, without centralized control. Previous experiments with "Swarm Paintings" in 2001 confirmed that an artificial, non-human art could emerge in this way. The goal is to develop this approach further by having robots live and co-evolve within the canvas space, reacting to each other and to the existing artwork, to allow for open-ended, distributed creative production to emerge from basic local interactions and information exchange.
This document discusses seeking syncretism in post-biological mixed reality systems through analyzing hybridized states of being that traverse paradigms of time and space. It explores how Roy Ascott's concept of syncretism can facilitate understanding multi-layered worldviews emerging from engagement with computational technologies and post-biological systems. It also examines networked agency and the need for a holistic approach to understanding relationships between humans and autonomous agents, and their effects on consciousness and identity.
Paper title: Syncretic Social Agency: Deterritorialised Robotics and Mixed Reality Data Transfer Systems.. Apolgies for formatting issues from this being a .doc!!
Katie King discusses her research into distributed animality and cognition using her avatar in the virtual world Second Life. She explores how identities and knowledge can be distributed across both human and non-human actors through practices like transgendering and interactions with virtual dogs in Second Life. King draws from theorists like Haraway who discuss how human and non-human bodies and cognitions are entangled in complex ways.
This paper discusses syncretic agency in social mixed reality artworks that bridge digital and physical representations of identity. It proposes that mixed reality data transfer can constitute a "reterritorializing" effect that creates a syncretic post-biological digital identity for the user. Recent examples from computer science and artistic practice are summarized to illustrate deterritorialization and reterritorialization effects. One example discussed is the artist Paul Sermon's work that explores concepts of presence and performance by blurring the boundary between online and offline identities through mixed reality techniques. Another example is the mixed reality artwork "Terra(socio)sonica" that translates physical movements into soundscapes in both the physical and virtual realms.
This document discusses a project called "impulsionsdialogiques" that aims to explore concepts of community and communication through electronic monitoring of users' heart rate variability (HRV) levels. The project will use devices that send biosensitive markers between neighboring users based on their relative positioning and emotional states, revealed through mathematically generated visuals. This allows for anonymous and non-verbal interaction between users. The devices will also allow users to visualize biointeractive spaces and patterns in their environment influenced by hidden bio-dynamics and new local interactivity. The project is informed by precedents in decentralized adaptive systems, visible/invisible technologies, and explores how electronic interventions may affect social experiences and interactions.
Stadon Digital Simulations and Real Time Applications Conference 2011Julian Stadon
This document discusses syncretic post-biological digital identity and hybridizing mixed reality data transfer systems. Recent developments in bridging autonomous relationships with digital representation through mixed reality interfaces have created a need to analyze these new "post-biological" hybrid states of being. The document provides background on mixed reality and data transfer research, and discusses how mixed reality could constitute a "reterritorializing" effect on syncretic post-biological digital identity construction through embodying information across reality states. Examples of mixed reality applications that layer virtual content over real video are provided.
Smiljana Antonijevic - Second Life, Second Bodyguest92ff15
The document summarizes a study on nonverbal communication in the virtual world of Second Life. It discusses how users employ both predefined animations and self-directed movements to convey social cues like gestures and interpersonal distance. The study observed over 800 natural interactions over six months to analyze how both user-defined and system-generated nonverbal acts take on cultural and communicative meanings, creating a tension between how users and designers envision body language in virtual spaces.
This document discusses narratives as spatial stories in hybrid ecosystems. It argues that narrative extensions created by readers on social media allow them to feel immersed in a storyworld. Concepts from ecology, like ecosystem and niche, can be applied to hybrid narrative ecosystems to study how media environments, content, and user perception interact. Examples from the book "The Shadow of the Wind" are used to illustrate how narrative elements created by users on social media form different "species" that inhabit the narrative ecosystem through hashtags, geotags, and interactions between users.
This document discusses the use of affect in interactive artworks and new approaches in art theory research. It explores how data mining projects are finding relationships between images, sounds, and brain activity. The author has previously explored defining affect in non-living materials and life forms not based on proteins. They propose that data transmission and expression within a system could be a simple form of life. The project aims to transform affects into a database linking sounds, verbs, and images to biofeedback data, allowing the world to translate culture through our bodies at a more knowledge-based, scientific level of aesthetics.
Our research question is the role of body in a
Ubiquitous Computing era where the space is becoming
smart and the human body wears/embeds a set of
technological components to enhance its capabilities.
Starting from these considerations, we propose a study
for the design of an innovative gestural corpus to allow
a natural, simple interaction and communication in
smart space. The goals of this work are 1) to examine
the relation between body and space in Ubiquitous era;
2) to investigate the potential of body and senses to
improve one’s ability to interact with surroundings; 3)
to present a study for a new gestural corpus for smart
spaces, adopting a bodystorming approach. This paper
introduces the general approach, describes our current
statement of research and outlines the planned study
design.
Congresso internacional mulher, arte e tecnologia na esfera públicaLeci Augusto
This document summarizes research from the Laboratory of Research in Art and TechnoScience (LART) at the University of Brasilia. LART explores the intersections of art, science, and technology through projects like Living Tattoos and Biocybrid Wearable Art Systems. These projects use techniques like augmented reality, biosensors, and wireless networks to expand concepts of the body and perceptions of urban life. Researchers are developing new interfaces and examining how technology is changing concepts of the self, environment, and society.
DOMINGUES, Diana; HAMDAN, Camila; AUGUSTO, Leci.Biocybrid Body and Rituals in...Camila Hamdan
Congreso Internacional Mujer, Arte y Tecnologia en la Nueva Esfera Pública-CIMUAT, Valencia, 3-4 noviembre, 2010
DOMINGUES, Diana; HAMDAN, Camila; AUGUSTO, Leci. Cuerpo Biocibrido y Rituales en la Vida Urbana Mezclada. In: Congreso Internacional Mujer, Arte y Tecnologia en la Nueva Esfera Pública-CIMUAT, Valencia, 3-4 noviembre, 2010. (ARTIGO). Disponível em: https://www.academia.edu/346332/
This document proposes the concept of "Smart Landscapes" as an integral approach to understanding the convergence of emerging technologies like NBIC (Nano-Bio-Info-Cogno) with human culture and transcendence. It argues that with technologies like the Internet of Things, the boundaries of the cognitive system and self extend beyond the human body. The "Smart Landscape" represents a posthuman condition where one's social space and interactions construct the environment as an extension of the self. It envisions personalized, interactive landscapes replacing city districts as a space for open communication and cultural symbol actualization between posthuman beings.
The document proposes an art installation involving 6 chair stations arranged in a circle. Participants would wear a neurosensor and their emotions would trigger videos, sounds, and internet feeds projected around the space. They would consider questions about destiny, connection, family, environmental issues, politics, and social control. Their brain activity would also manipulate generative 3D shapes and influence waves in bowls of water over Tesla coils. The goal is to explore human consciousness and its relationship with technology through an immersive, interactive experience.
The document proposes creating an interactive simulated environment where data serves as energy, objects grow and die based on data flow, and the user is part of the ecosystem affected by it and able to affect it. The environment would use tools like brain-computer interfaces to provide biochemical feedback to the user. The goal is to explore new types of human-environment interaction beyond passive observation by translating natural laws to this new context.
This document provides an overview of biological systems art. Section 1 discusses early systems and land art that influenced biological systems art. It also discusses emulation art and using living organisms to express algorithms. Section 2 explains that biological systems art uses living things like genes and cells instead of digital tools to express algorithms. The cycles in these works depend on biological growth and change, not technology. Section 3 discusses using plant cells and chemicals to manipulate growth into patterns. The works aim to merge living things with cultural motifs, and observe how the organisms adapt over time. Overall, the document examines using living things artistically to express the behaviors, cycles, and poetry within biological systems.
creative technologies and radical digital for reinventing life.pptxssuserdc4880
Diana Domingues is the founder and director of the Laboratory of Research in Art and TechnoScience (LART) at the University of Brasília. She discusses several topics related to art and technoscience including the humanization and naturalization of technologies, transdisciplinary practices between art and science, and her research focusing on reengineering life for a healthier future through creative technologies. Some key points include exploring expanded sensorium and affective cognition through embedded systems, addressing challenges to nature/biodiversity and culture, and envisioning how mobile technologies are transforming humans into biocybrids through ubiquitous computing and expanded perception/cognition.
This document outlines several emerging technologies and trends over the next 50 years across multiple domains:
- Nanotechnology will advance materials science, medicine, and serve as a model for transdisciplinary science. It will be shaped by both fundamental research and commercial applications.
- Biotechnology like genetic engineering will allow for manipulating and designing new life forms to go beyond what evolution has produced. It will be inspired by what we learn from nature.
- Advances in various technologies will provide opportunities to enhance and extend human capabilities in both mental and physical aspects, potentially leading to a transhumanist future.
- Computation and data analysis will allow for decoding patterns across biological and social systems and widespread simulation use for decision making and
Slides for presentation of research project on «Literary Places, Hybrid Ecologies and Narrative Pollution» at «the Mobile City», Rotterdam, february 27-28 2008 (http://www.themobilecity.nl/)
In the last years the interest for designing and implementing
smart spaces grew significantly. Many researchers adopted a top-down approach, focusing on embedding smartness in buildings, objects and everyday artefacts. In my research work I propose the adoption of a user-centred design approach to reach a new definition of smart spaces based
on people's needs and requirements. The main goal will be the definition of a new interaction paradigm supporting natural and spontaneous ways of exchanging information between people and their surroundings.
➒➌➎➏➑➐➋➑➐➐ Satta Matka Dpboss Matka Guessing Indian Matka
KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
This document discusses a project called "impulsionsdialogiques" that aims to explore concepts of community and communication through electronic monitoring of users' heart rate variability (HRV) levels. The project will use devices that send biosensitive markers between neighboring users based on their relative positioning and emotional states, revealed through mathematically generated visuals. This allows for anonymous and non-verbal interaction between users. The devices will also allow users to visualize biointeractive spaces and patterns in their environment influenced by hidden bio-dynamics and new local interactivity. The project is informed by precedents in decentralized adaptive systems, visible/invisible technologies, and explores how electronic interventions may affect social experiences and interactions.
Stadon Digital Simulations and Real Time Applications Conference 2011Julian Stadon
This document discusses syncretic post-biological digital identity and hybridizing mixed reality data transfer systems. Recent developments in bridging autonomous relationships with digital representation through mixed reality interfaces have created a need to analyze these new "post-biological" hybrid states of being. The document provides background on mixed reality and data transfer research, and discusses how mixed reality could constitute a "reterritorializing" effect on syncretic post-biological digital identity construction through embodying information across reality states. Examples of mixed reality applications that layer virtual content over real video are provided.
Smiljana Antonijevic - Second Life, Second Bodyguest92ff15
The document summarizes a study on nonverbal communication in the virtual world of Second Life. It discusses how users employ both predefined animations and self-directed movements to convey social cues like gestures and interpersonal distance. The study observed over 800 natural interactions over six months to analyze how both user-defined and system-generated nonverbal acts take on cultural and communicative meanings, creating a tension between how users and designers envision body language in virtual spaces.
This document discusses narratives as spatial stories in hybrid ecosystems. It argues that narrative extensions created by readers on social media allow them to feel immersed in a storyworld. Concepts from ecology, like ecosystem and niche, can be applied to hybrid narrative ecosystems to study how media environments, content, and user perception interact. Examples from the book "The Shadow of the Wind" are used to illustrate how narrative elements created by users on social media form different "species" that inhabit the narrative ecosystem through hashtags, geotags, and interactions between users.
This document discusses the use of affect in interactive artworks and new approaches in art theory research. It explores how data mining projects are finding relationships between images, sounds, and brain activity. The author has previously explored defining affect in non-living materials and life forms not based on proteins. They propose that data transmission and expression within a system could be a simple form of life. The project aims to transform affects into a database linking sounds, verbs, and images to biofeedback data, allowing the world to translate culture through our bodies at a more knowledge-based, scientific level of aesthetics.
Our research question is the role of body in a
Ubiquitous Computing era where the space is becoming
smart and the human body wears/embeds a set of
technological components to enhance its capabilities.
Starting from these considerations, we propose a study
for the design of an innovative gestural corpus to allow
a natural, simple interaction and communication in
smart space. The goals of this work are 1) to examine
the relation between body and space in Ubiquitous era;
2) to investigate the potential of body and senses to
improve one’s ability to interact with surroundings; 3)
to present a study for a new gestural corpus for smart
spaces, adopting a bodystorming approach. This paper
introduces the general approach, describes our current
statement of research and outlines the planned study
design.
Congresso internacional mulher, arte e tecnologia na esfera públicaLeci Augusto
This document summarizes research from the Laboratory of Research in Art and TechnoScience (LART) at the University of Brasilia. LART explores the intersections of art, science, and technology through projects like Living Tattoos and Biocybrid Wearable Art Systems. These projects use techniques like augmented reality, biosensors, and wireless networks to expand concepts of the body and perceptions of urban life. Researchers are developing new interfaces and examining how technology is changing concepts of the self, environment, and society.
DOMINGUES, Diana; HAMDAN, Camila; AUGUSTO, Leci.Biocybrid Body and Rituals in...Camila Hamdan
Congreso Internacional Mujer, Arte y Tecnologia en la Nueva Esfera Pública-CIMUAT, Valencia, 3-4 noviembre, 2010
DOMINGUES, Diana; HAMDAN, Camila; AUGUSTO, Leci. Cuerpo Biocibrido y Rituales en la Vida Urbana Mezclada. In: Congreso Internacional Mujer, Arte y Tecnologia en la Nueva Esfera Pública-CIMUAT, Valencia, 3-4 noviembre, 2010. (ARTIGO). Disponível em: https://www.academia.edu/346332/
This document proposes the concept of "Smart Landscapes" as an integral approach to understanding the convergence of emerging technologies like NBIC (Nano-Bio-Info-Cogno) with human culture and transcendence. It argues that with technologies like the Internet of Things, the boundaries of the cognitive system and self extend beyond the human body. The "Smart Landscape" represents a posthuman condition where one's social space and interactions construct the environment as an extension of the self. It envisions personalized, interactive landscapes replacing city districts as a space for open communication and cultural symbol actualization between posthuman beings.
The document proposes an art installation involving 6 chair stations arranged in a circle. Participants would wear a neurosensor and their emotions would trigger videos, sounds, and internet feeds projected around the space. They would consider questions about destiny, connection, family, environmental issues, politics, and social control. Their brain activity would also manipulate generative 3D shapes and influence waves in bowls of water over Tesla coils. The goal is to explore human consciousness and its relationship with technology through an immersive, interactive experience.
The document proposes creating an interactive simulated environment where data serves as energy, objects grow and die based on data flow, and the user is part of the ecosystem affected by it and able to affect it. The environment would use tools like brain-computer interfaces to provide biochemical feedback to the user. The goal is to explore new types of human-environment interaction beyond passive observation by translating natural laws to this new context.
This document provides an overview of biological systems art. Section 1 discusses early systems and land art that influenced biological systems art. It also discusses emulation art and using living organisms to express algorithms. Section 2 explains that biological systems art uses living things like genes and cells instead of digital tools to express algorithms. The cycles in these works depend on biological growth and change, not technology. Section 3 discusses using plant cells and chemicals to manipulate growth into patterns. The works aim to merge living things with cultural motifs, and observe how the organisms adapt over time. Overall, the document examines using living things artistically to express the behaviors, cycles, and poetry within biological systems.
creative technologies and radical digital for reinventing life.pptxssuserdc4880
Diana Domingues is the founder and director of the Laboratory of Research in Art and TechnoScience (LART) at the University of Brasília. She discusses several topics related to art and technoscience including the humanization and naturalization of technologies, transdisciplinary practices between art and science, and her research focusing on reengineering life for a healthier future through creative technologies. Some key points include exploring expanded sensorium and affective cognition through embedded systems, addressing challenges to nature/biodiversity and culture, and envisioning how mobile technologies are transforming humans into biocybrids through ubiquitous computing and expanded perception/cognition.
This document outlines several emerging technologies and trends over the next 50 years across multiple domains:
- Nanotechnology will advance materials science, medicine, and serve as a model for transdisciplinary science. It will be shaped by both fundamental research and commercial applications.
- Biotechnology like genetic engineering will allow for manipulating and designing new life forms to go beyond what evolution has produced. It will be inspired by what we learn from nature.
- Advances in various technologies will provide opportunities to enhance and extend human capabilities in both mental and physical aspects, potentially leading to a transhumanist future.
- Computation and data analysis will allow for decoding patterns across biological and social systems and widespread simulation use for decision making and
Slides for presentation of research project on «Literary Places, Hybrid Ecologies and Narrative Pollution» at «the Mobile City», Rotterdam, february 27-28 2008 (http://www.themobilecity.nl/)
In the last years the interest for designing and implementing
smart spaces grew significantly. Many researchers adopted a top-down approach, focusing on embedding smartness in buildings, objects and everyday artefacts. In my research work I propose the adoption of a user-centred design approach to reach a new definition of smart spaces based
on people's needs and requirements. The main goal will be the definition of a new interaction paradigm supporting natural and spontaneous ways of exchanging information between people and their surroundings.
➒➌➎➏➑➐➋➑➐➐ Satta Matka Dpboss Matka Guessing Indian Matka
KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
SATTA MATKA SATTA FAST RESULT KALYAN TOP MATKA RESULT KALYAN SATTA MATKA FAST RESULT MILAN RATAN RAJDHANI MAIN BAZAR MATKA FAST TIPS RESULT MATKA CHART JODI CHART PANEL CHART FREE FIX GAME SATTAMATKA ! MATKA MOBI SATTA 143 spboss.in TOP NO1 RESULT FULL RATE MATKA ONLINE GAME PLAY BY APP SPBOSS
Mr. Brainwash ❤️ Beautiful Girl _ FRANK FLUEGEL GALERIE.pdfFrank Fluegel
Mr. Brainwash Beautiful Girl / Mixed Media / signed / Unique
Year: 2023
Format: 96,5 x 127 cm / 37.8 x 50 inch
Material: Fine Art Paper with hand-torn edges.
Method: Mixed Media, Stencil, Spray Paint.
Edition: Unique
Other: handsigned by Mr. Brainwash front and verso.
Beautiful Girl by Mr. Brainwash is a mixed media artwork on paper done in 2023. It is unique and of course signed by Mr. Brainwash. The picture is a tribute to his own most successful work of art, the Balloon Girl. In this new creation, however, the theme of the little girl is slightly modified.
In Mr. Brainwash’s mixed media artwork titled “Beautiful Girl,” we are presented with a captivating depiction of a little girl adorned in a summer dress, with two playful pigtails framing her face. The artwork exudes a sense of innocence and whimsy, as the girl is shown in a dreamy state, lifting one end of her skirt and looking down as if she were about to dance. Through the use of mixed media, Mr. Brainwash skillfully combines different artistic elements to create a visually striking composition. The vibrant colors and bold brushstrokes bring the artwork to life, evoking a sense of joy and happiness. The attention to detail in the girl’s expression and body language adds depth and character to the piece, allowing viewers to connect with the young protagonist on a personal and emotional level. “Beautiful Girl” is a testament to Mr. Brainwash’s unique artistic style, blending elements of street art, pop art, and contemporary art to create a visually captivating and emotionally resonant artwork.
The use of mixed media in “Beautiful Girl” adds an additional layer of complexity to the artwork. By combining different artistic techniques and materials, such as stencils, spray paint, and collage, Mr. Brainwash creates a dynamic and textured composition that grabs the viewer’s attention. The juxtaposition of different textures and patterns adds depth and visual interest to the piece, while also emphasizing the artist’s eclectic and experimental approach to art-making. The inclusion of collage elements, such as newspaper clippings and torn posters, further enhances the artwork’s urban and contemporary feel. Overall, “Beautiful Girl” is a visually captivating and thought-provoking artwork that showcases Mr. Brainwash’s talent for blending different artistic elements to create a truly unique and engaging piece.
➒➌➎➏➑➐➋➑➐➐ Matka Guessing Satta Matka Kalyan panel Chart Indian Matka Satta Matta Matka Dpboss KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
➒➌➎➏➑➐➋➑➐➐ Satta Matka Dpboss Matka Guessing Indian Matka KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
➒➌➎➏➑➐➋➑➐➐ Satta Matka Dpboss Matka GuessingKALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA.COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
A Brief Introduction About Hanying Chen_Hanying Chen
Vancouver-based artist Hanying Chen boasts extensive skills in writing, directing, producing, and singing, reflecting her diverse talents in the performing arts. As she looks ahead, Hanying is driven to craft a fulfilling career path that harmonizes with her deep passion for artistic expression. In the coming years, she envisions cultivating a balanced life, blending her professional aspirations with her desire to foster meaningful connections in her vibrant urban community.
❼❷⓿❺❻❷❽❷❼❽ Dpboss Kalyan Satta Matka Guessing Matka Result Main Bazar chart Final Matka Satta Matta Matka 143 Kalyan Chart Satta fix Jodi Kalyan Final ank Matka Boss Satta 143 Matka 420 Golden Matka Final Satta Kalyan Penal Chart Dpboss 143 Guessing Kalyan Night Chart
SATTA MATKA | DPBOSS | KALYAN MAIN BAZAR | FAST MATKA RESULT KALYAN MATKA | MATKA RESULT | KALYAN MATKA TIPS | SATTA MATKA | MATKA COM | MATKA PANA JODI TODAY | BATTA SATKA | MATKA PATTI JODI NUMBER | MATKA RESULTS | MATKA CHART | MATKA JODI | SATTA COM | FULL RATE GAME | MATKA GAME | MATKA WAPKA | ALL MATKA RESULT LIVE ONLINE | MATKA RESULT | KALYAN MATKA RESULT | DPBOSS MATKA 143 | MAIN MATKA
MATKA NUMBER FIX MATKANUMBER FIX SATTAMATKA FIXMATKANUMBER SATTA MATKA ALL SATTA MATKA FREE GAME KALYAN MATKA TIPS KAPIL MATKA GAME SATTA MATKA KALYAN GAME DAILY FREE 4 ANK ALL MARKET PUBLIC SEVA WEBSITE FIX FIX MATKA NUMBER INDIA.S NO1 WEBSITE TTA FIX FIX FIX MATKA GURU INDIA MATKA KALYAN CHART MATKA GUESSING KALYAN FIX OPEN FINAL 3 ANK SATTAMATKA143 GUESSING SATTA BATTA MATKA FIX NUMBER TODAY WAPKA FIX AAPKA FIX FIX FIX FIX SATTA GURU NUMBER SATTA MATKA MATKA143 SATTA SATTA SATTA MATKA SATTAMATKA1438 FIX MATKA MATKA BOSS SATTA LIVE 3MATKA 143 FIX FIX FIX KALYAN JODI MATKA KALYAN FIX FIX WAP MATKA BOSS440 SATTA MATKA FIX FIX MATKA NUMBER SATTA MATKA FIXMATKANUMBER FIX MATKA MATKA RESULT FIX MATKA NUMBER FREE DAILY FIX MATKA NUMBER FIX FIX MATKA JODI SATTA MATKA FIX ANK MATKA ANK FIX KALYAN MUMBAI MATKA NUMBER FIXMATKANUMBER SATTA NUMBER FAST MATKA RESULT SATTA BATTA INDIAN SATTA SATTA RESULT MADHUR SATTA PRABHAT SATTA FIX FIX FIX SATTA NUMBER SATTAKING143 GUESSING SATTA CHART KALYAN PENAL CHART MATKA420 SATTA GUESSING NUMBER KALYAN NIGHT CHART SATTA FIX FIX FIX SATTA NUMBER FIX FIX FIX OPEN FIX FIX WAPKA MATKA DPBOSS FIX FIX 3ANK MATKA KALYAN CHART MATKA GUESSING TARA MATKA FIX FIXMATKANUMBER FINAL ANK MATKABOSS DUBAI SATTA MATKA GOLDEN MATKA FIX FIX MATKA NUMBER FIX MATKANUMBER FIX FIX FIX MATKA NUMBER FIX MATKANUMBER FIX SATTAMATKA FIXMATKANUMBER SATTA MATKA ALL SATTA MATKA FREE GAME KALYAN MATKA TIPS KAPIL MATKA GAME SATTA MATKA KALYAN GAME DAILY FREE 4 ANK ALL MARKET PUBLIC SEVA SATTA FIX FIX FIX MATKA GURU INDIA MATKA KALYAN CHART MATKA GUESSING KALYAN FIX OPEN FINAL 3 ANK SATTAMATKA143 GUESSING SATTA BATTA MATKA FIX NUMBER TODAY WAPKA FIX AAPKA FIX FIX FIX FIX SATTA GURU NUMBER SATTA MATKA MATKA143 SATTA SATTA SATTA MATKA SATTAMATKA1438 FIX MATKA MATKA BOSS SATTA LIVE 3MATKA 143 FIX FIX FIX KALYAN JODI MATKA KALYAN FIX FIX WAP MATKA BOSS440 SATTA MATKA FIX FIX MATKA NUMBER SATTA MATKA FIXMATKANUMBER FIX MATKA MATKA RESULT FIX MATKA NUMBER FREE DAILY FIX MATKA NUMBER FIX FIX MATKA JODI SATTA MATKA FIX ANK MATKA ANK FIX KALYAN MUMBAI MATKA NUMBER FIXMATKANUMBER SATTA NUMBER FAST MATKA RESULT SATTA BATTA INDIAN SATTA SATTA RESULT MADHUR SATTA PRABHAT SATTA FIX FIX FIX SATTA NUMBER SATTAKING143 GUESSING SATTA CHART KALYAN PENAL CHART MATKA420 SATTA GUESSING NUMBER KALYAN NIGHT CHART SATTA FIX FIX FIX SATTA NUMBER FIX FIX FIX OPEN FIX FIX WAPKA MATKA DPBOSS FIX FIX 3ANK MATKA KALYAN CHART MATKA GUESSING TARA MATKA FIX FIXMATKANUMBER FINAL ANK MATKABOSS DUBAI SATTA MATKA GOLDEN MATKA WAPKA.FIX FIX FIX
❼❷⓿❺❻❷❽❷❼❽ Dpboss Matka ! Fix Satta Matka ! Matka Result ! Matka Guessing ! Final Matka ! Matka Result ! Dpboss Matka ! Matka Guessing ! Satta Matta Matka 143 ! Kalyan Matka ! Satta Matka Fast Result ! Kalyan Matka Guessing ! Dpboss Matka Guessing ! Satta 143 ! Kalyan Chart ! Kalyan final ! Satta guessing ! Matka tips ! Matka 143 ! India Matka ! Matka 420 ! matka Mumbai ! Satta chart ! Indian Satta ! Satta King ! Satta 143 ! Satta batta ! Satta मटका ! Satta chart ! Matka 143 ! Matka Satta ! India Matka ! Indian Satta Matka ! Final ank
Femmely-ACP-how to use social media to drive engagement
Day-Dreaming States ISEA 2002.ppt
1. Profa. Dra. Diana Domingues
University of Caxias do Sul/CNPq
Artecno Research Group
http://www.artecno.ucs.br diana@visao.com.br
Day-Dreaming States in
Interfaced Environments
2.
3. Artistic Direction: Diana Domingues - Software and interface: Gustavo
Brandalise Lazzarotto (Lead Programmer) - Gelson Cardoso Reinaldo
(interfaces programmer) Mauricio dos Passos – PIBIC CNPq - Programmers -
Renato Marangon and Geovani Pandolfi - IC CNPq – Hypermedia: Gabriela
Cavalli – IC UCS, Maurício Vazquez, Stelamaris de Oliveira, Elisabete Bianchi
- UCS, Solange Rossa Baldisserotto – AT CNPq- Thanks: Museu de Ciências
Naturais, - Prof. Paula Demeda, Instituto de Biotecnologia UCS, Prof. Dr.
Sergio Echeverrigaray, Conselho Nacional de Desenvolvimento Científico e
Tecnológico – CNPq.
ARTECNO TEAM 2002:
4. Abstract
In Cyberart, anthropological effects of cyberspace homologate
post-biological forms of existing in individual or networked
computer-generated artificial environments enabling complex
ways to act into the data. Telematic reality in OUROBOROS is
related to Brazilian rituals and the desire to incorporate
animals by receiving their powers, what means to stimulate
life moments in some level of dream and imagination.
Connected to OUROBOROS , our cyberception reaches
another level of being: that of the reptile, by hyperconnections,
immersions, navigations, telepresence, robotic remote
actions, creating artificial life and self-organizations.
5. Synopsis
In Cyberart, anthropological effects of cyberspace
homologate post-biological forms of existing in individual
or networked computer-generated artificial environments
enabling complex ways to act into the data.
6. Our research is related to Brazilian
rituals and the desire to
incorporate animals by receiving
their powers, what means to stimulate
life moments in some level of dream and
imagination.
7. Connected to the environments , our cyberception reaches
another level of being:
that of the shamans TRANS-e my body,
my blood
that of the reptile, in OUROBORUS , by
hyperconnections, immersions, navigations, telepresence,
robotic remote actions, creating artificial life and self-
organizations.
8. In Cyberart,
the "sujet interfacé” surpasses the human
condition experiencing sensitive qualities of
interactive worlds.
“sujet interfacé”
Couchot
9. homologate post-biological forms
of existing
Consequently, the anthropological
effects of cyberspace
enabling complex ways to act into the
data structure.
in individual or networked computer-
generated artificial environments
12. we experience the poetic
existence of memescapes,
inhabiting within artificial
landscapes no longer made of
earth,
but of memory units.
13. and our sensitivity can live in a new
cognitive space as an extension of our
sensory space.
Interfaces and data
extend gestures beyond
the boundaries of the
body,
14. What radically modifies the art scenario is
undoubtedly the possibility
of interactive technologies to
offer responses,
feedbacks and self-
organizations, generating
“interval zones”
between the body and the
technologies, by mixing
artificial and biological
signals.
15. Interfaces and algorithmic processes
expand cognitive processes through an
amplified, electrified, computer-interfaced body.
16. CYBERART
Interactive
Art
goes into the field of
complexity sciences, and
ecosystem’s issues are
important to understand
what is implied in the
sensitive experiences.
Second interactivity
17. algorithms determine environments based on some
kinds of mutant behaviors, in the process of data
regeneration, which simulate perception
capabilities, communication capabilities, reasoning
and decision capabilities.
In the generation of synthetic worlds,
18. Computers are increasingly becoming more
organic with their capacity to regenerate
information and simulate dynamic and
cognitive processes.
19. Mutations are no longer reactions or single
responses but complex and evolutive situations
working on many probabilistic and not
deterministic ways.
20. Using algorithms inspired in cognitive sciences
and biologic sciences, connexionism and
genetics, artists explore some relationships
processed by data structure and artificial worlds
change, evolving as natural worlds.
21. The vocabulary of this kind of interactivity comes
from genetics laws, physical phenomena, mental
functions and correspond to the technology
powers simulating some sort of life.
22. In the second interactivity
technologies are capable of partially
perceiving, analyzing and evolving in some
situations, responding with self-regenerations
which determine new forms of life related to
artificial systems.
23. Agents/Dynamic and autopoetic
The development of a collaborative website with
artificial life has explored simultaneously an
agent’s knowledge data related to a multiagents
system with genetic algorithms and their
capacity to execute and process some
autonomous calculations.
24. We consider an agent, the algorithms that can
produce many actions because their own internal
mechanisms change evaluating the conditions
and influencing the agents during the
interactions.
25. The passive entities are called
environment and the scene of the
virtual is named landscape.
26. The agents in TERRARIUM are the virtual
serpents that recognize the characteristics of
the synthetic territory or scene, and acquire
some intelligent with behaviors.
27. Each serpent has displacements with a
certain level of spatial intelligence and
lives with the other creatures.
28. They have a relative level of multiagents’ systems because
the collective behavior where each one has an independent
and a collective existence respecting the other’s
constitution.
29. We observe that the system generates a virtual
entity with capacity of perception and partial
representation of the environment autonomous
behavior, corresponding to the system’s
knowledge, its capacity of reasoning and
considering the conditions of serpents’ life.
30. The virtual creatures go up and down the
topographies of the virtual landscape, they search
for food, become faster and faster in their
displacements because of the heat of the
environment, among other qualities simulating
natural environment.
31. VILLAGE
has a virtual dynamic capacity changing by
algorithms that determine the synthetic
landscape, when the user navigates in
proprioceptive states, or living spatial
correspondences with the simulated world that
responds to his/her actions.
32. The dynamic scene responds by
mutations simulating an imaginary
synthetic environment, offering
spatial sensations we experience in
real world.
44. Outra parte de INSN(H)AK(R)ES es la instalación
interativa com una caja de
vidrio transparente con projecciones de imagenes nel
piso sobre camadas de pó de mármore branco.
45. A Interfaze para interactuar es el cuerpo de una
serpiente.
Las personas necesitan tocar el cuerpo de la serpiente
para
recibir imagenes y sonidos.
simultaneamente el web site permite
incorporar el cuerpo de la serpiente
robot y actuar nun espacio remoto,
vivindo com las serpientes.
incorporar
59. Interactions allow us to live among snakes’
worlds, what means to stimulate life
moments in some level of dream and
imagination.
60. By interacting we can be immersed in
day-dreaming states, because the
interfaced body provokes pleasant
thoughts while we are awake, making
us forget our identity, because of the
connected condition in virtual worlds.
61. When connected, our cyberception reaches
another level of being: that of the reptile, by
hyperconnections, immersions, navigations,
telepresence, remote actions and self-
organizations.
63. By interacting in the different linked
OUROBOROS’ environments we are driven by the
slogan
My end is my beginning,
concerned to the cyclic nature of the universe:
self-fecundation;
disintegration and re-integration;
truth and cognition,
self-regenerations,
the unending principle.
64. Four poetic environments
are related to OUROBOROS’
great world serpent that
encircles the earth, biting,
devouring, eating its own
tail.
65. MEMORIES
hybridize images, sounds,
texts and offer connections
and associative thoughts in
hypermedia structures with
a database related to
memories’ holes on the
snakes’ skins exploring
symbolic, scientific,
anthropological and artistic
aspects of serpents’ life.
66. People can also write, send and share their
memories about snakes, and a collective text
results from the interactions.
67. SERPENTARIUM
proposes a telerobotic event where telepresence
and remote action allow us the seamless condition
by sharing the body of a robot-snake living in a
serpentarium in Brazil.
68. With the proposal to live with real snakes,
a web camera is coupled to the robot and
transmits in real time scenes from the
serpentarium.
69. The remotely controlled
robot-snake makes several
trajectories by the
participants’ orders that
send movements using the
keys of direction whose
signals are interpreted and
result in trajectories in the
serpentarium.
70. The robot is an agent that dwells and acts in the physical world.
71.
72. VILLAGE
is an on-line virtual reality where we can
live with these legendary creatures.
73. It bestows visual and
sound qualities during
navigations and
teleimmersions in the on-
line virtual reality of the
snakes’ landscape.
74. By using the arrow
keys and mouse or a
joystick we can move
within the artificial
world and the sensory
stimuli allow the body
some physical
positions in the
environment.
75. Virtual displacements change images and sounds in
correlation with the simulated movements generated
through the interactions.
80. The web environment allows us, by using the
data structure and algorithms’ behaviors, to
create, provoke, share and control life through
the interactive systems.
81. Concerning artificial life in this environment, by
linking genetic code of DNA sequences from twelve
species of snakes, whose code is given by experts
in genetics of the University of Caxias do Sul, we
can generate virtual serpents.
82. Parameters translated into algorithms create
artificial serpents controlled by genetic algorithm
system prepared to execute and process
calculations, simulating characteristics of organic
environments.
83. The replication of another snake as
a clone of memes is automatically
sent to any other machine,
as well the creatures
created by the
cross-over
cmbiation
can be replicated
in other machines.
84.
85. The organic simulated
behavior of the
environment is
controlled by linking
heat and dynamics,
because the artificial
temperature
influences the speed
of serpents’
displacements.
86.
87.
88. When they are fed by the people,
lifetime of serpents is enhanced.
89. The selection of data
results in the fitness
function and the same
process generates
combinations of sets.
90. Regarding interactivity, VILLAGE and TERRARIUM
can be placed on the second interactivity level,
following Edmond Couchot‘s recent theoriesand is
related to the second Cybernetics, offering complex
behaviors from technologies whose evolutions and
independent responses are provided by complex
systems.
91. In this sort of interactivity, technologies’
behaviors are more refined becoming closer to
organic, biological and intelligent behaviors.
92.
93.
94.
95.
96.
97.
98.
99.
100.
101. Mutations are no longer reactions or single
responses but complex and evolutive situations
working on many probabilistic and not
deterministic ways.
102. Using algorithms inspired in cognitive sciences
and biologic sciences, connexionism and
genetics, artists explore some relationships
processed by data structure and artificial worlds
change, evolving as natural worlds.
103. The vocabulary of this kind of interactivity comes
from genetics laws, physical phenomena, mental
functions and correspond to the technology
powers simulating some sort of life.
104. In the second interactivity technologies are
capable of partially perceiving, analyzing and
evolving in some situations, responding with
self-regenerations which determine new forms
of life related to artificial systems.
105. Agents/Dynamic and autopoetic
The development of a collaborative website with
artificial life has explored simultaneously an
agent’s knowledge data related to a multiagents
system with genetic algorithms and their
capacity to execute and process some
autonomous calculations.
106. We consider an agent, the algorithms that can
produce many actions because their own internal
mechanisms change evaluating the conditions
and influencing the agents during the
interactions.
107. The passive entities are called
environment and the scene of the
virtual is named landscape.
108. The agents in TERRARIUM are the virtual
serpents that recognize the characteristics of
the synthetic territory or scene, and acquire
some intelligent with behaviors.
109. Each serpent has displacements with a
certain level of spatial intelligence and
lives with the other creatures.
110. They have a relative level of multiagents’ systems because
the collective behavior where each one has an independent
and a collective existence respecting the other’s
constitution.
111. We observe that the system generates a virtual
entity with capacity of perception and partial
representation of the environment autonomous
behavior, corresponding to the system’s
knowledge, its capacity of reasoning and
considering the conditions of serpents’ life.
112. The virtual creatures go up and down the
topographies of the virtual landscape, they search
for food, become faster and faster in their
displacements because of the heat of the
environment, among other qualities simulating
natural environment.
113. VILLAGE
has a virtual dynamic capacity changing by
algorithms that determine the synthetic
landscape, when the user navigates in
proprioceptive states, or living spatial
correspondences with the simulated world that
responds to his/her actions.
114. The dynamic scene responds by
mutations simulating an imaginary
synthetic environment, offering
spatial sensations we experience in
real world.
115. We simulate some displacements in many
directions with the arrow keys or a joystick going to
the left, to the right, going ahead, coming back and
modifying the point of view by using a few classes
of objects collision, genetic algorithms, light,
sound implemented in C++ and using a softaware
developed by the NTAV programmers.
116. In these creative environments we have to deal
with variables of data flow, control, random
situations, self-regeneration calculation or
combine those and other computer methods
and produce sets of data to achieve different
results searched by the artists.
117. The artists try to exceed the limits of the
systems and program the variables of the
interactions envisioning the aesthetic dimension
of interactive worlds.
118. Technologies modify art
environment not only in a
technical way but because they
are sensitive and cognitive
systems and act in
epistemological levels surpassing
machine work, and acting more
like a consciousness process
related to complex systems.
119. To navigate in virtual worlds, to explore
autopoetics and self-organization, to regenerate
virtual environments, to raise artificial life, to be
telepresent and act in remote environment is a
very rich field for the imaginatiion artists’
creative minds.
120. Technological context puts art in the field of
complexity and requires not only
redimensioning artistic activity but also the
entirety of the so-called Human Sciences to
exercise inter and cross-disciplinarity.
121. Art, with its terrain of freedom, is the place of
convergence for such exercise.
122. About the work, Roy Ascott 2001) says: “results
from the creative transdisciplinary action of a
group of scientists, technologists and artists,
whose skills, know-how and insight, combine
imagination with automation and robotics,
software design, biological science, and
telematic expertise.
123. This is a collaborative work at a very refined
level of integration. The work, too, is integrative
of aesthetic experience with scientific exactitude
and educational intent”.