multimedia 7: datenkörper

multimedia 7: datenkörper

Date: 
18.02.1996 12:00
Edition: 
1996
Format: 
Panel
Location: 
Podewil

Under the sign of cheangebility on principle, exchaneability and the ability to replace bodily organs, tissues, fluids and their functions, every anthropological premise which treated man as a life form incapable of altering its own structure has come to an end. Flow to produce a world and a body, now one of today's basic questions, is no longer meant for just the realm of art and its artificial worlds." (Florian Rötzer)
This FOCUS program is concerned with the virtualization of the body in a philosophical as well as technical sense. Flosted by journalist and field expert Tom Sperlich, it covers a wide range of interests - from 3D character-animation to the simulation of virtual people with whom the viewer can respond to 'in reality'. Beginning with a brief historical sum­ mary on the development of 3D-modelling by way of video­ generated examples, the goal of this event to offer informa­ tion on the possibilités of 3D-modelling in connection with Virtual Reality and Artificial Life practices. At the same time, the individual areas of research are explained. Special emphasis is given to the presentation of VR projects by three pioneers in the field of computer-animation. Prof. Nadia Magnenat Thalmann (MIRALab, Genf), Monika Fleischmann (Society for Mathematics and Data Research Inc.) and Dr. Paolo Petta (Austrian Research Institute for Artificial Intelligence in Vienna). The topics for the closing discussion address futuristic visions: a life lived with simula­ ted people, and speculations on a digitalized life after death. virtual people.
Prof. Nadia Magnenant-Thalmann.
A long-term research goal was developed from this parallel- authenticity system for simulating virtual people and worlds. These "bit-creations" do more than just respond to one another and act independently in their virtual realities. They also communicate with us - the real people. Virtual people must recognize, develop their sense of reality, gauge their reactions and master the dialog between emotional inputs and outputs. intuitive interfaces
Monika Fleischmann
Innovative man-maschlne cross-over points allow for Intuit­ ive Interaction with the computer. Developing today's intuiti­ ve Interfaces means replacing hardware with software - or materials like gloves and helmets with 'immaterials' like lan­ guage and Image-recognition. Without realizing or seeing, unhindered by technology, body and sense are shifted into reactive realms. The data-helmet, a relic from the computer Stone Ages, was a path-finder which even today offers a strong sense of Immersion. intelligent autonomous software agents Dr. Paolo Petta
Essential in the effective use of virtual environments (VE), as well as in text-supported cyberspaces, are intelligent soft­ ware agents which act rationally. They must be robust, autonomous and capable of learning, so that the user can reach the desired spot or Information, learn of an inte­ resting activity, or, if need be, construct highly-complex VEs on short notice. Apart from that, most of the cyberspaces in the Edutainment branch first become attractive when the user Interacts with an Intelligent partner.

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