game « emocao art.ficial

Prosthetic Head

by Stelarc (Australia, 2003)

A large-scale projection of the artist’s head converses, in English, with the public. The software that controls the dialog is based on the A.L.I.C.E. (Artificial Linguistic Internet Computer Entity) mechanism, a famous conversing robot also known as Alicebot, or simply Alice. This work aims to demonstrate that, with the advent of new technologies, the difference between humans and machines is no longer a problem of identity, but of interface.

Learn more about interactivity, a central concept to some breeders of the art technology.

Stelarc is an artist interested in the evolutionary architecture of the body and in possible ways of redesigning the human, enhanced by implants and exoskeletons. Head of the Department of Performance Art at Brunel University, England, he is an invited senior researcher at the University of Western Sydney, Australia.

Spore

by Will Wright (USA, 2008)

The creature editor is an integral part of a computer game developed by the game company Electronic Arts. It is an epic of artificial life that involves the origin of a life, its evolution, the creation of a technological civilization, and eventually its end.

Will Wright is a creator of classic games such as SimCity and The Sims.

F69

 

by Suzete Venturelli and Mario Maciel (Brazil, 2004)

With technological mutations, an environment was created that was fertile for capitalism to integrate the world of culture and its spirit into the core of the vast technical-industrial system. In light of this, what are the changes that occur in an individual who interacts with electronic games? Created using game technology, F69 is a satire, and at the same time, an analysis of the aesthetic, ethic and political models built into electronic games.

Check out also Mejor Vida Corp (MVC), a Suzette Venturelli and Mario Maciel’s work which criticizes some aspects of capitalist societies.

Suzete Venturelli has a PhD in art and science of art from the Sorbonne and is a researcher at the Department of Visual Arts with Brasília University, UnB. She is also coordinator of the Image and Sound Laboratory at UnB. She is currently dedicating herself to the creation and development of interactive virtual worlds, using computer media as a support.

Mario Maciel is taking his master’s degree at UnB, and is an architect with a degree from the Federal University of Rio Grande do Sul, and a professor at the Department of Education of the Federal District.

Avenida Paulista – 1919

by Itaulab Team (Brazil, 2002)

 

The artwork is a virtual recreation of Paulista Avenue in the year 1915. Itaulab is responsible for the project, which includes research, 3D modeling, and software development. A work-in-progress version is available for special demonstrations at the Emoção Art.ficial exhibit, in August 2002. This virtual tour is multi-user, accommodating up to 10 visitors at a time, and employs 3D stereo glasses. Each visitor chooses an avatar (a virtual representation), with historical clothing, and is able to interact with other visitors. The 3D reconstruction of Paulista Avenue is based on Itaú Group’s photographic archives of the city of São Paulo.

This work explores the possibilities of virtual recreation with graphic realism. Itaulab intends to direct this line of research towards education, and create virtual tours of historic places and events.