TechnoSphere: real time, artificial life.
| The
cutting edge digital environment, TechnoSphere, was launched in 1995 as
an Arts Council of England funded website created by Jane Prophet and
Gordon Selley. In 1998 Mark Hurry, Director of Digital Workshop Ltd, joined
the team to develop the real-time 3D version. The TechnoSphere concept
is unique in its combination of artificial life, the Internet, and in
its latest version, real-time 3D graphics. It has already attracted over
650,000 users who have created over a million creatures.
The web-based version of TechnoSphere is an award winning interactive computer-based 'virtual world', populated by artificial life forms created by users of the World Wide Web. Since its inception TechnoSphere has been internationally recognised. In 1997 the website won an award in Prix Ars Electronica, and went on to be chosen as one of the works for the Department of Trade and Industry and British Council international touring show High Definition: British Design for a Digital Future, launched in Hong Kong. In the same year TechnoSphere was shortlisted for Cap Geminis Imaginaria: Digital Art Awards and shown at Institute of Contemporary Arts, London. In 1999 it was recognised by the international jury for Life 2, and as "one of the first examples of an online Alife ecosystem, received a special mention for pioneering work in the area." Online participation As the creatures grow, give birth, move, evolve and die they send brief email messages, postcards 'home' to the users that designed them, describing the key events in their artificial lives. Users can visit the website and see 2D snapshots of their beast at any time, check family trees, world statistics and trace other creatures and the users that designed them. For example users might be interested to find out more about a creature which their beast had interacted with, they can use the ID number of the other creature which is sent in the email messages to track that creature down. TechnoSphere supports many tens of thousands of competing life forms, typically 20,000 creatures are alive at any one time. The proprietary technologies that support the website are scaleable, and can be developed to support a much larger community of up to 1 million creatures. Mediating nature: an English tradition Landscape as territory Computer simulated landscapes are similarly hyper-real, and the fractal generation of terrain is an attempt to replace the overtly hard-edged geometry of computer modeling. Fractal generated terrain, such as that which makes up TechnoSpheres landscapes [see Fig.1], appears on the surface to invoke the sublime, much of it is wild looking and the underlying code that generates it is born of chaos theory. But fractal landscapes are more picturesque than sublime they are devoid of that ingredient essential to the sublime terror. Ultimately we control their appearance using software, and while the images themselves may be reminiscent of the wilderness they are of a wilderness that is bounded by the computer screen or projection edge and forever contained. Similarly, TechnoSpheres creatures are sanitised and contained; though the fact that users cannot directly control their creatures seems to be a key part of the digital beasties appeal. Users get a sense that they are dealing with an artificial life form which has its own volition, something wild and out of control, but ultimately it is safely bounded. Access: from private to public In military training simulations, idealised landscapes are modeled and mediated by the computer to focus the trainee fighter pilot on key features such as airstrips and enemy landmarks. A variety of digital techniques, comparable to Browns landscaping, are employed to emphasise these aspects of the terrain. The mapping and modeling of enemy terrain using digital images of radar and satellite images taken by the commissioning defense organisation already implies a kind of ownership over the enemys territory. The connection between these techniques and TechnoSphere goes beyond the theoretical. Both Selley and Hurry cut their teeth in the simulation industry and Selleys first research into fractal landscape and trees was as a PhD student funded by Rediffusion Flight Simulation. We produced the real-time version of TechnoSphere using techniques which were developed for flight simulation training and which were subsequently appropriated by the games industry. Wildlife or domesticated animal? Again, our decision to programme these virtual wild animals to send email messages, and the wording of those texts, may be related to the British obsession with domestic animals. Prophet grew up in a house full of animals, and to this day her mother regularly mistakenly calls her Marmaduke, Ella or Queenie the names of various Prophet pets. Like many people, Mama Prophet talks to her animals more than she does to other humans, and she probably imagines that they are talking back, each twitch of the tail and nod of the head transmits as clearly as speech. TechnoSphere beasties talk to humans via email, occupying the space between trained domesticated animal, and wild thing. We cannot control them, but like TV researchers filming big cats, or marine biologists studying whales, we name them and monitor their behaviour. The real-time 3D version In April 1999 we installed the first of our real-time 3D systems at the National Museum of Photography, Film & Television at Bradford, UK. Wired Worlds is a new gallery at the recently refurbished Museum and showcases a number of interactive digital art works, with the aim of using them to highlight recent technological developments. Our remit for re-working TechnoSphere for the Museum was to make it highly visual, fast, fun and easily accessible. Users would be able to spend no more than 15 minutes using the piece, and interfaces had to be designed for users who might be partially sighted or in wheelchairs. In this version the users create a creature, from an extended palette of textured body components, which they can then see in real-time, interacting with other creatures and the environment. The environment consists of rolling hills, mountains, Savannah and barren areas. Trees and bushes populate the more fertile areas, and herbivores can be seen grazing through the undergrowth. As with a real-life grazing creature, once the supply of food has run out TechnoSphere herbivores have to move to new pastures. The system uses networked PCs to enable users to design creatures using a touchcreen interface and to view the Alife populated world simultaneously on large projection screens. Due to the heavy computational requirements of the Alife simulation and computer graphics the workload is split between computers. One PC is dedicated to the Alife simulation code, and up to three other networked PCs are dedicated to service user interactions and the display of 2D and 3D graphics. The touchscreens are used to design creatures and to select which creature to view and subsequently to control the virtual camera (to pan, tilt and zoom in on the selected creature or to navigate a free flight through the world). The Museum does not currently have an online connection from the real-time version of TechnoSphere to the web version and we therefore had to design the system so that users would get a flavour of the project in a one-off visit. We had to translate the narrative of the email text messages, which characterise the web version, into visual action. Users would not be getting emails every week or so that told the live/life story of their creature, telling them it had grown, predated, mated or died, instead visitors to the Museum would have to see a meaningful section of a creatures virtual life in 15 minutes. Famous for 15 minutes A visual update rate of 25 frames per second is maintained for the live projected scenes from TechnoSphere, this rate results in smooth motion of creatures and landscapes as the camera moves through the TechnoSphere terrain. This has a serious impact on the Alife simulation, and heavy computation is necessary in order to maintain these update rates. Some load balancing has had to be introduced to allow the nearest viewable creatures to be updated more frequently than those creatures that are off in the distance, outside the viewing frustum. The popularity of TechnoSpheres online creatures is directly related to their narrative. In designing the real-time 3D version we based the look and feel on the current web version creatures therefore had spiral telephone flex bodies, heads like vacuum cleaner attachments and eyes on stalks [see Fig.2]. Clearly they do not look like any carbon based animal, although their underlying energy model is mammal-like. The look of the beasties component parts emphasises their artificiality, and we extended this approach in the real-time version to the design of the animated sequences that symbolise significant moments in the creatures lives. Instead of receiving an email message such as "Man-Eater mated with Boogy Knight (ID 832294)", visitors see the mating ritual on screen. For years the only sex on BBC television was to be found in the wildlife programmes made by the famous BBC Natural History Unit teams. While the British public is now blasé about seeing sex on the screen we decided to symbolise mating, killing and birth rather than taking a literal approach. After all how might single-sexed wheeled creatures mate? In the location based entertainment version the mating action in the Alife engine triggers the display of an animation and both creatures emit a double helix, each of which breaks in two to co-join and rotate, to signify real-time mating. While we allude to science in the mating animation, we maintain a humorous approach to death at the jaws of a carnivore, which is represented by the spinning of a succulent kebab spit above the prey. This is swiftly followed by the dead creature swapping its usual body shape for that of a bloody carcass. This carcass is either completely eaten by the victorious predator, devoured by other carrion-eating carnivores that happen upon it, or it decomposes and is absorbed and turned into nutrients in the ground. Either way, as time passes the image of the carcass shrinks until it disappears. Permanent exhibition: always on We commissioned the sound artists Justin Bennett and Anna Wellmer to create sounds linked to the actions of the creatures. Each creature has a general chatting sound, a mating call, a war cry and a death howl. The sounds are triggered from the Alife engine and are audible above the 3D environmental sound that Bennett and Wellmer also produced. In order to stop the live sound becoming a cacophony, only the creatures close to the camera are audible, and others in the background are faded out. The 3D sound envelopes visitors standing in the 4 square meter area in front of the projection screens and viewers are drawn into the piece as a result. The environmental sound is a 60-minute loop that uses a process called particle synthesis to take both artificial and natural sound samples and chop them into minute sections. Sounds are then re-generated using a simple Alife programme to produce naturalistic effects. These have been mixed with wind recordings and the sounds of actual swarming insects and foliage to provide an ambient track that is in keeping with the images of a digital Savannah. TechnoSphere V3, the real-time 3D version, has been installed at The National Museum of Photography, Film and TV for almost 2 years. While the piece itself changes subtly each day depending on the creatures created by new visitors, these changes are bounded by the creatures behaviour which are controlled by rules that are defined in Selleys NovaGene alife engine. The appearance of creatures does not evolve and the landscape they roam is fixed. Our next development will be a standalone real-time 3D version of TechnoSphere available on CDROM for users to explore at home, with futuristic-looking creatures and landscapes. Dynamic weather patterns, simulated natural disasters and more varied terrain will follow. Our aim is to forge a link between the web-based TechnoSphere and versions running at museums and on users own machines, to enable creatures to be ported between them. The appearance of creatures will then evolve as a result of cross-breeding and subsequent shifts in the TechnoSphere gene pool. |
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