Thursday, January 21, 2010

Re: [Yasmin_discussions] Around Simulation-simulation and everyday life

Human behavior was imitated by computer for the
first time by Mike Normal, a digital puppet created in real time by Brad Graf
and Michael Wahrman and modeled by Ken Cope. It was a first simulation of the
human brain as an Artificial Intelligence. A digital mask speaks on the screen
with a digital voice it was better than fixed masks used in theater that limits
human feeling and facial expressions.

So, as Pier said, that "there are also other kinds of simulations that could be called "behavior simulations". Artificial Intelligence, Artificial Life, Robotics simulate the behavior of the living organisms. Sometimes certain complex behaviors of the living organisms spontaneously may emerge in robotics, A-Life, synthetic biology, showing a sort of "third life" in evolution."

The invention of the internet has changed all
kinds of interactions, especially after developing the computer graphics and
virtual reality which has
helped artists to simulate human behavior. Indeed, the invention of Data
Gloves, sensors, e that permitted human real body to interact with a digital
creature in a virtual environment.

With these inventions, human bodies and appearances
was imitated by the 3D modeling which opened the imagination of the artists and the scientists to
create virtual worlds which mix the human body with digital ones. And to
represent the ideal human behavior, they chose to create specialized software
and virtual worlds to end in the realism.

In these virtual worlds, user can simulate his life
and their ability of living with others and his communication and interaction
with other societies. He uses his Avatar to experiment his virtual life.

By creation of
MMORPG, players can experiments their reflex and their muse and intelligence to
see how they can react in worse situation, and it let him know all his ability
to manage his battlefield for example. As Pierre LEV said about the role of
simulations is to:" Decline phenomena or situations according to all the
conceivable variations, to envisage all the consequences and the implications
of a hypothesis, to know better objects or complex systems of the fictitious
universes on a playful mode" --- En date de : Jeu 21.1.10, Pier Luigi Capucci <plcapucci@gmail.com> a écrit :

De: Pier Luigi Capucci <plcapucci@gmail.com>
Objet: Re: [Yasmin_discussions] Around Simulation-simulation and everyday life
À: "YASMIN DISCUSSIONS" <yasmin_discussions@estia.media.uoa.gr>
Date: Jeudi 21 Janvier 2010, 13h32

Beautiful examples, indeed!

We could add, remaining in theme, the renaissance perspective, which set up the "order" of the representation (behind the painted surface) and the "order" of the space where the viewer is (the space before the surface, that in general we call the "real" space). Indeed, in order to see a scene at its best we have to view it from a precise viewpoint or a limited area, and moving away from this position we loose information.

Today we are immersed in simulations through many media which use perspective: from photography to cinema, to video, to computer animations, virtual reality, until the 3D videogames and the metaverses. Perspective, which is a mathematical, cultural, historical... issue, became a "natural" part of our way of representing, and especially of viewing, the world.

Pier Luigi

Il giorno 21/gen/2010, alle ore 05.30, r buiani ha scritto:

> ...continued
>
> I can't help but noticing how simulation reflects sociocultural and technological tendencies that we can observe in almost all human transactions today. this, I find, happens in a very subtle, imperceptible way.
>
> here are some examples to get us thinking about simulation in everyday life:
>
> 1) the process of choosing a piece of technology: we are drawn to a Mac or a Ipod or a Iphone, not a computer, a portable music device, or a cellular phone. aspects concerning the design, the aesthetics, or the coolness that these tools symbolize usually take the front seat.
>
> 2) thinking about sound, I am drawn to the idea behind the MP3 format: substantially, it is a  simulation of the original sound, compressed, re-packaged and brought to us according to psychoacustic principles that eliminate "useless" noise, or frequency that our ear can't normally perceive. (see the work of Jonathan Sterne on Media Culture and Society - 2006- on MP3 for a more comprehensive discussion. I can send the specific article to those who are interested)
>
> 3) the fantastic worlds we see in blockbusters movies such as the very recent Avatar exhibits an imagery that is simultaneously photorealistic (that is, it shows some "serial" resemblance to objects and landscapes that we can find in the real world) and hyperreal (all objects exhibit literally some "extra" elements that make them more real than real and yet imagined). In particular, I have to thanks Pier Luigi for directing my attention to the Pandorapedia (http://networkedblogs.com/p23720729)I was surprised to see how the whole ecosystem articulated in the movie has been imagined and constructed according to ethological/anthropological/botanical principles, carefully classified and taxonomized in a "Linnaean" style, and in its smallest details. In this regard, I would be interested in knowing some commentaries: is this a way to legitimize this hyperreal world?
>
>
>
> rb
>
>
>
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--
Pier Luigi Capucci
e-mail: plc@noemalab.org
web: http://www.noemalab.org/plc/plc.html
skype: plcapucci

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