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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
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:
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.
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.
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.
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.
In Cyberart,
the "sujet interfacé” surpasses the human
condition experiencing sensitive qualities of
interactive worlds.
“sujet interfacé”
Couchot
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
Body's structural copulae
connected to interactive technologies
exchange
natural artificial
signals
experimenting
invisible forces
physical and
mathematical laws
simulating genetic
behaviors of organisms
in artificial environments.
we experience the poetic
existence of memescapes,
inhabiting within artificial
landscapes no longer made of
earth,
but of memory units.
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,
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.
Interfaces and algorithmic processes
expand cognitive processes through an
amplified, electrified, computer-interfaced body.
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
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,
Computers are increasingly becoming more
organic with their capacity to regenerate
information and simulate dynamic and
cognitive processes.
Mutations are no longer reactions or single
responses but complex and evolutive situations
working on many probabilistic and not
deterministic ways.
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.
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.
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.
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.
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.
The passive entities are called
environment and the scene of the
virtual is named landscape.
The agents in TERRARIUM are the virtual
serpents that recognize the characteristics of
the synthetic territory or scene, and acquire
some intelligent with behaviors.
Each serpent has displacements with a
certain level of spatial intelligence and
lives with the other creatures.
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.
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.
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.
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.
The dynamic scene responds by
mutations simulating an imaginary
synthetic environment, offering
spatial sensations we experience in
real world.
VIVIENDO SUEÑOS:
ANIMAL Y
HUMANO
ofrece dos tipos de
interfaces com la misma intención
poética e estética:
interface telemática y interface on site
INTERFAZES
PINTURAS,
MASCARAS,
TUBOS,
MARACAS,
INTERACTIVIDAD Y RITUAL
Ideas compartidas depues de un viaje para visitar
los Kuiukurus en el Xingu,
interior do Mato Grosso, Brasil.
VIVIENDO SUEÑOS:
ANIMAL Y
HUMANO
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.
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
Seqüência
e Tempos
de Imagens
RNA 1
RNA 3
RNA 2
RNA Mestre
Sensores
Diana Domingues y el Grupo Artecno
TRANS-e: My Body, My, Blood
Os três estágios do transe de um xamã.
Interactions allow us to live among snakes’
worlds, what means to stimulate life
moments in some level of dream and
imagination.
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.
When connected, our cyberception reaches
another level of being: that of the reptile, by
hyperconnections, immersions, navigations,
telepresence, remote actions and self-
organizations.
Telematic reality in
OUROBOROS
is related to
Brazilian rituals
and the desire to
incorporate animals by
receiving their powers.
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.
Four poetic environments
are related to OUROBOROS’
great world serpent that
encircles the earth, biting,
devouring, eating its own
tail.
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.
People can also write, send and share their
memories about snakes, and a collective text
results from the interactions.
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.
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.
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.
The robot is an agent that dwells and acts in the physical world.
VILLAGE
is an on-line virtual reality where we can
live with these legendary creatures.
It bestows visual and
sound qualities during
navigations and
teleimmersions in the on-
line virtual reality of the
snakes’ landscape.
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.
Virtual displacements change images and sounds in
correlation with the simulated movements generated
through the interactions.
Moving around
inside the
environment
causes us to live
in some
landscapes as a
reptile, between
artificial snakes,
always having a
serpents’ point of
view.
Tunnels and
topographies,
sounds of
snakes,
images of
snakes’ lives
stimulate our
serpents’
tours.
TERRARIUM
explores the creation and the control
of artificial life.
The web environment allows us, by using the
data structure and algorithms’ behaviors, to
create, provoke, share and control life through
the interactive systems.
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.
Parameters translated into algorithms create
artificial serpents controlled by genetic algorithm
system prepared to execute and process
calculations, simulating characteristics of organic
environments.
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.
The organic simulated
behavior of the
environment is
controlled by linking
heat and dynamics,
because the artificial
temperature
influences the speed
of serpents’
displacements.
When they are fed by the people,
lifetime of serpents is enhanced.
The selection of data
results in the fitness
function and the same
process generates
combinations of sets.
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.
In this sort of interactivity, technologies’
behaviors are more refined becoming closer to
organic, biological and intelligent behaviors.
Mutations are no longer reactions or single
responses but complex and evolutive situations
working on many probabilistic and not
deterministic ways.
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.
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.
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.
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.
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.
The passive entities are called
environment and the scene of the
virtual is named landscape.
The agents in TERRARIUM are the virtual
serpents that recognize the characteristics of
the synthetic territory or scene, and acquire
some intelligent with behaviors.
Each serpent has displacements with a
certain level of spatial intelligence and
lives with the other creatures.
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.
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.
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.
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.
The dynamic scene responds by
mutations simulating an imaginary
synthetic environment, offering
spatial sensations we experience in
real world.
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.
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.
The artists try to exceed the limits of the
systems and program the variables of the
interactions envisioning the aesthetic dimension
of interactive worlds.
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.
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.
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.
Art, with its terrain of freedom, is the place of
convergence for such exercise.
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.
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”.

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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
  • 10. Body's structural copulae connected to interactive technologies exchange natural artificial signals
  • 11. experimenting invisible forces physical and mathematical laws simulating genetic behaviors of organisms in 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.
  • 33.
  • 34.
  • 36. ofrece dos tipos de interfaces com la misma intención poética e estética:
  • 37. interface telemática y interface on site
  • 39. Ideas compartidas depues de un viaje para visitar los Kuiukurus en el Xingu, interior do Mato Grosso, Brasil.
  • 40.
  • 41.
  • 42.
  • 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
  • 46.
  • 47.
  • 48.
  • 49.
  • 50.
  • 51. Seqüência e Tempos de Imagens RNA 1 RNA 3 RNA 2 RNA Mestre Sensores
  • 52. Diana Domingues y el Grupo Artecno TRANS-e: My Body, My, Blood
  • 53.
  • 54.
  • 55.
  • 56. Os três estágios do transe de um xamã.
  • 57.
  • 58.
  • 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.
  • 62. Telematic reality in OUROBOROS is related to Brazilian rituals and the desire to incorporate animals by receiving their powers.
  • 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.
  • 76. Moving around inside the environment causes us to live in some landscapes as a reptile, between artificial snakes, always having a serpents’ point of view.
  • 77. Tunnels and topographies, sounds of snakes, images of snakes’ lives stimulate our serpents’ tours.
  • 78.
  • 79. TERRARIUM explores the creation and the control of artificial life.
  • 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”.