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- Volume 6, Issue 1, 2008
Technoetic Arts - Volume 6, Issue 1, 2008
Volume 6, Issue 1, 2008
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VR and hallucination: a technoetic perspective
More LessVirtual Reality (VR), especially in a technologically focused discourse, is defined by a class of hardware and software, among them head-mounted displays (HMD); navigation and pointing devices; and stereoscopic imaging. This presentation examines an experiential aspect of VR. Putting virtual in front of reality modifies the ontological status of a class of experience that of reality. Reality has also been modified (by artists, new media theorists, technologists and philosophers) as augmented, mixed, simulated, artificial, layered and enhanced. Modifications of reality are closely tied to modifications of perception. Media theorist Roy Ascott creates a model of three VRs: verifiable reality, virtual reality and vegetal (entheogenically induced) reality. The ways in which we shift our perceptual assumptions, create and verify illusions and enter the willing suspension of disbelief that allows us entry into imaginal worlds is central to the experience of VR worlds, whether those worlds are explicitly representational (robotic manipulations) or explicitly imaginal (artistic creations). The early rhetoric surrounding VR was interwoven with psychedelics, a perception amplified by Timothy Leary's presence on the historic SIGGRAPH panel, and the Wall Street Journal's tag of VR as electronic LSD. This article discusses the connections philosophical, social-historical and psychological-perceptual between these two domains.
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Designing mixed reality: perception, projects and practice
By Peter AndersMixed reality is an increasingly prevalent technology that merges digital simulations with physical objects or environments. This article presents principles for the design of mixed reality compositions. The principles are illustrated by projects and experiments by the author involving architecture and robotics.
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Neosentience a new branch of scientific and poetic inquiry related to artificial intelligence
Authors: Bill Seaman and Otto RosslerNeosentience, a potentially new branch of scientific inquiry related to artificial intelligence, was first suggested in a paper by Bill Seaman as part of a new embodied robotic paradigm, arising out of ongoing theoretical research with Otto E. Rossler. Seaman, artist-researcher, and Rossler, theoretical biologist and physicist, have been examining the potential of generating an intelligent, embodied, multimodal sensing and computational robotic system. Although related to artificial intelligence the goal of this system is the creation of an entity exhibiting a new form of sentience. Its unique qualities will be discussed. Sentience is not yet used in the formal languages of either cognitive science or artificial intelligence. Two related approaches are (1) the generation of artificial minds via parallel processing, in a robotic system; (2) an alternative approach is the generation of an electrochemical computer as a robotic system. Biomimetics, along with state-of-the-art computer visualization is employed. The electrochemical paradigm has a complexity that exceeds standard computational means. The scientific and the poetic elements of the project are motivated by human sentience. The sentient entity is initially modelled on our functional definition of human sentience. The system involves synthetic drives as a new element. We seek to articulate the differences to living brains. This transdisciplinary approach necessitates different forms of inquiry to inform this project such as cognitive science including psychology, education/learning, neuroscience, linguistics, philosophy, anthropology, biology and the arts. We believe that this area of research to be of importance.
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Integrative art education in a metaverse: ground<c>
By Elif AyiterVirtual learning environments (VLEs) present us with unprecedented opportunities in bringing together students and educators from widely disparate geographical locations, as well as diverse cultures and backgrounds to participate in a learning experience that should take into cognizance the affordances of these novel arenas in the design of both content and the environment(s) in which this content is to be implemented/enacted. While VLEs do seem to address the requirements of well-structured learning endeavours, the boundaries of which are clearly defined, they are challenged where complex learning material in which boundaries are less easily defined, as is the case in art/creativity education, are concerned. Given that the learning content of the creative fields is open ended by its very nature and as such does not seem to readily lend itself to an implementation within the structure of present-day, two-dimensional virtual learning environments, can such an environment/methodology be developed in the open-ended three-dimensional structure of a metaverse, based upon the critical examination of a real-life, historic precedent?
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Cedric Price's Generator and the Frazers' systems research
More LessFrom 1976 onwards, Cedric Price engaged in a project called Generator. This paper focused on Cedric Price and John and Julia Frazer' work and their exchanges during the Generator project. The project ended up being acknowledged as the first Intelligent Building.
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The asymmetry between discoveries and inventions in the Nobel Prize in Physics
Authors: Christoph Bartneck and Matthias RauterbergThis paper presents an empirical study on the frequency of discoveries and inventions that were awarded with the. More than 70 per cent of all Nobel Prizes were given to discoveries. The majority of inventions were awarded at the beginning of the twentieth century and only three inventions had a direct application for society. The emphasis on discoveries moves the Nobel Prize further away from its original intention to reward the greatest contribution to society in the preceding year. We propose to strengthen the role of inventions for the Nobel Prize, which would encourage inventors to tackle important problems, such as global warming or the gap between the first and the third worlds.
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A cybernetic observatory based on panoramic vision
Authors: Andr Parente and Luiz VelhoThis article is about an original virtual reality and multimedia system named Visorama, with dedicated hardware and software aimed at the following fields: digital art, entertainment, historical tourism and education. On the software level, the Visorama system includes the research of a new methodology to build and visualize a stereoscope panorama; a high-level language to provide a transition mechanism between panoramas (wipes, blending, etc.); and multipleresolution panoramas to assure the image's resolution level. On the hardware level, the Visorama simulates an optical device that uses a binocular display to show the image generated by the panorama system. This display is attached to a support base that can rotate around vertical and horizontal axes, which have high-resolution sensors that together capture the current viewing orientation. In addition, three buttons allow the control of zoom angle and the generation of discrete events. This form of direct manipulation of the viewing parameters provides a natural interface for virtual panoramas. On the level of its applications, the system as a whole is designed to promote a more natural interaction with the real space, since its basic characteristics allow the possibility of visualization of the real through a virtual window. The viewer travels in space and time following the several link points contained in it, as various possible navigation routes.
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Mobile identities, technology and the socio-spatial relations of air travel
More LessThe remarkable growth in the application of information and communications technologies indicates a great shift toward a globally integrated society. The urban metropolises are turning into intersections of transit and migration of goods, capital, services, cultures, knowledge and especially people. Moreover the flow of bodies, information and money is changing the rules of what defines national territory, space and identity. Social realities with specific qualities are appearing, implying a new spatial correlation between the local and the global. International airports and within emerging extraterritorial zones have become an important threshold controlling the flow of people in a free market economy. The airport border mutates into an abstract space permeating the physical territory of the airport and beyond. This abstract border space, within which mobile bodies operate, is created by a bureaucratic system of inclusion and exclusion particular to transition states. Transit zones at airports emerge because of a complex set of factors: border crossing as well as increasingly stringent security and safety regulations. The innumerable thresholds within these transit zones are points of congestion governed and increasingly supported by technological systems of identification. Within the transnation state, the movement of bodies is the constant subject of streaming and proceduralization. Increasingly, the conventional system of control based on face-to-face interaction between the controlling and the controlled is being replaced by the algorithmic precision of database logic. The paradigm of pattern matching ensures precise verification of the uniqueness of the body, in turn offering new potentials for permeability and flux. These different orders of legal and economic categorization create manifold sub-territories accessible to select groups of travellers. Nowadays, the airport is a transnation state spatialized through a new order of architecture, a manifestation of technology of abstract procedures of transition, inclusion and exclusion, adopting emergent patterns of socio-spatial mobility in a globalized network.
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Volumes & issues
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Volume 21 (2023)
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Volume 20 (2022)
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Volume 19 (2021)
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Volume 18 (2020)
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Volume 17 (2019)
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Volume 16 (2018)
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Volume 15 (2017)
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Volume 14 (2016)
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Volume 13 (2015)
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Volume 12 (2014)
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Volume 11 (2013)
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Volume 10 (2012)
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Volume 9 (2011 - 2012)
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Volume 8 (2010 - 2011)
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Volume 7 (2009)
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Volume 6 (2008 - 2009)
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Volume 5 (2007)
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Volume 4 (2006)
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Volume 3 (2005)
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Volume 2 (2004)
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Volume 1 (2003)