Selfhood, an experience around the self
PDF (English)

Palavras-chave

Selfhood
Interactivity
Creativity

Como Citar

MANZOLLI, Jônatas; MORONI, Artemis Sanchez. Selfhood, an experience around the self . NICS Reports, Campinas, SP, v. 8, n. 22, p. 1–13, 2021. Disponível em: https://econtents.bc.unicamp.br/pas/index.php/nicsreports/article/view/316. Acesso em: 3 jul. 2024.

Resumo

In the development of new music interactive technologies, a mixed reality environment can function as a laboratory to evaluate interactive behaviour. With the advent of new technologies that have emphasized interaction and novel interfaces, alternative forms and modes of interactive media have been realized. These developments raise fundamental questions on the role of embodiment as well as the environment and interaction in the understanding of the man-machine interplay. In addition, it places emphasis on a more situated and externalist view. Moreover, body’s perceptual, cognitive, motor and kinaesthetic responses have to be reconfigured to the needs and constraints concerning action and perception in this new space and the interface can now be optimized to its user. In line with these recent developments, we present here the SELFHOOD installation as an interdisciplinary research framework. SELFHOOD is an installation in which two particle systems based on Boids are used to generate images and digitally synthetizing sounds. The generative sound machine of the installation is the CromaCrono≈ system that operates with a small set of compositional operations making possible real time control. Our research is anchored in a multimodal laboratory where we study human cognition and music creativity supported by digital interfaces, computer graphics and motion capture. It is an interactive environment with a large 3D screen and a six channel sound diffusion system. The key point discussed here is the creation of new art forms based on interactive narratives, virtual soundscapes and synthetic visualization. The assumption is that the interaction of an agent or group of agents with an immersive space,using various interactive devices, indicates how these processes affect their behaviour and the meaning that is constructed by them. These systems can be evaluated from the perspective of the interaction between agents and devices generating sounds, video and 3D graphics.

PDF (English)

Referências

Anna Mura, Jônatas Manzolli, Paul F. M. J. Verschure, Behdad Rezazadeh,

Sylvain Le Groux, Sytse Wierenga, re(PER)curso: a mixed reality chronicle. In:

Proceedings of the 2008 ACM SIGGRAPH conference, 2008.

Martin Inderbitzin, Sytse Wierenga, Aleksander Va¨ljama, Ulysses Bernardet,

Paul F. M. J. Verschure, Social cooperation and competition in the mixed reality

space eXperience Induction Machine (XIM). Virtual Reality, 13:153—158, 2009.

Panagiota Papachristodoulou, Alberto Betella, Jônatas Manzolli, Paul F. M. J.

Verschure, “Augmenting the navigation of complex data sets using sonification: a

case study with BrainX3. In Virtual Reality (VR), IEEE, 2015.

Eduardo R. Miranda, Marcelo Wanderley, New Digital Musical Instruments:

Control and Interaction beyond the Keyboard. Middleton: A-R Editions, 2006.

Daniel Bernhardt, Peter Robinson, Detecting affect from non-stylised body

motions. In: Proceedings of the 2nd international conference on Affective Computing

and Intelligent Interaction, pp. 59--70. Springer, 2007.

Daniel Bernhardt, Peter Robinson, Interactive control of music using emotional

body expressions. In: Human Factors in Computing Systems, pp. 3117—3122, 2008.

Fulvia Castelli, Francesca Happé, F., Uta Frith, Chris Frith, Movement and Mind:

A Functional Imaging Study of Perception and Interpretation of Complex Intentional

Movement Patterns. NeuroImage 12 (3): 314—25, 2000.

Craig Reynolds, Flocks, herds, and schools: a distributed behavioral model.

SIGGRAPH Conference Proceedings, 21, pp. 25—34, 1987.

Klaus C. Wassermann, Jônatas Manzolli, Kynan Eng, and Paul F.M.J. Verschure.

Live soundscape composition based on synthetic emotions: Using music to communicate between an interactive exhibition and its visitors. IEEE MultiMedia

:82–90, 2003.

Galen Strawson. The Self. Journal of Consciousness Studies 4:405-428, 1997.

Tony Prescott. Mental Time Travel in Humans and Machines. BCBT 2016 –

Barcelona Cognition, Brain and Technology Summer School, Universitat Pompeu

Fabra, 2016. http://bcbt.upf.edu/bcbt16/home

Tony Prescott, Paul F. M. J., Verschure, Nathan Lepora. A Handbook of

research in Biomimetic and Biohybrid systems. Oxford, UK: Oxford University Press,

In Press, p. (To appear).

René Descartes. The Philosophical Writings of Descartes, Volumes 1 and 2,

translated by J. Cottingham et al. Cambridge: Cambridge University Press, 1985.

David Hume. Dialogues Concerning Natural Religion, N. Kemp Smith (ed.).

Edinburgh: Nelson, 1947.

Johann G. Fichte. The Science of Knowledge, translated by Peter Heath and

John Lachs. Cambridge: CUP, 1982.

William James. The Principles of Psychology. New York: Dover, 1950.

William James. Psychology: Briefer Course. Cambridge, MA: Harvard University

Press, 1984.

Edmund Husserl. 1973. Cartesian Meditations, translated by D. Cairns. The

Hague: Nijhoff.

Allen Ginsberg. Statement to the Burning Bush. San Francisco: Burning Bush II,

Robert Nozick. Philosophical Explanations Oxford: Clarendon Press, 1981.

Anthony Kenny, The Self. Marquette: Marquette University Press, 1988.

Daniel Dennett, Consciousness Explained. Boston, MA: Little, Brown, 1991.

Henrik Ibsen. Peer Gynt. Copenhague, 1867.

Michael L. Anderson. Embodied Cognition: A field guide. Artificial Intelligence,

, 1: 91–130, 2003.

Francis J. Mootz III and George H. Taylor (eds.). Gadamer and Ricoeur: Critical

Horizons for Contemporary Hermeneutics, Continuum, 2011.

Paul Dourish, Where The Action Is: The Foundations Of Embodied Interaction.

MIT Press, Cambridge, MA, U.S.A., 2001.

Colton, S., Wiggins G. A. Computational Creativity: The Final Frontier? 20th

European Conference on Artificial Intelligence, 2012.

R. S. Sternberg, Ed. Handbook of Creativity. Cambridge, Cambridge Univ. Press

(1999)

Rob Pope, R. Creativity: theory, history, practice, Routledge, 2005.

Margaret Boden, What is creativity? In: M. Boden (ed.), Dimensions of creativity,

pp. 75—117, MIT Press, 2005.

Ulysses Bernardet, Sergi Bermudez i Badia, Armin Duff, Martin Inderbitzin,

Sylvain Le Groux, Jônatas Manzolli, Zenon Mathews, Anna Mura, Aleksander

Valjamae, and Paul F. M. J. Verschure. 2010.The eXperience Induction Machine: A

New Paradigm for Mixed-Reality Interaction Design and Psychological

Experimentation. In: Manuel Dubois: Philip Gray: Laurence Nigay. (Org.). The

Engineering of Mixed Reality Systems. Londres: Springer, pp. 357-379, 2010.

Ronen Brazel, Physically –Based Modelling for Computer Graphics, Academic

Press, 1995.

Kinect. https://developer.microsoft.com/ptbr/windows/kinect/

Processing. https://processing.org/

Manzolli, J. Multimodal Generative Installations and the Creation of New Art

form based on Interactive Narratives. GA2015 - XVIII Generative Art Conference.

http://www.generativeart.com/ga2015_WEB/Multimodal-Installation_Manzolli.pdf

Miller Puckette, Pure Data: another integrated computer music environment.

Proceedings, Second Intercollege Computer Music Concerts, Tachikawa, Japan, pp.

-41, 1996.

Kevin Karplus, Alex Strong, Digital Synthesis of Plucked String and Drum

Timbres. Computer Music Journal (MIT Press) 7 (2): 43—55, 1983.

Jônatas Manzolli, Artemis Moroni, SELFHOOD - cloudiness of the selves, 2017.

https://www.youtube.com/watch?v=9F-s3Cafhc4&feature=youtu.be

Ricardo Gudwin, Consciência Artificial, seminary at ImCognita Laboratory,

NICS-UNICAMP, 2015.

Isaac Asimov, The Last Question,1956. http://multivax.com/last_question.html

Creative Commons License
Este trabalho está licenciado sob uma licença Creative Commons Attribution 4.0 International License.

Copyright (c) 2024 NICS Reports

Downloads

Não há dados estatísticos.