Sistemasemergentes PFC Blog


PixFlow #2

Posted in General por msubirana en octubre 27, 2007

by Lab[au]

pixflow #2









PixFlow #2 is a generative artwork showing a vector field and moving particles/pixels shaping into flows as their density evolves. From the mutual influence in between vectors and particles results an unsuspected, highly evolving behavior.

This multi-screen piece explores emergent behaviors in particles moving through a constantly morphing vector field, producing complex behaviors over time. Particles migrate from screen to screen, hypnotically forming lines, eddies and vortices.

PixFlow was originally developed as an permanent 11-screen installation for the Grand Casino Brussels, but this new 4-screen version is slightly more portable. Designed as a modular system, it encloses the stripped hardware used in an elegant T-shaped perspex casing. The piece is run off flash memory so that it’s stable for long-term use. The architecture even allows switching to new software at a later date.

SVEN: Surveillance Video Entertainment Network

Posted in General por msubirana en octubre 22, 2007

by Amy Alexander, Wojciech Kosma, Vincent Rabaud with Nikhil Rasiwasia and Jesse Gilbert

SVEN

SVEN II












SVEN (Surveillance Video Entertainment Network) is a system comprised of a camera, monitor, and two computers that can be set up in public places – especially in situations where a CCTV monitor might be expected. The software consists of a custom computer vision application that tracks pedestrians and detects their characteristics, and a real-time video processing application that receives this information and uses it to generate music-video like visuals from the live camera feed. The resulting video and audio are displayed on a monitor in the public space, interrupting the standard security camera type display each time a potential rock star is detected. The idea is to humorously examine and demystify concerns about surveillance and computer systems not in terms of being watched, but in terms of how the watching is being done – and how else it might be done if other people were at the wheel..

There’s also the other side of the SVEN coin: when do rock stars look like you? We noticed that music video cinematography and editing often resembles surveillance footage. So in the spirit of reality TV, we programmed SVEN’s cinematography algorithms to make surveillance music videos live…

MORE INFO here

Cloud Shape Classifier

Posted in General por msubirana en octubre 22, 2007

by Douglas Bagnall

Cloud Shape Classifier

Many people would like to see interesting clouds, but lack the spare time in which to look upwards. A Cloud Shape Classifier can help by watching the sky as people go about their routines, and showing them the best clouds at a later time. Since not everyone likes the same clouds, the Classifier learns each individual’s taste, and tries to show them only the clouds that they will like.

How it works

A computer controls a camera that is pointed to the sky, and sends cloud images to the server. The server examines each image, and reduces it to 57 numbers representing various visual qualities. These numbers are stored away in a database.

Evolving Neural Networks

Each classifier has a mind in the form of a multilayer perceptron neural network. The neural network reduces the 57 numbers representing an image down to one number, which is used as a measure of goodness.

At first, the neural network has entirely arbitrary taste. When you have made some training selections, the network is altered to try to take this into account. Several copies of the network are made, and each is mutated randomly. Some of these mutated copies will give answers that better fit your selections, and some will be worse. Most of the worse ones are disposed of, and copies of the better ones are made, and then mutated again. After several iterations of this process, the best network is given back to the classifier, which uses it to pick new favourite images. This simple form of Darwinian evolution tends to be good at generalising from a few points of data, so the classifier can learn the gist of your taste.

MORE INFORMATION here

Digital Warfare Network

Posted in referentes por msubirana en octubre 21, 2007

by James Coupe

Digital Warfare Network

The project was installed in a large 3-storey building. On each floor were computers, networked together so that information could be passed locally between them. Each computer / network node was attached to various devices (sensors, cameras, micro-controllers, LEDs, counters, and X10 powerline controllers). The X10 technology allowed the nodes to communicate with each other by sending pulse signals through the building’s electric power lines. Through a combination of autonomous self-organizing software processes and the X10 technology, the installation took full control of the building’s electricity system.

As people moved around the building, the network would passively detect their movement and send electric pulse signals around the building accordingly. The state of devices within the building could thus be altered according to the flow of viewers through it. The project was an exploration of a system aesthetic, exploring the relationship between the building / artwork as a whole and the viewer / node as a related part of it. Visitors could appreciate that their actions were affecting the system, but they could not get close enough to the system’s interior logic to successfully manipulate it.

Affective-Cognitive Product Evaluation and Prediction of Customer Decision

Posted in referentes,uso comercial por msubirana en octubre 20, 2007

a project from MIT Media Lab: Affective Computing

Companies would like more new products to be successful in the marketplace; however, current evaluation methods such as focus groups do not accurately predict customer decisions. We are developing new technology-assisted methods to try to improve the customer evaluation process and better predict customer decisions. The new methods involve multi-modal affective measures (such as facial expression and skin conductance) together with behavioral measures, anticipatory-motivational measures, and self-report cognitive measures. These measures are combined into a novel computational model, the form of which is motivated by findings in affective neuroscience and human behavior. The model is being trained and tested with customer product evaluations and marketplace outcomes from real product launches.

Cello

Posted in referentes por msubirana en octubre 20, 2007

2001-2002 a project by Beatriz da Costa

cello



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Cello is a robotic sound installation, which combines autonomous behavior with interaction. The piece concerns itself with the act of learning, performing and adapting oneself to external pressures. Cello consists of an automated acoustic cello that alters its behavior in response to computer generated sine wave tones and to the position of visitors in the space. The cello tunes itself. String after string tightens and loosens slowly on motorized pegs, while being bowed and compared to the sine wave tones emitted by a speaker. A pick-up microphone transmits the cello frequencies to the computer program, in which their relationship to the “right” frequencies is evaluated. The pegs, in response will turn in one direction or the other until each string is declared to be in tune.

project documentation: cello

Small work for robot and insects

Posted in referentes por msubirana en octubre 20, 2007

a project by hostprods
2002 – 2003

robot attempts to share information with colony of live crickets

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‘small work for robot and insects’ has evolved over a period of three years.
v1 was a commission from digitalsummer01: inter[face] to produce a small sound based piece of work, and formed part of a series of investigations into interfaces between natural and technological systems. The work consisted of a group of crickets and a simple quadruped robot existing in a large glass tank, seperated by a glass divider. The sound of the cricket song was transmitted to the robot which made a series of random movements in response.

v2 was commissioned by Arnolfini Live and is a much more sophisticated work. A new hexapod robot was designed and built from scratch and a neural network brain was programmed by Brian Lee Yung Rowe of Muxspace, New York. The robot is now able to listen intelligently to the cricket song and attempt to devise a unique language with which to communicate with them or provoke them into certain behaviours.

MORE INFORMATION here

Design for emergence: experiments with a mixed reality urban playground game

Posted in referentes por msubirana en octubre 19, 2007

a project by Yanna Vogiazou, Bas Raijmakers, Erik Geelhoed, Josephine Reid and Marc Eisenstadt

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Uno de los objetivos de este proyecto es enriquezer la experiencia de jugar a través de la interacción en el mundo real. Los usuarios interactúan tanto de forma real -a partir de encuentros casuales en espacio público urbano- como virtual -a través de los iPaq Pocket PCs-. De estos encuentros emergen comportamientos y estrategias de juego, se genera, por tanto, un sistema emergente a partir de reglas muy simples que deben seguir los jugadores.

En este “paper” (documento) se explican el concepto, la idea, el diseño y el resultado del proyecto.

Es interesante como primera inspiración.

Posibles objetivos

Posted in comentario por msubirana en octubre 17, 2007

Posibles objetivos para el proyecto, previos a la búsqueda de referentes, extraídos de “Sistemas Emergentes” de Steven Johnson.

  1. Realizar un proyecto que no sea una mera interpretación de la emergencia. Es más interesante UTILIZARLA, explotarla, contruir algo utilizando el lenguaje de la autoorganización. Pero sobretodo con una MOTIVACIÓN que lo sostenga.
  2. Trabajar con un sistema que evolucione de un modo próximo a la REALIDAD de la vida. Una intervención en el espacio público urbano puede ser una alternativa para un proyecto que se mueva hacia esta dirección.
  3. Trabajar con un sistema que se dirija hacia un OBJETIVO claro.
  4. ¿Entrar en el campo de la PUBLICIDAD inteligente? Otra alternativa al aire. El proyecto se basaria en la PERSONALIZACIÓN según los deseos del usuario.
  5. Pensar en un sistema que será usado por humanos reales. Por la tanto la SIMPLICIDAD será un punto a favor.

Conceptos clave para la existencia de un sistema emergente

Posted in General por msubirana en octubre 17, 2007

Leer “Sistemas Emergentes” de Steven Johnson ha sido útil para tener claras las características principales de un sistema emergente:

  1. Son sistemas ASCENTDENTES porque extraen la inteligencia de la BASE.

    La actuación LOCAL produce COMPORTAMIENTO GLOBAL. Pero a nivel individual hay IGNORANCIA del SUPERORGANISMO, no hay consciencia del comportamiento a nivel global.

  2. Se basan en la AUTOORGANIZACIÓN. Estos sistemas adquieren una PERSONALIDAD que se autoorganiza a partir de millones de decisiones individuales.
  3. (more…)

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