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Article
TechnoSphere is an on-line project which enables users to design artificial
life-forms and send them into a 3D virtual world where they interact
with life-forms designed by other users of the Website [1]. The 3D world
has fractally generated terrain, trees self-seed at certain heights
to make forests (Fig. 1) and there are desert and mountainous regions
in which the cyber beasts artificially live. The current
version is a prototype written between March and September 1995 with
funding from the Visual Arts and the Film and Video boards of The Arts
Council of England, Film and Video Umbrella, Cambridge Darkroom Gallery,
with additional support by Digital Workshops Ltd.
TechnoSphere has been produced by a team of people and is made up of
four components: I am responsible for managing the project and for the
Website design, which has CGI commands written by Tony Taylor-Moran.
The artificial life engine has been designed and written by Julian Saunderson
from the Centre for Electronic Arts at Middlesex University, the rendering
engine has been written by Gordon Selley [2] from London College of
Printing and Distributive Trades and the email engine has been written
by Selley and Saunderson. Andrew Kind, a computer graphics animator,
models the component parts for the creatures.
On September 1st 1995 we opened TechnoSphere which runs over the Internet
and is accessed via the World Wide Web. Users access the Website and
choose whether to design a carnivore or a herbivore, they then build
these artificial life-forms by selecting from a limited range of body
parts which are displayed on pages onogram, Creature Comforts, written
by Julian Saunderson, defines each beasts behaviour and monitors
its interactions with other creatures. For example, a creature can splice
digital DNA with another if they are similar, but only if both creatures
are more than 50% full of food, otherwise cybersex is out of the question
and the search for food takes priority. There is one sex in TechnoSphere
and the creature which initiates reproduction becomes the carer of the
offspring. At key moments in its existence, an artificial life-form
will email its maker to inform them of important changes in its digital
evolution. This is a bit like the Christmas cards that people receive
on behalf of donkeys they have sponsored in sanctuaries, but in the
case of the artificial life-forms the postcard is prompted by a significant
development such as death or reproduction. These events activate the
email engine which sends the email to the address that tags the beast.
Where relevant these email messages also include the email address of
whoever designed the other creature involved in the interaction, so
it is possible for the Australian designer of Cyber Serpent creature
ID2306 to email the German who designed Herbie ID 19087, the beast with
whom Cyber Serpent reproduced.
Users can also see 2D postcard images of their artificial life-form
(Fig. 3). When a user requests a postcard image of their life-form,
Creature Comforts uses the ID number to trace its position in the 3D
terrain and this information is passed to the renderer which renders
the appropriate scene. Animations of creatures interacting are produced
in a similar manner, we tag a creature with a virtual camera and follow
its movements, rendering the landscape and all the creatures by referring
to data from Creature Comforts at each frame.
When we first opened the project we created a stock of 30,000 randomly
designed creatures which can be identified by their negative ID numbers.
These all co-exist in a 16km square area of fractal terrain (Fig.4).
Since then users have added a further 30,000. A few weeks ago the population
peaked at 90,000 as many of the surviving stock creatures, and those
designed by users in the first few weeks, reached sexual maturity and
reproduced. Population is now declining as creatures die from old age,
starvation or as a result of predatory action by carnivores. The dying
process also triggers email messages to users, and it has an impact
on the 3D environment. For example, when a creature dies it causes the
grass to grow longer on the polygons of land where it falls. Grazing
herbivores have to move on when they have depleted the grass in a particular
location and we have noticed interesting herding behaviour evolving
from the simple rules which define the creatures behaviour: herbivores
tend to move in swathes back and forth across the terrain, forced onwards
by the depletion of food.
Offering users different levels and forms of interaction with the project
is one of the interests of the TechnoSphere team. Firstly, there is
the interaction of the user with the design pages that they use to create
artificial life-forms, with some users designing a number of varied
creatures, and others making slightly different carnivores over a few
months to see which is the most successful. When the project first went
on-line we were still calibrating the artificial life engine, and during
the first month carnivores were overly voracious and devoured all the
herbivores. We explained this to users via postings on the Website and
asked them to keep designing new creatures as we developed the system.
Some responded by making creatures in quick succession to build herds
of identical herbivores, typically in groups of 6-10, in an attempt
to thwart the carnivores.
Secondly, there is the interaction between users and their creature:
after designing a creature users receive email information from it about
its life and can see a postcard image of each beast, but they cannot
influence or control a creatures artificial life or demand information
or new images spontaneously. Our intention is that users should not
be able to interfere with creatures by, for example, killing them or
choosing their breeding partners. However, the interaction between user
and creature is rather one-sided in Version 1, and as a result in Version
2 we aim to provide a number of extra features which will enable users
to get more information about their creatures life. These features
will include the ability for snapshot images to be taken and rendered
to the users browser on demand, a genealogy function so that users
can trace offspring and build up a family tree, a statistical overview
of the whole digital ecology, and a map function so creatures
movements can be traced. We will also add a feature which enables users
to influence the direction in which their creature moves at a given
time (for example towards a specific beast or landmark).
The interaction between users and the design team has been very productive,
and the developments which make up TechnoSphere Version 2 (which will
be on-line from June 1996) have been prompted by the comments and suggestions
that we have received from users (Fig. 5). We receive between 20 and
100 emails a day from users, ranging from requests for information to
detailed critiques and suggestions. Responding to suggestions and implementing
new features (such as the forthcoming Obituaries feature, requested
by a user in Scotland, which will enable users to write an epitaph for
their beast) expands the collaborative process from occurring between
the core team, to a network of responsive users.
Ultimately the dynamism and look of TechnoSphere itself, its 3D terrain
and artificial life, depends on the creatures interacting and on the
artificial life programme that drives these interactions. The theme
of interaction is played out from the bottom (the source code of the
artificial life software) to the top (the end users).
Interaction between users is currently under-developed, but will be
facilitated by the addition of a 3D graphical Multi User Domain (currently
in development). This will provide users with a space to discuss issues
raised by TechnoSphere and meet the designers of other creatures. The
MUD is a development of the limited opportunity for exchange currently
offered when we enclose email addresses of the other creatures
designer in messages about a creatures reproduction or death at
the jaws of a carnivore. It is apparent from some of the email that
I receive that users often identify with the creatures that they have
made to the extent that they see them as digital agents, as representing
themselves, whether this is as a carnivore with a chains head or as
one of a herd of herbivores. It is as though the process of designing
a creature and the subsequent text-based and visual feedback that they
get from it becomes a kind of rite of passage for users [3]. Traditional
rites of passage rituals draw attention to the role of the social in
many of the biological, cultural and technological changes that humankind
has experienced. Rites of passage articulate human identities and bodies
from one social position to another, for example puberty rites of passage
articulate the biological and cultural passage from child to adult.
Cyberspace can be seen as a mediation between human and post-human,
between analogue and digital centred around the social and symbolic
transformation of the body. A cyber-spatial rite of passage might be
the assumption of a digital identity on the Net. Not only is this a
rite of passage from organic to transorganic, from analogue to digital,
but often it involves a key change in identity such as computer cross-dressing.
Our intention is to build on this as we produce the MUD and include
some knowbots (totally artificial creatures) in the environment. Our
aim is to develop knowbots so that users can relinquish direct control
of their avatar to a knowbot when they leave the MUD and then read its
subsequent interactions with other users and knowbots on their return.
The MUD is likely to appeal to a small percent of current TechnoSphere
users, but may well attract new users to the project who are more familiar
with using MUDs.
Delivering the project via the WWW has brought our work to a new audience
and simultaneously denied access to others. On the positive side we
have had many visitors (over one million hits on our Website
and 30,000 creatures designed by more than 18,000 different users) and
we have received lively and challenging feedback from an international
audience. These users range in age and include a significant number
of children who email us regularly. On the other hand the audience is
from an economically advantaged computer literate elite, for while some
users do access TechnoSphere from public access points (during visits
to museums and cyber cafes) these people often have no email address
and therefore cannot develop a continuing relationship with the project
(they can not receive subsequent email messages from the creatures that
they design). On the two occasions that we have shown the piece in a
gallery environment the lack of on-going email access proved disappointing
to gallery visitors, although many voiced their interest in what was
often their first experience of using the Internet. Our audience may
be international but it is largely English-speaking and relates closely
to coverage of the piece in mass media such as TV and newspapers. The
restrictions of using English might explain why we have had few Japanese
users even though the piece has been publicised in Japan. Recently the
source of new users designing creatures has shifted as some popular
Websites in America and UK have linked to the TechnoSphere homepage.
Engaging with levels of interaction, and the characteristics of the
Internet are key themes in TechnoSphere. But our attempts to develop
a grammar of digital media is equally important. This interest is reflected
in our explorations of the paradox of computer simulations of nature
(nature as symbolised by images of landscapes and via the use of artificial
life).
Artificial nature and the sublime
The appearance of both TechnoSpheres terrain and artificial life-forms
has emerged from my interest in the relationship between landscape and
art, combined with Selleys impressionistic approach
to modelling trees and shadow and Kinds experience of character
animation. To begin with we wanted an abstract looking environment of,
for example, shifting colours, populated with artificial life-forms
which might be modulated sounds or geometric shapes. While the project
may still move towards this model, we decided to start with the straightforward
visual metaphor of a landscape and creatures with body parts as we felt
that this would make the resulting project more accessible and of interest
to a wider group of users.
The look of the landscape was influenced equally by our discussions
and critiques of modelling techniques and the aesthetic of the sublime.
In the late seventeenth century there emerged a new and sweeping feeling
for nature and natural beauty. Alongside art, nature became a subject
worthy of aesthetic contemplation. With its vast scale, sweeping landscapes
and impenetrable mountain ranges, nature partook of, and indeed largely
sustained the aesthetic of the sublime. An overwhelming sense of overpowering
scale felt by those contemplating nature was thought to prompt consideration
of the Infinite God who had created it, allowing religious experience
to share blurred boundaries with the aesthetic sublime. In contemporary
Western societies, ideas of nature as sublime have eroded somewhat as
we have been able to conquer even the highest peaks, and
have lost most of our opportunities to view vast expanses of landscapes
through the expansion of building and an increase in air pollution which
renders the horizon less visible. Paradoxically computer simulations
of nature highlight our current dilemma allowing us to experience a
nostalgia and yearning for a sublime, unconquerable nature. Simultaneously
we revel in our ability to reconstitute an improved awesome
wilderness through digital technologies.
In the fractal landscapes of TechnoSpheres terrain we are not
striving for a digital Eden which replicates the natural world in an
ordered form. Nor are we attempting to perfect nature via geometry to
accelerate the natural sublime. Mathematics has offered frameworks through
which to redefine artistic practice by using mathematics harmonic structures
to reveal previously hidden cosmic structure (Euclidean and Pythagorean
mathematics in particular tried this). By contrast we are using fractal
mathematics, not just to create a complex-looking terrain, but as an
embodiment of anti-reductionist approach to the production of images.
Unlike Pythagorean and Euclidean geometry fractal mathematics does not
offer a simple equation for creating natural variation, instead it describes
dynamic systems themselves. In the nineteen nineties chaos theory is
having an impact on aesthetics and taste similar in magnitude to the
impact of the sublime in the seventeenth century. Chaos theory provides
a rationale for those events previously inexplicable and random which
were traditionally given form through art and poetry.
The aesthetic sublime of the seventeenth century included an element
of divinity. Most of our definitions of life continue to have a mystical
and supernatural component, despite the increasing use of empirical
methods to recognise life [4]. When we first discussed TechnoSphere
publicly [5] some people interpreted it as an attempt at taming sublime
nature to new notions of proper mathematical order, and saw TechnoSphere
as a Utopia where we, the designers, and the on-line users, play God.
Our surprise at this response seems naive in retrospect, but is, I believe,
partly related to the fact that the TechnoSphere design team is based
in Europe, where Creationist views are not widely expounded. There are
some important differences to be drawn between the design and implementation
of artificial life-forms and any attempt to play at being a deity. Firstly,
if we accept this analogy, there is no single God in the
production of TechnoSphere, every user that sends in a design has the
ability to create a life-form. Secondly, the life-forms
develop via unnatural selection rather than being paired off or destroyed
by us. Users cannot interfere with the development of the life-form
that they sent in once it is in the virtual world. At the most we provide
a mathematical model which has rules, this is not a God-like activity,
more social one, such as the making of laws or rules of behaviour. As
there are opportunities for users to make suggestions for changes or
additions to these rules by emailing, or leaving messages at the Web
site, the development of the rule system is evolutionary and collective.
Through the dissemination of fractal images and the greater realisations
of the aestheticising implications of chaos theory, there is emerging
a renewed interest in detail, and a sense of the sublime
having its equivalent in cyberspace - particularly as cyberspace is
so frequently hyped as an unexplored, unconquered and unknown realm
of the digital world of electronic signals, networks and remote human
presence. Although traditionally the sublime is connected with the overwhelmingly
large, we seem to be experiencing a cultural shift in taste which is
parallel to an intellectual response to theories expounded by physicists
like Stephen Hawking [6], who see a kind of sublimity in the microcosmic
world of particle systems. It is the very small and the very detailed
which now prompt the great thoughts and passions. We are
challenged by the microscopic scale of things, just as vast expanses
of nature once challenged philosophers of aesthetics like Shaftesbury
[7] who wrote prolifically in the eighteenth century on the sensibilities
of his contemporaries. While Shaftesburys sublime was too big
for us to grasp comfortably, Hawkings is perhaps too small.
In TechnoSpheres rendering of the terrain traces of the seduction
of using the computer to create mimetic images of lost and ideal sublime
landscapes can be seen in the fractal mountains and mists, but these
are deliberately as we make explicit the landscapes artifice and
digital origin, as illustrated by the three levels of rendered land
(Fig. 6). This type of rendering was a response to our wish to find
digital alternatives to the use of cinematic devices such as depth of
field and focus which are so often used wholesale, and without being
problematised, in computer graphics to attract the viewers attention.
Combining three types of rendering in one view, to draw attention to
the fully rendered part of the image, is our algorithmic alternative
to focus and depth of field.
In many computer images pure information and the relationship between
information is frequently represented in a highly plastic form (we dont
see the code on screen). To counter this the TechnoSphere programme
code will be mapped onto whirlwinds as a texture alluding to the binary
and algorithmic nature of the landscapes origins. Another way
of emphasising TechnoSpheres artifice can be seen in our choice
to make the artificial life-forms non-biological in appearance. It has
been said that a work of art is as much about relations of tension as
it is about attempts to resolve them [8], with this in mind we are trying
to embed traces of these tensions and fractures in the imagery of the
virtual world.
Artificial life in TechnoSphere
Central to artificial life programmes is the assertion that life depends
on a certain level of complexity. This might seem obvious to us now,
as we live in an age where chaos theory has been popularised, but it
was a radical proposition when first expounded in the 1950s. This dependency
on complexity was a key step away from the reductionist approach to
discovering the principles of evolution of biological organisms which
was common in the physical sciences, and an interest in these areas
underpins the TechnoSphere project and can be seen in Gordon Selleys
applied research into fractal mathematics and the problems of using
computers to model complex natural structures such as trees and fog.
A movement away from reductionist theories and towards ideas of synthesis
again fits in with larger cultural shifts in the West which have seen
us discard metanarratives as viable interpretations of the world and
move towards a postmodernist synthesis or eclecticism. Importantly these
complex systems can emerge from a relatively simple set of rules. The
design of the artificial life engine in TechnoSphere was very difficult
as we all struggled to decide the activities and parameters to focus
on in our attempt to reduce the behaviour of the creatures to a simple
set of rules. Our intention was not to create a ground-breaking artificial
life environment, but rather to produce a project which made certain
aspects of artificial life accessible to a wide audience. We hoped that
complex and unpredictable behaviour would emerge from these rules, but
as TechnoSphere is our first foray into artificial life we were concerned
that we may end up with a digital ecology which either drifted into
stasis or was prone to wild fluctuations in population. Stasis is partly
avoided by the influx of new creatures designed by users visiting the
Website. The numbers of these creatures varies from week to week, sometimes
only a few hundred are made each week while at other times users add
nearly a thousand a day. We have recently added an extra element to
the project in the form of a digital whirlwind which travels through
the terrain destroying every creature in its path. The whirlwinds
route is unpredictable as it is defined by a random fractal walk.
After some initial calibrating, the simple rules which define the behaviour
of artificial life-forms in TechnoSphere have resulted in some surprising
moments such as vending machine valley. In this example,
carnivores formed a huge semi-circular group at the mouth of a sealed
valley flanked on three sides by mountains. Trapped in the fractal corral,
herds of herbivores grazed until the lack of grass drove them inevitably
out of the valley and into the virtual jaws of the waiting carnivores
(which had not ventured into the corral but merely waited outside).The
notion of self-organising artificial life systems which we have used
in TechnoSphere depend on a bottom-up approach, with behaviour
emerging as artificial creatures interact, rather than us imposing a
top down control on behaviour. This idea of bottom
up evolution has been applied to the whole project and carried
through to the design process. By taking the calculated risk of developing
the project on-line, starting with a simple version on the Internet,
we can engage in bottom up development in conjunction with the thousands
of users who access the web site and send us emails about the project.
In conclusion, TechnoSphere is the result of each team member sharing
an interest in the potential of the Internet for developing graphical
networked interactive spaces, which can be seen as part of a larger
cultural development. Interconnectivity has become one of the paradigms
of the late Twentieth century as our interpretation of the world has
been dramatically affected by scientific discoveries, such as chaos
theory which has provided us with a model which recognises the importance
and power of interaction. There seems to be a dilemma inspired by TechnoSphere,
a concern about its metaphors of landscape (Fig.7) and our metaphoric
use of terms like creature to describe the artificial life-forms,
the code that drives it as a database. Also, there is a larger cultural
dis-ease with computer simulations of nature which is subtle but persistent
. Rather than a dilemma, it seems to us that TechnoSphere could be seen
as having a kind of gestalt effect: of being simultaneously metaphoric
or allegorical, and mimetic. It is mimetic in that as you look at it
the 3D terrain seems recognisable, there is a pleasure in that recognition
although the recognition is not total, the mimesis is interrupted by
a flat facet or an improbable life-form and we are reminded of the digital
source of the image.
References and Notes
1. TechnoSphere 1995. WWW project. Internet address: http://www.lond-inst.ac.uk/technosphere/index.html
2. Gordon Selley. Trees and Woods Image Generation System. PhD Thesis,
Department of Graphic Design, Coventry University (1991).
The renderer is an extension of Selleys research work carried
out at Coventry School of Art & Design which was sponsored by Rediffusion
Simulation (now Thomson Training & Simulation) with the support
of Prof. John Vince and Dr Clive Richards. The software, Trees and Woods
Image Generation System (TWIGS), was developed to produce images of
natural phenomena.
3. David Thomas. From Euclidean Space to Cyberspace. In Cyber space:
First Steps. Ed Michael Benedikt. (London: MIT Press, 1991)
4. Steven Levy. Artificial Life: the Quest for a New Creation. (London:
Jonathan Cape, 1992)
5. Technophobia, one of the Institute of Contemporary Arts conferences
in the series Towards the Aesthetics of the Future. (London:
April 9th 1995)
6. Stephen W Hawking. A Brief History of Time. (London: Bantam, 1988)
7. Anthony Ashley 3rd Earl of Shaftesbury. Characteristics of Men, Manners,
Opinions, Times Etc., Ed Robertson (London, J.M., 1900)
8. Peter Osborne. Adorno and the Metaphysics of Modernism: the Problem
of a Postmodern art. In The Problems of Modernism: Adorno
and Benjamin. Ed Andrew Benjamin. (London: Routledge, 1992)
Figure Captions
Fig.1 TechnoSphere: scene from the fractal landscape. The trees have
been placed in the TechnoSphere landscape by a seeding algorithm written
by Gordon Selley that walks from one end of the terrain to other and
back again, testing the height of the terrain at semi-random spacing.
Trees are planted between certain altitude levels, we have none on the
flat plain as yet and limit them to the hills. We have had many requests
from the users of TechnoSphere to develop Artificial Plant Life that
will interact with the other creatures in TechnoSphere. We may well
include plants and bird life in TechnoSphere III.
Fig. 2 TechnoSphere: one of the pages on the World Wide Web which users
use to design artificial life- the Website (Fig. 2). Each body part
carries with it certain behavioural characteristics, for example bodies
store different amounts of food and each head varies as to the rate
at which it can eat and how effective it is when used to defend itself
or attack another creature, eyes define viewing ranges and angles of
vision. Once users have built their cyber beast they then name it and
tag it with their email address. Clicking on the submit button saves
the data description of that creature and a CGI program allocates it
a unique identification number which is immediately displayed in the
users browser window. It is necessary to give each creature an
ID number as many creatures are either unnamed or similarly named (Herbie
and Binkie are especially popular, names like Leon
the Cleaner are used less frequently).
Once placed in TechnoSphere, the creatures become part of the artificial
life program which controls their behaviour and traces their position
in the 3D virtual landscape. The artificial life prforms by selecting
from a choice of components. Creature components modelled by Andrew
Kind.
Fig. 3 TechnoSphere: a virtual postcard. Users view postcards on the
Web site before downloading them or making links to them from their
own Web sites.
Fig.4 TechnoSpheres crowded plains showing some of the 77,000
creatures.
Fig. 5 TechnoSphere: the Comments page. Between 20 and 100 comments
a day get sent to the design team via this interface.
Fig. 6 TechnoSphere: scene from TechnoSphere showing experiments with
rendering techniques to find digital alternatives to cinematic devices
to attract the viewers gaze.
Fig. 7 TechnoSphere: scene from a fractal valley, with mountainous regions
in the background.
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