home contents changes options help

User and Proxemic Awareness

I (hexa) try to outline some ideas and experiments on what to expect from the user in terms of how many user interface elements and operations we need to (or can) present for the average joe or jill in ProxemicS.

SemioticTriangle

An attempt to formalize how concepts and objects relate to each other and to the symbols used in talking about them.

KyperiaOntology

Why would someone want to develop an ontology? Some of the reasons are:

By way of introduction check out this article ''Ontology Development 101: A Guide to Creating Your First Ontology'' at http://www.ksl.stanford.edu/people/dlm/papers/ontology101/ontology101-noy-mcguinness.html .

A starting point could be setting up an ontology server such as OpenCyc?, http://www.opencyc.org/ .

KyperiaGenetics?

KyperiaEncyclopedia?

CandidateWorlds for Public Display

In the age of tv reruns we circulate effectively 10-20 worlds continuously on the public display for the set-up period. Each world has seasons (scenarios, modes) that vary during its projection time creating dramatic suspenses and reliefs. Transitions from a world to another are subtle and may take up to half an hour of time. The worlds vary from natural to symbolistic and from very simple to quite complex.

For one, there are game-like natural simulations. In FlyingWorld, participants guide gliders or snowflakes and mating is about shapes and flying capabilities. PlantWorld is inhabited by growing trees, flowers and fantasy flora which cultivate to gain different locations and patterns of growth. A realisation of this is TextWorld .

On the symbolistic side, there is e.g. LogoWorld where each avatar is a logo resembling those of corporations, brands and/or monetary currencies. Mating mechanisms there draw from the logic of mergers, branding and economic integration. Quite a different example is the PictureBookWorld, which is purposefully primitive in appearance and features imagery from ancient civilizations of e.g. Egypt and Rome, medieval tournaments and so-called pagan cultures. And of course a PornWorld, if not else to see what becomes of the cross-overs of pricks, dildos and other paraphemalia..)

Designing environments that base on, or at least emphasize, audio is a challenge we look forward to tackling with the partners. Pieces are there, as mixing audio and genetic and other algorithms for varying tunes are known, but especially representing the different avatars in the public space is difficult because background noise and poor of sense of separation.

A set of computer-based environments is not complete without fractals, so we have planned a MandelbrotWorld where places are different sets and participants kinetic textures.

Finally, there are sketches about special worlds that focus on special aspects that, after some experiments, may become features of many worlds. Instances of MoralWorld implement moral theories, where things like good/bad, karma and entropy are evaluated as states of the worlds and visualized for viewers. Check out DeadlySins for a set of possible dichotomies.

FoodWorld, where, besides the default time constraint, beings need to eat (or else be eaten).

Since worlds have a genotype we can apply genetic algorithms and genetic programming in developing new worlds as well as their inhabitants.