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    file

    caverna

    file

    cave

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    O FILE CAVE uma parceria entre a Universidade Mackenzie e o Fes-

    tival Internacional de Linguagem Eletrnica. O grupo de pesquisa emProcessamento Grfico e Mdias Digitais apresentar o sistema CAVE(caverna digital) pela primeira vez no FILE com obras de arte especial-mente desenvolvidas para sistemas de alta imerso e interatividade.

    Mackenzie-3D, Design Evolucionrio e Sintonia: Explorao da In-terface entre Arte e Tecnologia

    O grupo de Processamento Grfico e Mdias Digitais est vincula-do Faculdade de Computao e Informtica da Universidade Ma-ckenzie. O grupo, coordenado pelo Prof. Dr. Luciano Silva, respon-svel pela manuteno do Laboratrio de Processamento Grfico,localizado dentro da mesma universidade, e desenvolve pesquisasnas reas de Computao Grfica, Processamento Digital de Ima-gens, Realidade Virtual e Aumentada, Viso Computacional e De-senvolvimento de Jogos Digitais. O grupo colabora com diversasuniversidades brasileiras como UFSCAR, UNESP, PUC-SP, COPPE-RJ e USP, alm de empresas como Noosfera Projetos Especiais,Nornes Pesquisa e Desenvolvimento e Petrobras.

    Dentro do binmio arte-tecnologia, o grupo estuda novos mtodosde acesso multimiditico a dados e fenmenos cientficos, no se res-

    tringindo somente ao signo visual. Emerge, destes novos mtodos,uma nova concepo de interao humano-computador denomina-da sensorizao cientfica, em substituio tradicional visualizaocientfica. Dentro desse contexto, o grupo apresenta trs projetos:

    1. Mackenzie-3D: projeto que explora a coexistncia de variveistemporais com informaes geomtricas geo-referenciadas. O con-ceito de tempo internaliza o signo visual, oferecendo uma experin-cia nica de p ercurso em ambientes arquitetnicos.

    2. Design Evolucionrio: signos evolutivos fundem-se com signosvisuais, para gerao de novas formas geomtricas, guiadas por res-tries ambientais.

    3. Sintonia: interface no-convencional, para gerao de cen-rios de realidade aumentada, produzidos a partir da fuso de dadoscientficos com imagens de ambientes naturais.

    Luciano Silva

    FILE CAVE is a joint effort between Mackenzie University and the

    Electronic Language International Festival. The Graphic Process-ing and Digital Media research group will present CAVE (digitalcave) system for the first time in FILE with artworks specially pro-duced for high immersion and interactivity systems.

    Mackenzie-3D, Evolutionary Design and Syntony: Exploring theInterface between Art and Technology.

    The Graphic Processing and Digital Media group is linked to theSchool of Computing and Informatics of Mackenzie University. Co-ordinated by Prof. Luciano Silva, PhD, the group is responsible forthe Graphic Processing Laboratory, located at the same university,and develops research in Computer Graphics, Image Digital Pro-cessing, Virtual and Augmented Reality, Computer Vision and De-velopment of Digital Games. The group collaborates with severalBrazilian universities, such as UFSCAR, UNESP, PUC-SP, COPPE-RJ, and USP, and also with companies like Noosfera Special Proj-ects, Nornes Research and Development and Petrobras.

    Within the binomial art-technology, the group studies new meth-ods of multimedia access to data and scientific phenomena, but isnot restricted to the visual sign alone. From these new methods a

    new conception for the interaction between humans and comput-ers emerges, now called scientific sensorization, replacing the tra-ditional scientific visualization. In this context, the group presentsthree projects:

    1. Mackenzie-3D: a project exploring the coexistence of time vari-ables with geometric geo-referenced information. The concept oftime internalizes the visual sign, providing a unique experience formoving about in architectural environments.

    2. Evolutionary Design: evolutive signs merge with visual signs tocreate new geometric shapes, guided by environmental restrictions.

    3. Syntony: a non-conventional interface to create sets of aug-mented reality, produced from the fusion of scientific data with im-ages of natural environments.

    Luciano Silva

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    familiarizados com a realidadevirtual quanto para os que sonovos mdia.

    claro, a RV est longe deser a primeira ou nica experi-ncia virtual. Experimentamoso virtual em memrias, sonhos at ao imaginar o que poder-amos ter dito. O texto de Scre-en explora momentos em que aexperincia virtual da memria

    se sobrepe vida cotidiana. Ainterao de Screen dramatizao que acontece quando a me-mria se separa e os esforosque fazemos para mant-la nolugar. Ambas esto conectadasao corpo, e por isso exigem suaabordagem incomum RV.

    Especificamente, Screen iniciacomo uma experincia de leiturae audio. Textos de memriaaparecem nas paredes da Cave,rodeando o leitor. Ento palavrascomeam a se soltar. O leitor per-cebe que pode rebat-las com amo, e a experincia se tornauma espcie de jogo enquantomecnicas conhecidas de jogorecebem nova forma atravs da

    interao corporal com o texto.Ao mesmo tempo, a linguagemdo texto, junto com a experinciaassombrosa de tocar as pala-vras, cria uma experincia queno se instala facilmente nasmaneiras habituais de pensarem jogo ou RV.

    pected both for those familiarwith virtual reality and thosenew to the medium.

    Of course, VR is far from be-ing the first, or only, virtualexperience. We experience thevirtual in memories, dreams even in imagining what wemight have said. Screen's textexplores moments when thevirtual experience of memory

    overlays itself on everyday life.Screen's interaction drama-tizes what happens as memorycomes apart and the effortswe make to keep it in place.Both are connected to the body,and for this reason require itsunusual approach to VR.

    Specifically, Screen begins asa reading and listening experi-ence. Memory texts appear onthe Cave's walls, surroundingthe reader. Then words beginto come loose. The reader findsshe can knock them back withher hand, and the experiencebecomes a kind of play aswell-known game mechanicsare given new form through

    bodily interaction with text. Atthe same time, the language ofthe text, together with the un-canny experience of touchingwords, creates an experiencethat doesn't settle easily intothe usual ways of thinking aboutgameplay or VR.

    As palavras se descolam cadavez mais depressa, as palavrasrebatidas nem sempre retor-nam para onde vieram, e aspalavras sem lugar para ir serompem. Com o tempo, quan-do muitas saram da parede,as demais se soltam, giram aoredor do leitor e caem. Jogar"melhor" e mais rpido evitaisso, mas sesses mais longas

    de jogo tambm levam o textode memria a maior desordematravs de colocaes erradase neologismos. Enquanto a dis-cusso da relao entre jogos eformas literrias antiga, Scre-en usa o texto como material de jogo de uma maneira que estadiscusso no explorou antes.

    Alm de criar uma nova formade interao corporal com o textoatravs do jogo, Screen move o jogador por trs experincias deleitura comeando pelo textofamiliar, estvel, como pginanas paredes, seguido da leiturapalavra a palavra de descolar erebater (onde a ateno se con-centra) e com mais conscincia

    perifrica dos arranjos de pala-vras esvoaantes e o novo (mui-tas vezes neologstico) texto sen-do montado nas paredes. Comoalternativa, um jogo literrio pararealidade virtual, Screen ofereceuma oportunidade de reconside-rar o jogo, a leitura e o virtual.

    Words peel fastruck words dturn to where tand words withcan break apwhen too many the rest peel loothe reader, anding "better" anthis at bay, but lsions also work

    into greater dimisplacementsWhile the disculationship betwliterary forms Screen uses texrial in a way thahas not previous

    In addition toform of bodily text through itmoves the playereading experiewith the familialike text on theby the word-bof peeling andattention is focmore periphera

    the arrangemewords and the ologistic) text bon the walls. Asliterary game foScreen offers areconsider playthe virtual.

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    Signos evolutivos fundem-secom signos visuais, para gera-o de novas formas geom-tricas, guiadas por restriesambientais.

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    Evolutive signs merge withvisual signs to create new geo-metric shapes, guided by envi-ronmental restrictions.

    "Screen" um projeto de re-alidade virtual que subverte asconvenes da RV as que cor-tam o campo desde o mundo daarte at os videogames comer-ciais. Ela faz isso ao de desen-

    rolar mais sobre a passagem dotempo do que na navegao peloespao, enfatizando o espao dopblico sobre um mundo virtualimaginrio, e enfatizando o tex-to e o som mais que grficos epixels. O resultado algo ines-perado, tanto para os que esto

    Screen is a virtual realityproject that upends VR con-ventions ones that cut acrossthe field from the art worldthrough commercial videogames. It does this by unfold-

    ing more through the passageof time than navigation throughspace, by emphasizing thespace of the audience over animagined virtual world, and byemphasizing text and soundrather than pixelated graphics.The result is something unex-

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    dStateS ATLAS in silico um ambien-te virtual interativo e imersivoque utiliza e oferece um en-contro esttico com dadosmetagenmicos de microrga-nismos marinhos da Expediode Amostragem Ocenica Global(Global Ocean Sampling Expedi-tion, GOS). Este trabalho umacolaborao de arte e cinciaem grande escala, abrangendodisciplinas da realidade virtual,exibio auditiva e sonorizao,visualizao, msica eletrnica,

    artes de novas mdias, metage-nmica, computao grfica ecomputao de alto desempe-nho, tudo isso envolvido em umprocesso de trabalho que com-bina prtica artstica com inves-tigao. Os participantes experi-mentam um ambiente construdocomo um padro auditivo onrico,luminoso, visual e auditivo que ao mesmo tempo dinmicoe coerentemente estruturado,mas revela suas caractersticasquando os participantes per-turbam o padro atravs de suaexplorao. Por essa interaocom padres visuais e auditivosmltiplos conduzidos por dadosem diferentes nveis de detalhe,

    os usurios exploram os dadosdo GOS em combinao com me-tadados contextuais em vriosnveis de escala e resoluo.

    Conduzido pelo J. Craig VenterInstitute, o it GOS estuda a gen-tica de comunidades de micror-ganismos de todos os oceanos

    do mundo, resultando em umvasto conjunto de dados meta-genmicos. Os microrganismosem estudo sequestram carbonoda atmosfera com impactos po-tencialmente significativos noclima global, mas os mecanis-mos pelos quais o fazem so malcompreendidos. Inspirado nasexpedies do HMS Challengere do HMS Beagle, enquanto um produto das preocupaese tecnologias do sculo 21, oGOS ecoa os desafios de repre-

    sentao que essas expedieshistricas representaram nosculo 19. Para salientar a in-terao histrica e atual entredescoberta cientfica e cultura,a instalao contextualiza dadossequenciais do GOS com meta-dados ambientais e sociais dasregies geogrficas mais prxi-mas dos locais do oceano ondeos microrganismos foram colhi-dos, e combina-os para construiros elementos visuais e auditivosdo ambiente virtual. Essa ligaohistrica tambm reiteradapela combinao da esttica dagravao em cobre e linhas fi-nas, litografia e layouts da repre-sentao cientfica do sculo 19

    com a esttica contemporneadigital, incluindo estruturas defios em 3D, sistemas de partcu-las e udio espacializado multi-canal para gerar o mundo virtualconduzido por dados.

    A metagenmica nos d umanova viso da natureza que

    centrada em seque em organlamente s mtrabalho de Darleo natural rea representaosculo 19 baseade fixidez das eviso da natupor vastos damicos abstratorepresenta ummental para nono sculo 21 d

    intuitivamente natureza, assimlao evolutiva tempo de preoctal global. Colhdesses dados exos desafios repEm ATLAS in silse torna uma exral e sensata dnatureza e da cubancos de dadoremonta histexpedicionria que continua nexpedies com

    A instalao SIGGRAPH 2007val Cleveland 20

    Municipal Art Ge residente no Research in CoArts (CRCA) e CInstitute for Teleand Informationonde continua emvimento.http://at

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    ATLAS in silico is an inter-active and immersive virtualenvironment that utilizes, andprovides an aesthetic encoun-ter with, metagenomics data ofmarine microorganisms fromthe Global Ocean SamplingExpedition (GOS). This work isa large-scale art-science col-laboration encompassing thedisciplines of virtual reality, au-ditory display and sonification,visualization, electronic music,new media arts, metagenomics,

    computer graphics, and high-performance computing all ofwhich are engaged in a workingprocess combining artistic prac-tice with inquiry. Participantsexperience an environmentconstructed as a dream-like,luminous, visual and auditorypattern that is at once dynamicand coherently structured, yetwhich reveals its characteristicsas the participant disturbs thepattern through their explora-tion. Through this interactionwith multiple data-driven visualand auditory patterns at differ-ent levels of detail users exploreGOS data in combination withcontextual metadata at various

    levels of scale and resolution.Conducted by the J. CraigVenter Institute, the GOSstudies the genetics of com-munities of microorganismthroughout the worlds oceansresulting in a vast metagenom-ics data set. The microorgan-

    organism-centric. In parallel tochallenges that Darwin's workon natural selection posed to19th Century representationsof nature based on conceptsof species fixity, the new viewof nature provided by vast andabstract metagenomics data,such as the GOS, poses a fun-damental challenge for ourability in the 21st Century torepresent and intuitively com-prehend nature as well as ourevolving relationship to it in a

    time of global environmentalconcern. Reaping the benefitsof this data requires transcend-ing representational challeng-es. Within ATLAS in silico, thischallenge becomes a visceral,sensate experience of the ab-straction of nature and culturein to vast databases a prac-tice that reaches back to thehistory of expeditionary scienceof the 19th Century and whichcontinues in 21st Century expe-ditions such as the GOS.

    The installation was exhib-ited at SIGGRAPH 2007, theIngenuity Festival Cleveland2008, the Los Angeles Munici-pal Art Gallery 2008 - 2009 and

    is resident at the UCSD Cen-ter for Research in Computingand the Arts (CRCA) and Calit2(California Institute for Tele-communications and Informa-tion Technologies) where it con-tinues in active development.http://atlasinsilico.net

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    isms under study sequestercarbon from the atmospherewith potentially significant im-pacts on global climate, yet themechanisms by which they doso are poorly understood. In-spired by the HMS Challengerand HMS Beagle expeditions,while a product of 21st Centuryconcerns and technologies,the GOS is resonant with therepresentational challengesthese historical expeditionsposed in the 19th Century. To

    highlight the historical andongoing interplay between sci-entific discovery and culture,the installation contextualizesGOS sequence data within en-vironmental and social meta-data from geographic regionsnearest the ocean locationsat which the microorganismswere sampled, and combinesthese to construct the visualand auditory elements of thevirtual environment. This his-toric linkage is also reiteratedby combining the aesthetics offine-lined copper engraving, li-thography and grid-like layoutsof 19th Century scientific rep-resentation with contemporary

    digital aesthetics including 3Dwireframes, particle systems,and spatialized multichannelaudio to generate the data-driven virtual world.

    Metagenomics gives usa new view of nature that issequence-centric rather than

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    A ltima verso do projetoScalable City uma instalaocomo exposio estereogr-fica no ambiente CAVE. Esteprojeto uma viso dos nveiscrescentes de algoritmizao

    que caracterizam nossos atos epercepes do ser e do mundo.The Scalable City - um globode cidades, iniciado com dadosdo mundo real - se transformacada vez mais em um mundomais padronizado, sob a cres-cente influncia cultural dasredes de estradas, ciclones deautomveis e arquitetura que seautoconstri. Este projeto utili-

    za uma variedade de mdias aoexplorar a visualidade dessasquestes. Esta ltima encar-nao, no visualmente imersivoambiente CAVE, completa umcolapso entre o reino da media-

    o e o da realidade suposta. Noentanto, do projeto de ScalableCity, compreendemos que no uma simples proposta paradistinguir entre o mediado e oreal. Nossa viso de mundo uma negociao entre comovemos, o que pensamos e comorepresentamos. Nossa atualcondio cada vez mais do-minada pelas disponibilidades

    The latest version of the Scal-able City project is an installa-tion as a stereographic displayin the CAVE environment. Thisproject is a look at increas-ing levels of algorithmicization

    that characterize our actionsand perceptions of the self andthe world. The Scalable City -a globe of cities, initiated withdata from the real world - isincreasingly transformed intoa more patterned world, underthe spreading cultural influenceof networks of roads, cyclonesof automobiles and self-assem-bling architecture. This project

    utilizes a variety of media mo-dalities as it explores the visu-ality of these issues. This lat-est incarnation, in the visuallyimmersive CAVE environment,completes a collapse between

    the realm of mediation and thatof a supposed reality. However,from the Scalable City project,we understand that it isn't asimple proposition to distinguishbetween the mediated and thereal. Our worldview is a continu-ous negotiation between how wesee, what we think and how werepresent. Our current condi-tion is one that is increasingly

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    extrapolao dessas tendn-cias, para nos permitir conside-rar seus resultados.

    Assistncia de: Erik Hill, Da-niel Tracy, Robert Twomey, Kris-ten Kho, Chris Head, PrakharJain, Todd Margolis, Alex Dragu-lescu, Mike Caloud, Carl Burton.

    Apoio de IBM, Intel, NSF, Vi-con, Intellectual Ventures, HighMoon Studios.

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