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Finding
Fluid Form: Presentations,
performances
and works in progress, 9.30am - 5.30pm both days at the
Sallis Benney Theatre, Brighton.
A two-day interdisciplinary symposium exploring the dynamics
of situated behaviour, development and learning that brought
together creative practitioners working with interactive
technologies, biologists, artificial life researchers, cognitive
scientists and interested members of the public.
This
event was organized in collaboration with the School
of Architecture and Design, University of Brighton;
the Centre
for Computational Neuroscience and Robotics, University
of Sussex; and the Centre
for Interactive Technologies and Architecture, Royal
Academy of Fine Arts, Copenhagen.
You can download
a symposium programme by clicking here.
The
6 speakers at this event were:
Margaret
Boden
D'Arcy Thompson and the origin of biological form
D'Arcy Thompson (1860-1948) was a grandfather of A-Life.
In his book On Growth and Form (1917), he pioneered a type
of mathematical biology which rested closely on physics,
and asked many questions that are asked today by researchers
in A-Life. His theme was the nature and development of biological
form, i.e. "morphology" (a word he borrowed from Goethe).
He argued that biological form isn't determined only by
Darwinian evolution but also, and more fundamentally, by
physical constraints and by laws of form that apply to all
species. He used geometry to display (for instance) the
similarities between the skulls of various vertebrate species,
or between the body-shapes of different kinds of fish. Of
Growth and Form excited many people, and was one of only
six references given by Alan Turing in his 1953 paper on
morphogenesis. However, it was too far before its time to
be really useful. He himself recognized that he needed a
more powerful mathematical language to describe series of
morphological transformations. Without computers, D'Arcy
Thompson's ideas couldn't be put into practice. Were he
still alive today, he'd be doing A-Life.
Richard
Brown
Emergent Form and Behaviour in the context of Interactive
Art
The presentation will draw upon the development and exhibition
of the interactive Artificial-Life artworks Biotica
and the Mimetic
Starfish. Biotica sought to capture the powers of emergence
for the creating of form and interactive behaviour, whereas
the starfish was a carefully sculpted work designed specifically
to create an engaging and captivating user experience. The
two works used a combination of simulated physics and A-Life
techniques to produce illusions of living form in order
to raise the question "what is it for something to
be thought of as alive?"
Both works addressed the generation of form and behaviour
by taking inspiration and scientific basis from biological
and physical systems such as crystals, cells, DNA, molecules,
tensegrity, neural nets and a snails eye. The works will
be contrasted in terms of user experience and epistemological
issues concerning illusion, emergence, knowledge, depth
and representation. Reference will also be made to the deep
complexity and generative capabilities of "real systems",
using the artworks "The Electrochemical Glass" and "The
Preservation of Entropy".
Videos, images and live computer simulations will be used
to illustrate the presentation. Biotica was a collaborative
Sci-Art project with Igor Aleksander, funded by Intel and
implemented with the researchers Jonathan Mackenzie and
Gavin Baily. The research findings of Biotica are published
in the book Biotica: Art, Emergence and Artificial Life
(available on Amazon).The Starfish was shown for a year
in the Mind Zone of the Millennium Dome and rated by the
Times as the best thing in the Dome!
Peter
Cariani
Design principles for self-organizing adaptive systems
How does one go about building artificial devices that are
capable of growing new structures that create novel functions
in an open-ended manner? How does one organize a system
that can continuously construct itself? How do we construct
autonomous systems with intentions of their own, i.e. whose
embedded purposes steer their behavior? How do we construct
neural networks that can create new internal signals for
themselves that can be imbued with meaning? We will discuss
various primitive artificial mixed analog-digital systems
(von Neumann’s kinematic self-reproducing automaton, Ashby’s
homeostat, Pask’s electrochemical assemblage), their underlying
functional principles, and their similarities to biological
systems. We will also consider the brain as a self-organizing
mixed analog-digital cybernetic system in which feedback
loops link internal and external events to create anticipations
of consequences (meanings) and to steer behavior in accordance
with internal goals (pragmatics). Finally we will outline
an alternative vision of neural networks in which the basic
signals are temporal patterns of spikes. Such temporal coding
makes possible signal multiplexing, broadcast and selective
reception, statistical nonlocal storage of temporal memory
traces, and creation of new signal types (i.e. topologically
more like radio or internet than telegraph network or phone
switchboard).
You can download a copy of Peter's PowerPoint presentation
- Design Principles for Adaptive Self-Organizing Systems
(113 slides!, 6MB) - by
clicking here.
Click
here to read an excellent introduction to the early
work of Gordon Pask written by Peter Cariani: To Evolve
an Ear: Epistemological Implications of Gordon Pask's Electrochemical
Devices, Systems Research 10(3): 19-33, 1993.
Bill
Seaman
The Thoughtbody Environment and the Benevolence Engine,
First Steps Toward the Generation of a Sentient Computer
Otto Rössler and Bill Seaman have been having an extensive
conversation about the potential of generating a sentient,
situated computer. The central contention is that a sentient
computer can be created. Two related but different initial
approaches have been spawned through ongoing discussion.
One involves the creation of such a machine via embodying
a series of specific algorithms on a non-biological computer:
The Benevolence Engine (Rössler and Seaman).
In particular, a project entitled Intelligent Computerized
Dolls as Companions in Old Age was articulated in a
paper delivered by Rössler earlier this year (co- authored
by Hiwaki, Ratjen, Seaman, Locker, Lasker, and Aydin). The
other approach seeks a long term approach to posit a new
paradigm for computing through the generation of an Electrochemical
Computer: The ThoughtbodyEnvironment.
The latter approach is informed by bio-mimetics and bio-abstraction
as a bottom-up methodology, potentially working in conjunction
with the top down approach informed by Rössler's seminal
ideas functioning as well as with new research agendas.
The deepest question is as follows: what kind of computer
are we and how does this computer enable sentience to arise?
How can we make sure this sentience will function in multiple
"sensed" physical contexts? The potential is to explore
these questions as a long term advanced set of robotic projects.
This paper seeks to lay out a series of initial approaches
to these different, yet related endeavors, and to articulate
their shared and/or alternate qualities. The paper will
cover multiple areas: the use of Rössler's concepts
including The Brain Equation, An Artificial Cognitive Map
System; An Artificial Cognitive-plus-motivational System;
and a branch of brain theory called Benevolence Theory for
the Benevolence Engine.
Elements of these concepts will form top down perspectives
informing both projects. Simultaneously, we will employ
the potentials of a bottom up approach: exploring Seaman,
Verbauwhede and Hansen's The Poly-sensing Environment
as it might be used to form the machinic senses for both
"entities"; Seaman's notion of Pattern Flows; new
models of neural nets which take advantage of deep contemporary
approaches to mapping and or abstracting biological processes;
the long term goal of mapping and abstracting specific neural
processes; and the potential exploration of a bio-synthetic
neuron farm and/or related bio-synthetic nervous system.
Click
here to download a copy of Bill Seaman's paper on how
ideas about the Thoughtbody influence his artistic works:
The Elusive Nature of Context: The Negotiation of the
Thoughtbody
Paul
Sermon
Puppeteers, Performers or Avatars - A perceptual difference
in telematic space
The audiences form an integral part within these telematic
experiments, which simply wouldn't function without their
presence and participation. Initially the viewers seem to
enter a passive space, but they are instantly thrown into
the performer role by discovering their own body-double
in communication with another physically remote user on
video monitors in front of them. They usually adapt to the
situation quickly and start controlling and choreographing
their human avatar. Nevertheless, the installation, set
up in the form of an open accessible platform, offers a
second choice of engagement: the passive mode of just observing
the public action, which often appears to be a well-rehearsed
piece of drama confidently played out by actors. Compelling
to watch, it can be a complex issue to discover that the
performers are also part of the audience and are merely
engaging in a role. The entire installation space then represents
two dynamic dramatic functions: the players, controllers,
or puppeteers of their own avatar, absorbed by the performing
role; and the off-camera members of the audience, who are
themselves awaiting the next available slot on the telematic
stage, soon to be sharing this split dynamic. However, the
episodes that unfold are not only determined by the participants,
but by the given dramatic context. As an artist I am both
designer of the environment and therefore 'director' of
the narrative, which I determine through the social and
political milieu that I choose to play out in these telepresent
encounters.
Neil
Theise
Plasticity, complexity, uncertainty: Exploring stem cells,
bodies, and life
Problems in "the new" stem cell plasticity of
the last few years have found possible solutions by considering
how cells fulfill all criteria likely to give rise to emergent
self-organization and, therefore, are agents of a complex
adaptive system. This has further implications for how we
interpret and model the body. For example, levels of scale
are central in determining how a complex system appears:
as a population of interacting units on a lower lever or,
higher up, as a single unified entity with characteristics
defined by the emergent self organization of the population.
So, bodies may be conceived of as a thing, or may instead
be seen as the phenomena arising from the interactions of
cells, comprising the agents of a complex system. Likewise,
in turn, cells can be considered as entities or, instead,
as the emergent phenomena of interacting bio-molecules.
This concept of a laddered hierarchy of complex systems,
variously appearing as unitary things on a higher level
of scale or as interacting agents on a lower level of scale
may be important in many ways. For example, the debate in
the United States over whether a "theory of intelligent
design" is required to explain the appearance of design
in nature, unexplained by evolution, could be answered by
showing that the appearance of design can be a result of
self-organization through the entire range of biological
entities, from single cell organisms upward. Similarly,
extending such hierarchies downward further, through cells,
to biomolecules, to interacting atoms, subatomic particles
and, ultimately, strings or some other smallest entity,
yields descriptions of reality which appear identical to
those reached by mystics and contemplatives from diverse
traditions.
There were 2 performance workshops
at this event:
Escape
Design & Carol
Brown
Sea Unsea
Concept: Mette Ramsgard Thomsen and Carol Brown
Programming: Chiron Mottram (VR Centre for the Built Environment,
UCL) and Teis Draiby
Music: Alastair MacDonald
Dancers: Carol Brown and Katsura Isobe
If life is process and nature patterns of dynamic formation
through interactions between systems, how do we construct
subjectivity and presence within an environment of artificial
and biological constraints? As an emergent dance architecture,
Sea Unsea seeks to establish a fragile ecosystem of shared
behaviours, generating a lifeworld where action and interaction
are continually thrown into processes of iteration. Digital
presence as an anthropomorphic structure of mimesis is negated;
instead we propose the forming of an ephemeral movement
state, seeking to sustain the fluidity of life as evolution.
Local rules create emergent patterns of behaviour, establishing
a realm of shared presence taking place across the interface.
Here, evolution is explored across axes of time and dimensions
of space expanding the feedback loops of interaction through
morphogenesis as immediate actions and interactions are
juxtaposed and incorporated through the evolving strata.
Sea Unsea is informed by the rhythms and lifeforms
of an ever-changing seascape. The image of a rootless seaweed,
the Sargasso Sea, drawn by thick gravities, becomes the
point of departure for a hybrid form of sonic and visual
particles that shape and dissolve as mnemonic traces. At
times ephemeral, at times crystallizing into petrified formations
this hybrid visualisation is projected back into the installation
space generating a performance state of playful probing
and enchantment.
Konic
Thtr
Konic Thtr is a multimedia label based in Barcelona specialising
in the creation of artistic projects that incorporate real
time systems and developing exhibition pieces and live performances
that rely upon interactive technology, audiovisual and multimedia
languajes, music, theatre and dance. Konic thtr have pioneered
the use of intermedia instalations and performance at an
international level.
Parallel to their creative process, konic thtr have opened
other areas of work, specifically, research and training.
Their research in the development of tangible interfaces
and software applications aims to facilitate the audience
and/or actor's communication with the digital information
in interactive projects. The goal of their training is to
show young artists how to use technological tools.
Konic Thtr's work questions the concepts of identity and
representation in our globalized culture by adopting diverse
technologically oriented strategies in which the implication
with the audience is a constant.
Konic thtr work explores the relation between stage, dance
and technology. Since the year 2000 they have developed
a close collaboration with Nuria Font and her projects linked
to Image, Dance and New Media. In 2001 they took
part in directing the "Laboratory of Motion Capture". In
2002 they won financial support for the production of the
video Blank e_motive from the 'Mostra de Videodansa'
call for projects. In 2003 they were guest artists in the
international seminar "Virtualities of digital body". They
were also speakers in the seminar "Dance and Technology"
at the CaixaForum Mediateca (Barcelona) in February 2004
and they took part in the international meetings "Movements
and Digits" in Autumn 2004 at l'Animal a l'Esquena creation
centre.
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