WEBVTT

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 Diolch yn fawr iawn am wylio'r fideo. Thank you. Thank you. Thank you. Good morning and welcome to Expanded 2026.

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 This is

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 Ars Electronica

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 first day 10 o'clock.

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 I think it's the first program of Ars Electronica. We already kicked off yesterday with the pre-opening

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 and the celebration of Ars Electronica Center, 30 years of

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 Ars Electronica Center,

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 the Ars Electronica Festival.

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 And now we are starting Ars Electronica Center, the Ars Electronica Festival. And now we are starting Ars Electronica 2026

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 with a very intense program.

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 And this is one amazing program

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 within Ars Electronica Media Art Festival,

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 the expanded conference.

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 So welcome here at the Ars Electronica Center.

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 As you already know, this building is 30 years old already.

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 But with the extension, it is kind of newish.

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 Not everything is 30 years old.

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 We are here at the Skyloft.

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 It's a beautiful weather and everything is setting up. The Klangwolke that will take place on Saturday is already doing rehearsals.

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 So it will be a very fantastic five days journey for us.

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 And now we are kicking off the expanded conference that is, I would say, the academic conference at Ars Electronica.

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 We started the journey 14 years ago,

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 so this is the 14th edition,

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 with, yeah, starting as a small one-day symposium,

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 and now it's already a big, big conference

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 with, I don't know exactly the number, And now it's already a big big conference with I

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 Don't know exactly the number but so many presentations. I think we counted more than 80

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 speakers here at the conference and

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 This is a bigger number than the other conferences at us electronic or some don't tell them because

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 Anyway, I'm so happy

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 to

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 kick off the conference together with Victoria Szabo. We are both the general chairs

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 this year. We have

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 switched the symposium to a conference. It's ACM in cooperation.

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 Victoria will tell you a little bit more about the proceedings later.

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 And we already have a steering committee with a lot of chairs,

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 so it's becoming professional, I would say.

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 So welcome again, and I will pass over to Victoria,

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 and you will give a little insight into the program.

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 I think you have a mic.

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 Hi, everyone.

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 Yes?

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 Yes.

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 It's such a pleasure to be here, and I want to thank Juergen and everyone for all of your support.

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 I got involved in Xpandit just a few years years ago and it's been amazing to see it grow and develop

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 even in that time.

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 So you'll see we have a very exciting and dense program.

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 There are a variety of different types of activities.

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 We're going to kick off today with the Expanded Play Gallery

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 short presentations, but also bear in mind

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 that this is also an exhibition that will be available

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 to visit for several days.

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 And then we have two different types of academic sessions.

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 You'll see art tracks and research tracks, and these are both two different types of art papers.

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 The art tracks tend to be more about projects and the research more about theory, history, criticism,

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 but of course we all know that there is a lot of ambiguity and overlap between those modalities.

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 So you'll see a number of those throughout the day.

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 One thing that I've found especially exciting about our program is that it really encompasses

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 history and critique and art and culture and technology all wrapped up together.

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 We're also going to have a few other exciting sessions.

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 The Birds of the Fe the feather connecting media arts research

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 will bring together leaders from a variety

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 of organizations that are

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 around related topics and then

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 Friday of course we have

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 expanding expanded into a network

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 of other associations art and industry

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 artist perspectives

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 from the pre-arts electronica

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 and of course our

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 keynote with the wonderful Catherine Ibister.

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 So we have a lot happening.

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 We hope that we'll see you for all of it.

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 And also a reminder that we will have proceedings at the ACM

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 after the conference is over,

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 where you can read the papers

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 and get more information about what you have seen.

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 Thank you.

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 So this is one venue where we have all the presentations,

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 but we have already kicked off another venue,

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 the Atelier Haus Salzamt, yesterday, the pre-opening walk,

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 where we have a show of 13 projects

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 that have been submitted to the Expanded Play Gallery track.

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 So we will actually start with the first session where all these researchers and artists

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 give you a brief introduction in that and if you haven't seen it yesterday,

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 you are cordially invited to

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 go to the expanded play gallery afterwards.

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 It's open from today until Saturday, 6 o'clock.

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 So here you see the map, the Danube,

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 and there, of course, if you go on the Ars Electronica website,

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 there are a lot of different venues.

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 Another one that I would like to recommend is the Met Campus,

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 where you will get information

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 about the screening program.

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 What we also want to do, of course, is to say thank you to a lot of people.

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 We will share the information about the chairs.

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 Besides the general chairs, there are a lot of track chairs. They did a lot of work in the last six months,

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 selecting the reviewers and being responsible for picking the program.

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 I just realized I neglected to shout out the doctoral consortium,

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 which is a really critical program that is the future of what we're doing here.

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 So I wanted to acknowledge that.

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 And also to say that something like this really does have casts of hundreds behind it.

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 The reviewers, the contributors, the tech staff, the everyone.

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 So we really appreciate that.

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 Yeah, this is great that you mentioned it.

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 So it's an ongoing journey.

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 So we don't know what new tracks will maybe come up next year.

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 So it's really an evolving field,

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 looking at the intersection of this pillar

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 of us electronic technology, art, society, but also

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 research.

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 So that's the main focus, actually,

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 at Expanded, to think about all these different forms in the context of media art and research

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 What we also want to highlight is that we have a great website

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 and a big archive already so every

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 presentation

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 since the beginning of

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 expanded animation symposium in 2013 is documented, recorded, and there was a live stream.

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 So it's a big resource for researchers, artists, curators, practitioners to go into the archive and listen to the talks.

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 There is a streaming,

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 and we already got a lot of requests.

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 Where is the streaming?

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 So it's a YouTube streaming,

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 and you can also participate via the stream.

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 So there is a chat,

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 and we will look into the chat

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 and pass the questions to the speakers here as well.

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 So here's the QR code and we also want to of course highlight our sponsors and

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 collaborations. The expanded journey began with a collaboration between the

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 University of Applied Sciences Upper Austria and Ars Electronica.

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 So these are the main funding institutions, so to speak,

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 but with a lot of partners, local institutions

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 and international institutions and a lot of collaborations.

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 We are also very interested in connecting to SIGGRAPH and ICIA

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 and other media art conferences and conferences with the media art focus.

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 And a big, big, big, big thank you again and again.

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 I think Expanded has the greatest production team,

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 so a lot of students from the university are involved.

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 You already saw the trailer created by John Lim. And a lot of people are working months before the conference to prepare everything.

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 Also doing the archive, the documentation.

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 The documentation is, so to speak, the key for the archive.

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 And now I would like to hand over to Daniela

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 Duker. We are both the curators of the Ars Electronica animation art screening. So as

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 you all know Ars Electronica has a big, come to me, has a big international competition and one category is since the beginning since 1986 focusing on time

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 based media entitled at the beginning computer animation and now the category is entitled new

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 animation art so expanding all forms of time based media in the context of media art. And we have a brilliant screening program that Danila will introduce.

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 Thank you.

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 Yes, so let's see.

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 It doesn't show up yet. Yes, so let's see.

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 It doesn't show up yet.

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 So as Jürgen said, this program consists of a lot of animations

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 that we selected from the submissions in the new animation art category.

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 Some projects are award-winning projects,

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 and other, because Jürgen and I, yeah,

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 we're part of the pre-selection process.

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 We have usually around 1,000 submissions.

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 And then the jury awards 15 prizes.

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 That's why we find it really fair

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 to extend the selection

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 and show beyond the winning projects

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 other animations that drew our attention.

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 So we have this whole screening program that takes place in the third festival hub, which

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 is Met Campus.

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 The screening space is the so-called Met Space.

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 It's the little brother of Deep Space. And we have five days of program.

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 You can see here the calendar

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 and the different selections.

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 And beyond the curated programs

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 like the Priars Elektronika Insight,

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 Ghost Stories and Austrian Panorama,

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 we also have a series of Meet the Artists events

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 in which we show the film

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 and then we have an in-depth discussion with the artists.

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 And we also have a partner guest program

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 with the Lucerne School of Design, Film and Art

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 where we show a selection of best student animations.

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 As Ars Electronica teaches us,

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 and I guess any festival this size, a lot is happening

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 at the same time. So yeah, unfortunately our screening program runs at least these first

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 three days in parallel with the conference. So we will have to make some choices. But the good news

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 is that we also have a lot on Saturday and Sunday. So if some of you are staying longer, then you can join us,

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 especially because some of the guests will present here,

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 part of the CIFA panel, the Artist Perspective panel,

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 will also be invited for the Meet the Artist events.

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 And we also have on Saturday these two programs,

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 which is the Two Girls, One Comp Showcase, with a lecture

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 performance showing how the artist duo is modding video games, and this one is also

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 a performance on Saturday evening, also in Met Campus, by Riot Jetsby, who's also a guest on Friday here at the Expanded.

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 So I hope to see some of you there and I wish you a great conference and great festival. Thank you.

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 Thank you Daniela. Yeah I also want to mention that there is a festival on tour program after Ars

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 Electronica. So if you are a curator or responsible for an institution that is

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 interested in the screening program, just get in contact with us and we can talk

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 about options for screening and showing Ars Electronica in different locations.

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 screening and showing as electronic or in different locations.

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 We are right on time to kick off the first session and I would like to invite

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 Jeremiah on stage to start with the expanded Play Gallery spotlight session. Thank you. Good morning. There we go.

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 We're just going to switch over to the presentation. I had the pleasure of basically organizing the Explanted Play Gallery this year. This is the third year in a row that we've done this type of exhibition, but this was the first year that it was really integrated into the entire conference. submissions for projects and we reviewed all of these both in terms of their sort

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 of autistic statement but also in terms of feasibility for the space that we

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 have and we selected 13 interactive works to exhibit and last night we had

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 our grand opening and everything was running and everything's fine and we're

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 very honored to start off the conference today at the same time the timing is a

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 bit challenging

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 because the exhibition has to actually start running in a few minutes and so

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 some of us had to sort of hurry on over here after we got all the installations

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 running. We're going to do this really quickly, it's a very quick format and so

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 what I have are these 13 projects. I'm going to ask the people to come up and

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 briefly present the projects but they only have five minutes and what we're going to do then at the end, we're going to do the people to come up and briefly present their projects, but they only have five minutes. And what we're going to do then at the end,

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 we're going to do a question and answer session.

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 And the good news is I've made a really quick slide

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 where you can see the names of the projects

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 so that you can ask the artists a question,

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 you know specifically which project that they're referring to.

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 So we're going to go ahead and get off to our first project.

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 And I would like to ask the artists from the Clausemble machine to come up on stage, which is our next project and I would like to ask the artist from the Closembly machine to come

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 up on stage, which is our next project. Thank you very much.

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 So again, you have five minutes. I will stop you and move on afterwards, okay?

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 Do I actually need to do the slides myself?

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 So hi, I will have the honor to present the core assembly line to you, which is a student

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 project of ours.

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 It's actually quite small and tiny, but I think we also have a slide for that.

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 Yep, that's the claw assembly line. It's the small mock-up.

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 So basically our project is a mixture of a character creator

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 and an arcade claw machine.

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 Basically the users get three claws, which they use to pick up these small

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 orbs on a conveyor belt and build their own little character. And our idea behind that

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 or what we wanted to achieve is that players just leave a mark so whenever a character

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 is finished it just moves on into the background. You see a small crowd over there of lots of different, differently looking characters.

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 So whenever someone finishes one of the creations, it moves into the background and together over the whole exhibition,

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 a crowd is formed of many different looking characters. For this we created over a hundred different assets,

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 consisting of different hairstyles, eyes, ears and so on.

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 And with this we also wanted to make the whole thing very approachable.

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 So that's why we chose the whole arcadey looking joystick and button setting.

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 And this also makes it a lot more playful and approachable.

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 And on top of that, a little tidbit from the design perspective of the whole thing,

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 is it was actually a bit tricky of, as you know, claw machines are often not that accurate.

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 And also this character creator is also not that accurate.

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 But that is actually intended, since you can't really choose what you look like.

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 You do get a bit of control, but in our representation,

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 it really doesn't matter because in the end,

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 you always get a good looking small character.

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 And after all, you can also just do it again.

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 Another thing you also might see the little QR code over there.

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 You can always then scan your creation

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 and share it with friends or download it. And that is pretty much it. Feel free to

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 come by to the SALTSAM and give it a try and also feel free to give feedback.

245
00:21:36.240 --> 00:21:44.000
 Thank you. Thank you very much. We're gonna move right along with our next

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 project which is called Vimmer.

247
00:22:00.539 --> 00:22:07.740
 Okay, hi. So let's talk about Wimmel real quick. I wrote a bachelor thesis about it,

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00:22:07.740 --> 00:22:13.920
 so it's kind of hard to do in five minutes, but let's go. First of all, do you know this painting

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 on the right? That's Pieter Brueghel's The Flemish Proverbs, and it's one of the greatest

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 paintings ever made in my opinion. And basically it's a Wimmer-Build. Wimmer-Build in English for

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 the lack of a better term is a hidden object picture. But you know a hidden

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 object picture has the component of there is a goal, there is an incentive

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 for the viewer. And in the Wimmer-Build it's more about the exploration of the

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 whole piece. Now there are two really cool things about this piece.

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 First of all, it's the day-to-day life of the Dutch people,

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 which is very unconventional for Renaissance paintings.

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 And then second of all, secondably,

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 the whole picture incorporates about 100 or so Dutch proverbs.

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 So, what we wanted to do with Viml is take this picture, make it animated, make it interactive,

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 and translate it into the Austrian zeitgeist.

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 So, we made about 20 characters or so, animated all of them,

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 and then we collected like 50 or so Austrian proverbs

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 and the Austrian language is a very beautiful one so there are

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 a lot of lot of sayings and proverbs like for example

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 It's neither

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 a disadvantage nor a mistake if the schnitzel is bigger than the plate

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 so then we basically planned all this out and this is what you see on the left and

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00:23:51.160 --> 00:23:57.579
 don't be afraid it's just looks confusing. It also kind of is but I get it.

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 So we planned all of these out and we settled on 18 characters with about 25 or so different sayings that are portrayed in like a pictorial way.

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 So in a really literal sense, not in the sense that the, not in the meaning of the actual proverb.

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 And then we made it interactive.

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 So the whole system works via this laser tracking system on the floor, where you can move about in the Wimmelbild,

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 and you're represented by these small hands.

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 Now, this is where the playful nature of the hidden object picture comes in again.

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 So you can actually move around in the picture,

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 and then hover over trigger points you can find in the picture. And then a character spawns and does their whole animation and their whole routine.

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 And the goal basically is to explore the whole Vimble build, fill it up,

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 so it really Vimbles, it really sprawls, right?

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00:25:00.299 --> 00:25:01.599
 And that is very fun.

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 You can also explode the whole canvas and reset everything.

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 But that was really fun and really complicated to do.

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 But I think it's worth it, and I hope you check it out.

283
00:25:18.599 --> 00:25:19.779
 Thank you very much.

284
00:25:19.920 --> 00:25:22.339
 We're going to move on to the next project.

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00:25:23.000 --> 00:25:24.319
 I hope the person...

286
00:25:24.319 --> 00:25:24.920
 Yeah, there he is.

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00:25:25.279 --> 00:25:26.440
 We were just setting up this morning, and he wasn't quite here yet. Pascaro is going to present on to the next project. I hope the person's here. There he is. We were just setting up this morning,

288
00:25:26.440 --> 00:25:27.940
 and he wasn't quite here yet.

289
00:25:27.940 --> 00:25:30.019
 Pascaro is going to present Matchmaker Madness.

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00:25:41.980 --> 00:25:42.839
 Hi.

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00:25:42.839 --> 00:25:49.539
 We made Matchmaker Madness in part of our Game Spaces course in the Masters.

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 And this game is about making love or making pairs.

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 Obviously happy pairs.

294
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 The background story is that you're a little cupid in training and you're not allowed to

295
00:26:00.180 --> 00:26:02.460
 use your bow yet.

296
00:26:02.460 --> 00:26:06.960
 That's why your controller is a big slingshot which you

297
00:26:06.960 --> 00:26:13.259
 have to pull and match people. The goal is to match happy people despite gender

298
00:26:13.259 --> 00:26:19.380
 ethical or cultural background and yeah your goal is to make as many

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 happy people and Paris as possible. And there are possible outcomes that you make couples that are not happy or toxic, which

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00:26:30.980 --> 00:26:36.640
 is displayed in UI with unhappy persons, and we don't want them, and that's your goal as

301
00:26:36.640 --> 00:26:41.000
 a good qubit to make the happy couples.

302
00:26:41.000 --> 00:26:46.460
 And for our controller, as I mentioned already, we have a big slingshot, which is like this size.

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00:26:46.660 --> 00:26:48.220
 You can try it out at Salzamt,

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00:26:48.519 --> 00:26:51.420
 and I'm happy if you try it out,

305
00:26:51.480 --> 00:26:53.019
 give some feedback on the controls,

306
00:26:53.539 --> 00:26:56.759
 and we implemented this in Unreal Engine 5

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 and some custom scripts for detection of shooting and aiming.

308
00:27:02.720 --> 00:27:03.420
 Thank you.

309
00:27:03.420 --> 00:27:03.440
 Thank you.

310
00:27:03.039 --> 00:27:04.539
 detection of shooting and aiming. Thank you.

311
00:27:09.240 --> 00:27:10.819
 OK, we'll move right on.

312
00:27:10.819 --> 00:27:12.480
 So we have plenty of time for the question and answer

313
00:27:12.480 --> 00:27:13.019
 session.

314
00:27:13.019 --> 00:27:15.779
 And our next project is the guinea pig eligibility test.

315
00:27:24.420 --> 00:27:25.839
 Hello, I'm.-Han Xiaoma.

316
00:27:26.039 --> 00:27:28.960
 I created this project with my collaborator, Anna Ren,

317
00:27:29.079 --> 00:27:30.799
 who unfortunately cannot be here today.

318
00:27:30.799 --> 00:27:35.019
 The Guinea Pig Eligibility Test is an interactive installation

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00:27:35.019 --> 00:27:39.500
 that explores clinical trials, screening, biometric data,

320
00:27:39.819 --> 00:27:44.380
 and the systems that determine who become eligible for experimentation.

321
00:27:45.160 --> 00:27:48.680
 Clinical trials are very essential to medical progress.

322
00:27:49.000 --> 00:27:52.740
 Our intention is to examine the intertwined relationship

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00:27:52.740 --> 00:27:56.539
 between scientific progress and medical exportation.

324
00:27:57.019 --> 00:28:02.180
 The project focuses on how clinical trial eligibility criteria and incentives

325
00:28:02.180 --> 00:28:07.220
 shape participation, particularly when financial and social vulnerability

326
00:28:07.220 --> 00:28:13.759
 affect a person's choices. It then invites audiences to experience the system from within

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 through direct participation. The title comes from the double meaning of guinea pig. It refers

328
00:28:20.220 --> 00:28:26.700
 literally to an animal historically associated with medical experimentation, it

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00:28:26.700 --> 00:28:32.680
 is also a metaphor for a human test subject, someone whose body and identity can be reduced

330
00:28:32.680 --> 00:28:38.799
 to experimental material. Our installation makes this metaphor literal by transforming

331
00:28:38.799 --> 00:28:46.859
 a recognizable human face, particularly the participant's face, onto a human guinea pig hybrid.

332
00:28:46.859 --> 00:28:50.140
 The result appears playful and humorous,

333
00:28:50.140 --> 00:28:51.940
 but it is also unsettling.

334
00:28:51.940 --> 00:28:56.220
 It blurs the boundary between human, animal,

335
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 biometric data and experimental subject.

336
00:28:59.059 --> 00:29:02.960
 And now let's walk through the process with this video.

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 Is projection mapping not?

338
00:29:14.000 --> 00:29:18.500
 So participants begin by walking to the kiosk

339
00:29:18.500 --> 00:29:21.500
 and signing a clinical-style consent form,

340
00:29:22.500 --> 00:29:25.460
 and then complete a screening questionnaire about their

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 socioeconomic status. During the first attempt there's no guidance those who

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00:29:31.579 --> 00:29:36.720
 are ineligible are given additional attempts and during the second or third

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00:29:36.720 --> 00:29:42.400
 attempts they may choose to strategically adjust their answers and

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00:29:42.400 --> 00:29:46.099
 eligibility score a scale now appears moving between

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 ineligible and eligible as they select different options many begin answering

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00:29:51.099 --> 00:29:57.500
 the same questions differently to reach eligibility and at any point reaching

347
00:29:57.500 --> 00:30:01.900
 the eligibility threshold immediately triggers the transformation the system

348
00:30:01.900 --> 00:30:05.339
 captures the participants phase and then transforms it

349
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 into the hybrid. And then they're asked whether they want to enter the farm. With

350
00:30:10.240 --> 00:30:15.839
 their consent, their hybrid would join this farm with previous participants in

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00:30:15.839 --> 00:30:27.480
 a growing, seemingly banal digital farm. But then people can think about the darkness behind all this.

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00:30:32.180 --> 00:30:32.480
 And the core of the work is the reversal of reward,

353
00:30:34.980 --> 00:30:35.079
 becoming a guinea pig, which is usually bad,

354
00:30:37.000 --> 00:30:37.180
 now is framed as success,

355
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 and vulnerability becomes eligibility.

356
00:30:42.519 --> 00:30:42.660
 So as the participants discover this logic,

357
00:30:45.220 --> 00:30:47.500
 the questionnaire becomes almost like a game, and self-reporting becomes a strategy.

358
00:30:48.099 --> 00:30:53.359
 Research on experienced participants in paid clinical trials has found that some conceal

359
00:30:53.359 --> 00:30:57.940
 health information where previous trial participation to remain eligible.

360
00:30:58.539 --> 00:31:03.599
 So in our fictional interaction, participants conceal signs of privilege and present themselves

361
00:31:03.599 --> 00:31:06.480
 as vulnerable to qualified guinea pigs.

362
00:31:06.960 --> 00:31:10.079
 And yeah, and this comparison shows

363
00:31:10.079 --> 00:31:13.640
 how eligibility systems can influence self-representation

364
00:31:13.640 --> 00:31:16.220
 and encourages ethical reflection

365
00:31:16.220 --> 00:31:17.519
 through direct experience.

366
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 Please experience the work for yourselves.

367
00:31:19.880 --> 00:31:21.559
 We are always looking for a few more

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00:31:21.559 --> 00:31:23.819
 qualified guinea pigs at South Amt.

369
00:31:24.119 --> 00:31:24.700
 Thank you.

370
00:31:24.700 --> 00:31:24.740
 Thank you.

371
00:31:24.720 --> 00:31:29.380
 are always looking for a few more qualified guinea pigs at South Amt. Thank you.

372
00:31:33.920 --> 00:31:47.440
 Okay, thank you very much. We're going to move on to the Urban Data Orchestra. Okay. Hi. Hi, everyone.

373
00:31:47.819 --> 00:31:49.920
 My name is Elina Ikonomaki,

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00:31:50.440 --> 00:31:54.539
 and I'm one of the two artists behind this project.

375
00:31:55.279 --> 00:31:59.980
 I want to thank my colleague, Lucas, who is in the audience,

376
00:32:00.619 --> 00:32:03.880
 and without him, this project wouldn't have been possible.

377
00:32:04.660 --> 00:32:07.559
 So I also want to thank Data Through Design

378
00:32:07.559 --> 00:32:08.940
 and Beta New York City

379
00:32:08.940 --> 00:32:12.380
 because this project was originally created

380
00:32:12.380 --> 00:32:16.200
 during the New York City Open Data Week

381
00:32:16.200 --> 00:32:21.359
 and we are using the public open data sets

382
00:32:21.359 --> 00:32:29.480
 which are the tree data sets and sounds from the public repository.

383
00:32:29.480 --> 00:32:38.380
 So our project initially was created to turn visitors into kind of DJs and try to think

384
00:32:38.380 --> 00:32:45.000
 through how we can take an alternative approach on city soundscapes.

385
00:32:45.559 --> 00:32:48.700
 The original data set was collected

386
00:32:48.700 --> 00:32:51.039
 to just monitor noise pollution,

387
00:32:51.039 --> 00:32:52.619
 and we really wanted to think through

388
00:32:52.619 --> 00:32:56.839
 how we can turn this into like a gamified experience

389
00:32:56.839 --> 00:33:01.180
 and think through how sound, play, and visual

390
00:33:01.180 --> 00:33:02.660
 can really go together.

391
00:33:06.900 --> 00:33:12.299
 Okay, yeah. So the installation is split into really three parts, three components.

392
00:33:12.299 --> 00:33:18.799
 This is the on-screen visualization that kind of exposes the selections through the physical

393
00:33:18.799 --> 00:33:22.240
 interface, which I'm going to walk you through in a bit.

394
00:33:22.240 --> 00:33:25.740
 The visualization consists of the city map with different city

395
00:33:25.740 --> 00:33:32.339
 blocks and the visualization of different sound types that you can find over a period of a month.

396
00:33:32.500 --> 00:33:37.079
 So this is kind of like the sound distribution based on what you're selecting and the kind of

397
00:33:37.079 --> 00:33:48.059
 the trees that are available around the city areas. This is like a schematic of the actual physical interface.

398
00:33:48.480 --> 00:33:52.140
 The visitors, it's kind of split between A and B,

399
00:33:52.140 --> 00:33:54.680
 similar to how a DJ would work.

400
00:33:54.680 --> 00:33:57.140
 And you can select different sounds,

401
00:33:57.140 --> 00:34:01.160
 like the colored acrylic blocks to the left and right.

402
00:34:01.160 --> 00:34:03.240
 And you can start creating compositions

403
00:34:03.240 --> 00:34:06.539
 by placing these blocks on the physical interface.

404
00:34:06.539 --> 00:34:15.099
 This is a detail of the actual embedded digital interface which is part of the physical interface.

405
00:34:15.099 --> 00:34:26.380
 It's a visualization that allows users to insert inputs and select what city blocks are interested to compare and listen to, which

406
00:34:26.380 --> 00:34:29.800
 months they're interested to listen to.

407
00:34:29.920 --> 00:34:36.260
 So, for example, you can actually select the same city block and listen how it's, what

408
00:34:36.260 --> 00:34:40.139
 kind of sounds it has in January versus in June.

409
00:34:40.139 --> 00:34:51.099
 So, you can kind of like start understanding how the different activities and how city is transformed through sound on our everyday life over time.

410
00:34:51.480 --> 00:34:59.059
 There's also the playback components so you can really curate through your compositions what you're actually listening to.

411
00:34:59.920 --> 00:35:05.119
 So yeah, this is our project and we are very excited to be here.

412
00:35:05.480 --> 00:35:07.199
 Thank you for all of your support.

413
00:35:07.760 --> 00:35:09.460
 And yeah, please visit us.

414
00:35:10.440 --> 00:35:10.840
 Thank you.

415
00:35:15.159 --> 00:35:16.780
 Perfect. Moving right along.

416
00:35:16.860 --> 00:35:17.820
 We're still on schedule.

417
00:35:17.940 --> 00:35:27.000
 We're moving on to Infinity AR. Hiroko Kawano Reviewer Reviewer's Name

418
00:35:32.000 --> 00:35:35.000
 Hello everyone, I'm Ayuko Noe.

419
00:35:35.000 --> 00:35:41.000
 Today I will talk about Infinity, a visual novel game with AR elements.

420
00:35:43.000 --> 00:35:50.360
 So there are a lot of emotion-based games in this world, but most of them are focusing

421
00:35:50.360 --> 00:35:53.780
 on categorizing or leveling them.

422
00:35:53.780 --> 00:36:03.179
 So our question is, how can art-based AR interactions support young people in exploring, expressing,

423
00:36:03.179 --> 00:36:05.860
 and reflecting on emotions through play.

424
00:36:08.960 --> 00:36:14.599
 The story starts when Dani wakes up in a small, mysterious room.

425
00:36:15.699 --> 00:36:21.099
 She finds that she is trapped there because she suppressed her emotions.

426
00:36:22.119 --> 00:36:29.900
 To escape from this room, she must face these six emotions. Anger, happiness,

427
00:36:30.579 --> 00:36:41.679
 surprise, fear, disgust, and sadness. We are using this three-layer model of emotion.

428
00:36:51.820 --> 00:36:59.119
 layer model of emotion. This model is based on my own journaling and self-reflection experience, and also it resonates with emotion-focused therapy by Rosalie Greenberg. So it's like

429
00:36:59.119 --> 00:37:05.639
 an iceberg, and at the deepest layer, there is the true feeling, what we truly feel.

430
00:37:06.559 --> 00:37:11.940
 But we're sometimes afraid of being disliked or judged by other people,

431
00:37:12.480 --> 00:37:15.000
 so hide it underneath with fear.

432
00:37:16.119 --> 00:37:21.440
 Then we suppress our feelings and act as if nothing is wrong.

433
00:37:22.500 --> 00:37:26.619
 So through playing this game, the player

434
00:37:26.619 --> 00:37:31.619
 will face Danny's suppressed emotions together

435
00:37:31.619 --> 00:37:34.920
 and learn how to confront their own.

436
00:37:39.380 --> 00:37:43.460
 In this game, there are two AR modes.

437
00:37:43.460 --> 00:37:47.000
 We call them taking in and letting out.

438
00:37:47.000 --> 00:37:50.000
 First, taking in.

439
00:37:50.000 --> 00:37:55.000
 With preset markers, you can talk with six portraits.

440
00:37:55.000 --> 00:38:11.519
 They will give us various perspectives on how to treat your emotions and it will widen your view and loosen your fear to feel your own feeling.

441
00:38:11.519 --> 00:38:14.260
 And then letting out.

442
00:38:14.260 --> 00:38:20.820
 It is sometimes very difficult for us to express honest feeling with words.

443
00:38:20.820 --> 00:38:25.880
 So instead, you can use colors and shapes.

444
00:38:30.199 --> 00:38:31.059
 The drawing is registered as an AR marker in real time.

445
00:38:34.679 --> 00:38:35.179
 And then when you scan it, the ice will appear,

446
00:38:38.880 --> 00:38:39.380
 and you swipe to melt it, and the seed will appear.

447
00:38:43.340 --> 00:38:44.519
 And then you tap it, and the bud will pop up.

448
00:38:46.780 --> 00:38:47.340
 So through playing this cycle,

449
00:38:51.880 --> 00:38:53.159
 players learn to face and express their emotions in a very fun way.

450
00:38:57.639 --> 00:38:58.039
 So if you want to play our game, please come to our booth.

451
00:38:58.420 --> 00:39:02.760
 Thank you.

452
00:39:03.699 --> 00:39:03.739
 Thank you very much.

453
00:39:06.039 --> 00:39:18.719
 We're moving right along to In Data We Trust. Hello.

454
00:39:18.719 --> 00:39:22.780
 My name is Magdalena Kistova and I want to present to you our project which is In Data

455
00:39:22.780 --> 00:39:23.780
 We Trust.

456
00:39:23.780 --> 00:39:25.579
 So first I would like to make you

457
00:39:25.579 --> 00:39:31.599
 think of how many decisions or if you made some decision based past this week or month based on

458
00:39:31.599 --> 00:39:37.880
 some chart and then to think about if you were actually taught how to critically read charts

459
00:39:37.880 --> 00:39:45.539
 and so this is what our project is about because data visualizations are basically everywhere right now in social

460
00:39:45.539 --> 00:39:50.800
 media and really some decisions are made based on these charts and people are not really

461
00:39:50.800 --> 00:39:54.960
 thought how to critically think about them or how to critically read them, see if they

462
00:39:54.960 --> 00:40:00.000
 are not just like fooling the idea that is not really backed by the data.

463
00:40:00.000 --> 00:40:05.900
 And so you will be the participant in the boardroom where you will get ten proposals.

464
00:40:05.900 --> 00:40:09.300
 All of the proposals are baked by some chart.

465
00:40:09.300 --> 00:40:15.559
 And your task will be to see if the chart is misleading or if it's truthful and based

466
00:40:15.559 --> 00:40:19.559
 on this chart, accept or reject this proposal.

467
00:40:19.559 --> 00:40:23.119
 And so this is one part of the installation.

468
00:40:23.119 --> 00:40:27.940
 And you will not know if the charts were truthful or misleading until the end, where you will

469
00:40:27.940 --> 00:40:32.719
 then see all of the charts and you can see how you went.

470
00:40:32.719 --> 00:40:36.800
 The second part of the installation is above this tablet.

471
00:40:36.800 --> 00:40:49.280
 It's a live scatter plot on a big television above and it is showing each participants on the two axis based on how well they caught

472
00:40:49.280 --> 00:40:54.380
 the traps and how well they trusted the truthful visualizations.

473
00:40:54.380 --> 00:41:01.960
 And so at the end of this exhibition I hope we will see some collective idea of the audience

474
00:41:01.960 --> 00:41:07.840
 how well they can catch the traps and how well they can trust the correct visualizations.

475
00:41:07.840 --> 00:41:12.320
 So please come and add your dots to our live scatterplot.

476
00:41:18.440 --> 00:41:35.199
 And our next installation, Chro Dunham.

477
00:41:36.139 --> 00:41:36.340
 Hello, everyone.

478
00:41:37.840 --> 00:41:38.139
 My name is Jenna Caravello,

479
00:41:40.099 --> 00:41:43.360
 and I'm an artist from Los Angeles and assistant professor of design media arts at UCLA.

480
00:41:44.360 --> 00:41:46.000
 My project is Codonum,

481
00:41:46.000 --> 00:41:50.000
 and I'm very, very pleased to be part of this lineup.

482
00:41:50.000 --> 00:41:55.000
 In the logic of my game, which is a two-player game

483
00:41:55.000 --> 00:42:00.000
 meant to be installed in gallery spaces,

484
00:42:00.000 --> 00:42:04.000
 you can type out a word under five letters

485
00:42:04.000 --> 00:42:15.300
 and gift an object to the other player, which they receive in their world, which looks a lot like yours, but you cannot interact with them in space and time.

486
00:42:16.199 --> 00:42:27.340
 When you align your two objects in space, they solidify as part of the environment, and they are no longer editable, as you can see here.

487
00:42:29.539 --> 00:42:33.159
 You know, it's very personal to me as well

488
00:42:33.159 --> 00:42:35.960
 because this art practice comes from research

489
00:42:35.960 --> 00:42:39.440
 that involves looking at mechanic as allegory

490
00:42:40.699 --> 00:42:43.099
 and emergent play in games

491
00:42:43.099 --> 00:42:45.960
 as new performative languages or ludalechs.

492
00:42:46.519 --> 00:42:47.960
 My research is personal.

493
00:42:48.340 --> 00:42:56.099
 So during the pandemic, I developed a friendship through networked game VR chat, if anyone is familiar.

494
00:42:57.820 --> 00:42:59.960
 And this was a very unlikely friendship.

495
00:42:59.960 --> 00:43:09.619
 And as he convalesced with a buckshot wound on a couch in Arkansas, we became almost like family.

496
00:43:10.239 --> 00:43:14.539
 And across this void, I never really learned his real name.

497
00:43:16.739 --> 00:43:21.300
 For installations, I always make custom sculptural controllers.

498
00:43:25.639 --> 00:43:26.059
 sculptural controllers, it's important to me to limit the number of buttons so that it's

499
00:43:33.340 --> 00:43:34.820
 quite organic for someone to sit down and to play the game without too much instruction or too much leading.

500
00:43:39.099 --> 00:43:39.440
 This game takes place more between the two people who are sitting in the gallery together.

501
00:43:45.519 --> 00:43:49.980
 Any two friends or strangers in the gallery begin to negotiate or to make up rules. And this kind of emergent play really mimics the kind of relationship that you can have

502
00:43:49.980 --> 00:43:53.340
 in a friendship across a networked game.

503
00:43:53.340 --> 00:43:59.719
 For example, two boys spent an entire game session sending hearts to each other back

504
00:43:59.719 --> 00:44:06.440
 and forth because a third boy came along and instructed them to type love to each other over and over and over again.

505
00:44:08.079 --> 00:44:12.559
 Because this kind of play is performative and generous but mysterious,

506
00:44:12.940 --> 00:44:15.159
 there are no rules and there are no fail states.

507
00:44:15.679 --> 00:44:19.840
 So I really hope that you'll come to the gallery and spend some time with chronodonum

508
00:44:19.840 --> 00:44:22.420
 with your friends or maybe with a stranger.

509
00:44:22.840 --> 00:44:23.639
 Thank you very much.

510
00:44:23.639 --> 00:44:23.719
 Thank you.

511
00:44:22.440 --> 00:44:22.840
 with your friends or maybe with a stranger.

512
00:44:23.659 --> 00:44:32.300
 Thank you very much.

513
00:44:35.119 --> 00:44:48.239
 Okay, and our next project, Deus in Machina. Hello, everyone. Hello everyone, I'm Philipp Haselbauer

514
00:44:48.239 --> 00:44:50.920
 and I brought with me from Switzerland

515
00:44:50.920 --> 00:44:55.000
 an installation that lets you talk to Jesus Christ.

516
00:44:56.159 --> 00:44:58.960
 I've also brought with me my two collaborators,

517
00:44:59.480 --> 00:45:01.980
 Markus Schmid, who's not here yet,

518
00:45:02.159 --> 00:45:04.099
 but will arrive later today,

519
00:45:04.619 --> 00:45:07.539
 and Aljosha Smolich, who is sitting in the second row over there.

520
00:45:09.900 --> 00:45:14.380
 Yeah, so, yeah, it's quite simple to understand.

521
00:45:14.500 --> 00:45:18.440
 We have an installation which lets you freely talk to Jesus Christ,

522
00:45:19.360 --> 00:45:23.940
 but we often get the question how this actually came to be.

523
00:45:23.940 --> 00:45:24.800
 But we often get the question how this actually came to be.

524
00:45:30.440 --> 00:45:34.179
 So in the beginning, the Catholic Church in Luzern came to us and they wanted to do a project with art and religion.

525
00:45:35.059 --> 00:45:40.900
 So one of the ideas was to create an avatar with a religious connection

526
00:45:40.900 --> 00:45:44.340
 and they wanted it to be Jesus Christ.

527
00:45:44.340 --> 00:45:48.280
 So we did that. We did it

528
00:45:48.280 --> 00:45:54.780
 with conversational AI, so like everything you're also using today, and real-time

529
00:45:54.780 --> 00:46:03.159
 generative video. And you may see a resemblance between me and this AI

530
00:46:03.159 --> 00:46:06.139
 avatar, which is not coincidental.

531
00:46:07.159 --> 00:46:09.980
 We installed the whole thing into the confessional booth

532
00:46:09.980 --> 00:46:12.820
 of the Catholic chapel in Luzern.

533
00:46:13.500 --> 00:46:16.820
 So, yeah, it's marked there.

534
00:46:17.119 --> 00:46:19.119
 It's kind of hard to see.

535
00:46:21.340 --> 00:46:25.159
 And the reaction we got was quite overwhelming.

536
00:46:25.360 --> 00:46:26.500
 We did not expect that.

537
00:46:26.719 --> 00:46:27.639
 Maybe we should have.

538
00:46:27.760 --> 00:46:28.900
 We probably should have.

539
00:46:29.519 --> 00:46:32.880
 We got a lot of very strong feedback.

540
00:46:33.619 --> 00:46:35.260
 Some positive, some negative.

541
00:46:36.079 --> 00:46:38.519
 Like if you read online comments,

542
00:46:38.519 --> 00:46:41.699
 they made me quite nervous actually

543
00:46:41.699 --> 00:46:43.780
 because they can be very strong.

544
00:46:44.699 --> 00:46:48.639
 We got all kinds of media reactions like YouTube theologians.

545
00:46:48.840 --> 00:46:51.079
 We turned up in some quiz shows.

546
00:46:52.039 --> 00:46:53.820
 We've been asked to be in documentaries.

547
00:46:54.679 --> 00:46:58.400
 And there was even a reference to us on an American talk show

548
00:46:58.400 --> 00:47:00.739
 which was a crazy reaction.

549
00:47:02.000 --> 00:47:08.019
 And then we also of course got reactions from the local churchgoers,

550
00:47:08.019 --> 00:47:15.519
 which were mostly positive actually. And people, even in the personal conversations that we

551
00:47:15.519 --> 00:47:20.099
 have, sometimes thought this is… like they really had a conversation with Jesus Christ.

552
00:47:20.099 --> 00:47:29.179
 So this surprised us a lot. You can read more about this in our previous publication or ask us.

553
00:47:29.659 --> 00:47:35.260
 So in the original exhibit, the whole conversation worked like this.

554
00:47:36.159 --> 00:47:39.320
 You would close the door of the confessional booth.

555
00:47:39.780 --> 00:47:43.539
 Then Jesus' face would appear and the conversation would begin.

556
00:47:43.539 --> 00:47:44.260
 Jesus' face would appear and the conversation would begin.

557
00:47:48.179 --> 00:47:52.519
 The visitor would speak the first words for Jesus to know the language he's supposed to respond in. And then in the end

558
00:47:52.519 --> 00:47:55.900
 the conversation would end with a kind of ritual

559
00:47:55.900 --> 00:48:00.659
 with a blessing or prayer. And this had a really big effect on people

560
00:48:00.659 --> 00:48:01.119
 I think.

561
00:48:03.840 --> 00:48:09.219
 We've changed the shape to be able to bring it here and like to

562
00:48:09.219 --> 00:48:13.679
 other places so we put the whole thing in a box inspired by the confessional

563
00:48:13.679 --> 00:48:20.880
 booth it was originally in and now it activates not through a door sensor but

564
00:48:20.880 --> 00:48:33.320
 through human presence. So feel free to try it out and feel free to talk to us. We are always happy to discuss what this all means. Thank you very much.

565
00:48:50.199 --> 00:48:50.519
 presentation is Plato's AI allegory of the cave. We need to, I think, refresh it, though.

566
00:48:53.059 --> 00:48:54.440
 There's a change to it. We'll give it a try, but we're going to go ahead and start the video, and maybe you guys can come in the meantime.

567
00:49:09.800 --> 00:49:14.820
 Hello. I'll just get started and say that I'm Sam, this is Kathy, we have Ruipeng in the audience

568
00:49:14.820 --> 00:49:22.599
 as well as two or three other team members who couldn't make it, Leonie, Sky and Alex.

569
00:49:22.599 --> 00:49:29.280
 And so I'll talk a little bit about the high level of this project. We're looking at

570
00:49:29.280 --> 00:49:36.380
 this, if you're familiar with the thought experiment of Plato's cave, it's this idea

571
00:49:36.380 --> 00:49:43.179
 about perception and how your reality is kind of shaped by what you're able to perceive.

572
00:49:44.460 --> 00:49:45.000
 And so in this thought experiment by Plato, he imagined these people who were chained to the your reality is kind of shaped by what you're able to perceive.

573
00:49:45.000 --> 00:49:47.480
 And so in this thought experiment by Plato,

574
00:49:47.480 --> 00:49:48.920
 he imagined these people who were

575
00:49:48.920 --> 00:49:51.059
 chained to the wall of a cave.

576
00:49:51.059 --> 00:49:53.019
 And there's a fire behind them.

577
00:49:53.019 --> 00:49:55.619
 So all they saw were the shadows in front of them.

578
00:49:58.059 --> 00:50:00.440
 And so if you could not move your head

579
00:50:00.440 --> 00:50:02.519
 and you're chained to a wall, your reality

580
00:50:02.519 --> 00:50:04.880
 would become the shadows.

581
00:50:04.880 --> 00:50:07.739
 And so even of even though

582
00:50:07.739 --> 00:50:13.639
 they are humans and are three-dimensional, their reality becomes a two-dimensional thing.

583
00:50:15.260 --> 00:50:30.320
 And so we looked at this in terms of LLMs as this kind of shadow, this person who's attached to the wall looking at shadows. So we literally have a webcam pointed at this projection and then we have this

584
00:50:30.320 --> 00:50:36.440
 3D stage in front of it. The 3D stage you can put like your fist on it, you can put

585
00:50:36.440 --> 00:50:42.119
 blocks on it, and you can also turn on and off the switch. So we have this like

586
00:50:42.119 --> 00:50:45.239
 little shadow guy who you can see over there, and his goal

587
00:50:45.239 --> 00:50:52.280
 is to turn off the switch. And then your goal is to kind of put things in his way and or

588
00:50:52.280 --> 00:50:56.519
 block him. You can literally do that with the block by putting it in front of the switch,

589
00:50:56.519 --> 00:51:01.960
 which then casts a shadow and kind of prevents him from pushing the switch or flicking the

590
00:51:01.960 --> 00:51:09.579
 switch. But then we have electromagnets embedded underneath and so when you put the block down he can actually kick it away.

591
00:51:09.659 --> 00:51:16.280
 But he'll also do that if you put your fist down because he doesn't really understand what's causing the projection. And so the kind of the

592
00:51:17.760 --> 00:51:23.679
 artistic statement behind this or like the concept behind this is that LLMs consume all of this

593
00:51:24.380 --> 00:51:26.400
 language data, but they have no idea

594
00:51:26.400 --> 00:51:30.579
 about seeing. There are visual models, but those are trained on images. But LLMs are

595
00:51:30.579 --> 00:51:35.500
 still able to talk super cogently and even control stuff like robot hands, and there's

596
00:51:35.500 --> 00:51:41.519
 this whole idea of physical AI, right? And so even though they don't have any sensory

597
00:51:41.519 --> 00:51:49.619
 abilities necessarily and they can't perceive, they're still able to kind of act in the physical world in a really compelling way, seemingly.

598
00:51:50.079 --> 00:51:58.920
 But they don't really have any understanding of what's causing the shadows and or what the original 3D thing that is causing the projections to be.

599
00:51:59.239 --> 00:52:05.460
 And so we think that this shadow installation is kind of a metaphor for how LLMs interact with the world.

600
00:52:05.460 --> 00:52:09.500
 I'll kind of leave it to Cathy to talk a little bit more about the technical implementation.

601
00:52:09.500 --> 00:52:10.500
 Thanks.

602
00:52:10.500 --> 00:52:17.920
 Yeah, I think as Sam mentioned, we have to figure out a way for LLMs to see what we see.

603
00:52:17.920 --> 00:52:21.820
 So to bring you sort of behind the scene a little bit.

604
00:52:21.820 --> 00:52:28.420
 So there's a webcam that looks at the real shadow, and then the shadow person is actually drawn on the screen.

605
00:52:28.420 --> 00:52:32.519
 But as Sam mentioned, we're not allowing the LLMs

606
00:52:32.519 --> 00:52:35.280
 to taking actual images, so we have to convert the real world

607
00:52:35.280 --> 00:52:37.639
 or the shadow into the language that it understands,

608
00:52:37.639 --> 00:52:38.699
 which is symbols.

609
00:52:38.699 --> 00:52:41.920
 So in the middle where the model view actually shows

610
00:52:41.920 --> 00:52:44.860
 what the language model actually receives,

611
00:52:44.860 --> 00:52:46.760
 so it has a description, its goals,

612
00:52:46.760 --> 00:52:53.019
 and then the symbols like ASCII maps, hashes, and letters

613
00:52:53.019 --> 00:52:56.320
 to represent the shadow world that it sees.

614
00:52:56.320 --> 00:52:57.880
 And then, oh, sorry.

615
00:53:01.599 --> 00:53:02.980
 And then here you can actually see

616
00:53:02.980 --> 00:53:06.440
 how it plans the trajectory of where it should go

617
00:53:06.440 --> 00:53:12.400
 and then upon which seeing the collision, it actually decides whether it should climb

618
00:53:12.400 --> 00:53:13.800
 or kick or take other actions.

619
00:53:13.800 --> 00:53:15.500
 And we have no control over that.

620
00:53:15.500 --> 00:53:21.480
 So I hope you actually come visit us and actually explore or discover what LLMs actually would

621
00:53:21.480 --> 00:53:25.000
 do when encountering obstacles.

622
00:53:25.000 --> 00:53:28.000
 And yeah, thank you.

623
00:53:34.000 --> 00:53:35.000
 Thank you very much.

624
00:53:35.000 --> 00:53:55.119
 And moving right along to embodied animation. Hello everyone, my name is Jiajian, this is Annam, and it's our great pleasure to be here

625
00:53:55.119 --> 00:53:58.559
 attending the Ars Electronica Expanded Play Gallery.

626
00:53:58.559 --> 00:54:03.679
 And firstly, I want to express our special thanks to Jeremiah and all the organization

627
00:54:03.679 --> 00:54:04.679
 team.

628
00:54:04.679 --> 00:54:07.599
 Without their efforts, we cannot make this happen.

629
00:54:07.599 --> 00:54:12.780
 And so today we're introducing our interactive artwork called Embodied Animation.

630
00:54:12.780 --> 00:54:19.460
 And this one was developed at MIT Media Lab for MIT Media Lab Human Augmentation Summit.

631
00:54:19.460 --> 00:54:29.000
 And there's an interesting thing is that this one was also invited to be exhibited at the ECCV Art Gallery in Sweden right now.

632
00:54:29.000 --> 00:54:37.000
 We have to say sorry to them because we want to be here for our events and showcase a video for theirs.

633
00:54:37.000 --> 00:54:42.000
 The interactive one is here, so welcome to experience it in the gallery.

634
00:54:44.000 --> 00:54:46.179
 I will give you more idea about this.

635
00:54:47.619 --> 00:54:51.400
 So drawing on the traditions such as hand, shadow,

636
00:54:51.400 --> 00:54:54.380
 puppetry, performance, and sand painting,

637
00:54:54.380 --> 00:54:57.420
 so you want to express how you could use your body

638
00:54:57.420 --> 00:55:01.239
 not only as an apparatus but as a medium and as an agency

639
00:55:01.239 --> 00:55:03.760
 and how to express yourself to the world.

640
00:55:03.760 --> 00:55:07.420
 So that's how we integrated hand-based generative AI

641
00:55:07.420 --> 00:55:08.840
 and made this project.

642
00:55:09.840 --> 00:55:11.420
 So for now, I have four questions.

643
00:55:11.880 --> 00:55:13.599
 The first one I have already talked about.

644
00:55:13.719 --> 00:55:16.420
 So how do you understand hand not only as an apparatus,

645
00:55:16.639 --> 00:55:20.239
 not only as a device, but as your body, like as an agency?

646
00:55:20.840 --> 00:55:22.820
 And also, how do you understand animation?

647
00:55:23.300 --> 00:55:24.840
 Like from the very ancient time,

648
00:55:24.960 --> 00:55:27.679
 like as we mentioned, like Plato's cave, like animation

649
00:55:27.679 --> 00:55:30.539
 is something happening in real time and very fluid.

650
00:55:30.539 --> 00:55:34.619
 But then in the like industrial pipeline, like people make animation frame by frame

651
00:55:34.619 --> 00:55:36.860
 or like render them in this 3D space.

652
00:55:36.860 --> 00:55:41.960
 But how do you improvise and make the animation in real time and interact with that?

653
00:55:41.960 --> 00:55:43.920
 And also the perception.

654
00:55:43.920 --> 00:55:45.960
 So we all know like modern and contemporary

655
00:55:45.960 --> 00:55:51.559
 technologies has been shaping our perceptions and understanding of the world. So for now like

656
00:55:51.559 --> 00:55:56.780
 we understand the world as really like precise and slick and photorealistic but how these like

657
00:55:56.780 --> 00:56:03.300
 blurry like artistic art style and languages could echo with our like human beings like humanities.

658
00:56:03.840 --> 00:56:05.440
 So there's also one thing to think about.

659
00:56:05.860 --> 00:56:07.300
 And also AI, right?

660
00:56:07.360 --> 00:56:11.019
 So AI is not only a tool, not only raising the efficiency,

661
00:56:11.440 --> 00:56:13.199
 but how it's shaping the new language

662
00:56:13.199 --> 00:56:15.800
 and the new ways of understanding and looking at the world.

663
00:56:16.059 --> 00:56:18.960
 So we have these four questions together, and we make this.

664
00:56:20.059 --> 00:56:22.019
 And this is our technology pipeline.

665
00:56:22.500 --> 00:56:27.599
 So we are integrating the pipeline of a hand-tracking camera

666
00:56:27.599 --> 00:56:31.539
 and this prompting, text prompting and live prompting adjustment

667
00:56:31.539 --> 00:56:34.079
 with the parameters from live OSC.

668
00:56:34.719 --> 00:56:38.079
 And we also trained a model of Lara with Chinese calligraphy.

669
00:56:38.440 --> 00:56:42.420
 So this is how we get the aesthetic style of 2D images

670
00:56:42.420 --> 00:56:46.559
 rather than the 3D pre-rendered thing. We wanted to look at

671
00:56:46.559 --> 00:56:52.559
 like Chinese calligraphy, like Chinese landscapes with like walk and ink drawings. So as you will

672
00:56:52.559 --> 00:57:00.760
 see later in this. And yeah, so you could interact with different ways. It's like by your hand

673
00:57:00.760 --> 00:57:05.579
 interaction, like waving in the air, or it's like left prompting and weight adjustment

674
00:57:05.579 --> 00:57:08.420
 through left OIC, but you have different interfaces.

675
00:57:08.420 --> 00:57:10.840
 And you would realize that your hand itself

676
00:57:10.840 --> 00:57:13.079
 is the interface because it really matters

677
00:57:13.079 --> 00:57:14.280
 through this process.

678
00:57:15.219 --> 00:57:17.579
 We have a video, is it playing?

679
00:57:32.880 --> 00:57:37.900
 And one thing I want to say that AI is really giving us a new way of looking at it. So like when we look at this like blurry, like diffusing and morphing things, we realize

680
00:57:37.900 --> 00:57:42.880
 it's something like embedded in the AI algorithm, but we are making use of it and it's really

681
00:57:42.880 --> 00:57:47.760
 talking to the Chinese calligraphy art still. So that's how we are enjoying this part.

682
00:57:51.760 --> 00:57:57.000
 Yeah, so again, we want to say, like, we want to embody ourselves into all this, like, technology

683
00:57:57.000 --> 00:58:02.320
 and the technological world and all this nowadays media, and want to expand our humanities,

684
00:58:02.619 --> 00:58:05.639
 our human beings into the world, not only the real world,

685
00:58:05.639 --> 00:58:12.460
 not only the semantical world and the digital world and all this work together. And also it's an immersive experience.

686
00:58:12.460 --> 00:58:15.579
 So if you go to the gallery and play with our installation,

687
00:58:15.579 --> 00:58:21.539
 it's really immersive not only because the skill like you could look at the improvised animation by yourself,

688
00:58:21.539 --> 00:58:26.579
 but also it's soundscape at the same time and you feel you are leading the world,

689
00:58:26.579 --> 00:58:28.579
 you are driving the world, and you are negotiating

690
00:58:28.579 --> 00:58:31.579
 with the algorithm because the algorithm identifies

691
00:58:31.579 --> 00:58:33.900
 something but you don't know how it's understanding it

692
00:58:33.900 --> 00:58:36.619
 so you try to negotiate with it and you see like

693
00:58:36.619 --> 00:58:39.500
 what is identifying and how you could create

694
00:58:39.500 --> 00:58:40.940
 something together with it.

695
00:58:43.920 --> 00:58:45.000
 And so we're artists and researchers based in Boston, US.

696
00:58:45.000 --> 00:58:49.760
 And currently, Anna, so we have our own studio called MY Studio.

697
00:58:49.760 --> 00:58:53.239
 And Anna is right now pursuing a PhD at UC Santa Barbara

698
00:58:53.239 --> 00:58:57.239
 Media Arts and Technology, and also research affiliate at MIT.

699
00:58:57.239 --> 00:59:01.000
 And I'm also working with Harvard before.

700
00:59:01.000 --> 00:59:03.500
 And so that's our linking.

701
00:59:03.500 --> 00:59:04.760
 And also Instagram.

702
00:59:04.760 --> 00:59:06.159
 We really want to get connected to the community and also working with Harvard before. And so that's our linking.

703
00:59:06.739 --> 00:59:07.659
 And also Instagram.

704
00:59:08.000 --> 00:59:10.659
 We really want to get connected to the audience,

705
00:59:10.880 --> 00:59:14.199
 researchers, and this big family of Ars Electronica.

706
00:59:14.480 --> 00:59:15.239
 Thank you so much.

707
00:59:20.900 --> 00:59:21.300
 Okay.

708
00:59:21.699 --> 00:59:24.039
 We just have two presentations to go,

709
00:59:24.219 --> 00:59:25.500
 but they're from the same institution,

710
00:59:25.500 --> 00:59:27.719
 they're going to be presented by the same person, so I'm going to ask Kristin Geiger

711
00:59:27.719 --> 00:59:31.760
 to come up here and tell us a bit about the two projects.

712
00:59:31.760 --> 00:59:39.880
 Okay, yeah, thank you for inviting us.

713
00:59:39.880 --> 00:59:47.679
 I'm Chris from MIREVI, New Media Artistic Research and Development Lab in Düsseldorf in Germany.

714
00:59:48.420 --> 00:59:52.019
 And here we have our project on Aeronautica.

715
00:59:52.559 --> 00:59:55.199
 It took me quite a while to learn to pronounce it correctly.

716
00:59:55.820 --> 00:59:57.199
 And it is on dreams.

717
00:59:57.199 --> 01:00:02.619
 So Aeronautics is the conscious exploration of one's dreamscape.

718
01:00:03.039 --> 01:00:04.619
 So you can control your dreams.

719
01:00:04.780 --> 01:00:06.400
 And this is the idea of this project.

720
01:00:07.440 --> 01:00:12.079
 This is an ongoing collaboration with a theater in Mülheim

721
01:00:12.079 --> 01:00:19.699
 and we see the theater also as a place for dreams and dreaming and we use VR experience.

722
01:00:19.699 --> 01:00:28.059
 We can put an HMD on and we use VR as a dream machine. And yeah, in this project, we dealt with this,

723
01:00:28.059 --> 01:00:30.539
 and we created a number of dreams.

724
01:00:30.539 --> 01:00:34.159
 So it is a series of experiences.

725
01:00:34.159 --> 01:00:38.179
 Originally, we started with, more technically,

726
01:00:38.179 --> 01:00:41.840
 with a workflow, we scanned the theater,

727
01:00:41.840 --> 01:00:44.159
 did some avatar designs, motion capturing,

728
01:00:44.159 --> 01:00:47.099
 and then had a framework where we can create

729
01:00:47.099 --> 01:00:49.340
 a number of different experiences,

730
01:00:49.500 --> 01:00:50.880
 a number of different dreams

731
01:00:50.880 --> 01:00:54.340
 based on the topics of the theater season.

732
01:00:54.480 --> 01:00:58.239
 So in this collaboration, there are the theater pieces,

733
01:00:58.460 --> 01:01:01.139
 and in the foyer, there is this installation.

734
01:01:03.059 --> 01:01:06.260
 Here we present on our Nautica 5.

735
01:01:07.099 --> 01:01:08.760
 I would not want to go too much

736
01:01:08.760 --> 01:01:10.099
 into detail. I would

737
01:01:10.099 --> 01:01:12.619
 like you to try

738
01:01:12.619 --> 01:01:14.280
 it out, but there are two

739
01:01:14.280 --> 01:01:16.019
 inspirations of this work.

740
01:01:17.179 --> 01:01:18.480
 We were inspired by

741
01:01:18.480 --> 01:01:20.719
 Dostoevsky's Dream of a Ridiculous Man

742
01:01:20.719 --> 01:01:21.800
 where

743
01:01:21.800 --> 01:01:24.539
 the

744
01:01:24.539 --> 01:01:30.019
 protagonist infects paradise simply by being there. So the community becomes

745
01:01:30.019 --> 01:01:35.380
 aggressive. There is hated speech in this experience. And also it gets then healed.

746
01:01:36.579 --> 01:01:42.519
 It was inspired by Charlie Chaplin's final speech from The Great Dictator. The experience itself is

747
01:01:42.519 --> 01:01:47.000
 an eight-minute experience. So you have to take some time to experience it.

748
01:01:47.000 --> 01:01:56.000
 And I only want to show you a bit of this experience and also the aesthetics showing you currently a video we created for that.

749
01:01:59.000 --> 01:02:02.000
 Come in. Take your place.

750
01:02:02.000 --> 01:02:05.000
 You want quality. You want to know what you're getting. You want quality.

751
01:02:05.000 --> 01:02:07.000
 You want something that lasts.

752
01:02:07.000 --> 01:02:10.000
 Your worries, your failures.

753
01:02:10.000 --> 01:02:12.000
 Here, you don't have to.

754
01:02:12.000 --> 01:02:16.000
 More performance, more reliability, more attitudes, more difficult things.

755
01:02:16.000 --> 01:02:18.000
 You came.

756
01:02:18.000 --> 01:02:20.000
 We breathe because we have been given.

757
01:02:20.000 --> 01:02:22.000
 No place has products like this every three years.

758
01:02:22.000 --> 01:02:24.000
 Nova is built to last five.

759
01:02:24.000 --> 01:02:28.000
 And we gather because we were never meant to walk alone.

760
01:02:35.000 --> 01:02:37.000
 And you want a fair price.

761
01:02:37.000 --> 01:02:41.000
 For this moment, it is enough to simply be here.

762
01:02:42.000 --> 01:02:44.000
 More performance. More reliability.

763
01:02:44.000 --> 01:02:46.940
 More value to the sounds outside.

764
01:02:54.719 --> 01:03:07.420
 And suddenly I understood with such clarity that there is nothing more beautiful, nothing more profound than love, that within it lie the dignity and the strength

765
01:03:07.420 --> 01:03:15.619
 of being human. If we truly loved one another, we could awaken to another life, a life without lies,

766
01:03:16.219 --> 01:03:22.559
 without hostility, for all the evil between us begins when we separate ourselves from one another

767
01:03:22.559 --> 01:03:25.000
 and believe that we can endure it,

768
01:03:25.940 --> 01:03:27.260
 but no one lives alone.

769
01:03:28.739 --> 01:03:30.099
 Okay, thank you.

770
01:03:35.860 --> 01:03:41.199
 And we're quite happy also to show another work from our lab.

771
01:03:41.340 --> 01:03:44.519
 It's called Das Trampeltier, L'Angers du Fouillé.

772
01:03:45.760 --> 01:03:48.239
 Not quite sure how many of you know this

773
01:03:48.239 --> 01:03:51.980
 painting. It is a very famous painting from surrealist Max Ernst,

774
01:03:52.039 --> 01:03:54.380
 L'Angers de Fouillé. It was painted in

775
01:03:54.380 --> 01:03:57.800
 1937. It was associated with the

776
01:03:57.800 --> 01:04:00.320
 Spanish War when the Spanish War ended and the fascists won.

777
01:04:01.460 --> 01:04:03.340
 And yeah, I would say

778
01:04:03.340 --> 01:04:09.559
 this creature represents the fascismism and Max Ernst itself

779
01:04:09.559 --> 01:04:16.179
 cited it it's a bit ironic and also an ambivalent character but he cited in this way this is of

780
01:04:16.179 --> 01:04:22.039
 course an ironic title for a kind of clumsy beast that destroys and annihilates everything

781
01:04:22.039 --> 01:04:28.000
 that gets in his way and that was my impression at that time, the Spanish War, 1937,

782
01:04:28.179 --> 01:04:31.679
 and what follows then, and was likely going on to happen in the world,

783
01:04:31.940 --> 01:04:34.000
 and I was right about it.

784
01:04:34.920 --> 01:04:40.179
 And we thought, so can we bring this creature now, today, into 2026,

785
01:04:40.739 --> 01:04:43.679
 and created a number of different experiences,

786
01:04:43.960 --> 01:04:45.679
 and one we will show here.

787
01:04:45.719 --> 01:04:48.360
 You can experience it, as you can see here also.

788
01:04:49.019 --> 01:04:53.780
 It is a mixed reality, augmented reality experience.

789
01:04:53.780 --> 01:04:55.619
 You have to pull on an Apple Vision.

790
01:04:56.119 --> 01:04:59.739
 And then the creature jumps out of the painting.

791
01:05:00.039 --> 01:05:05.500
 We use a copy of this painting in the installation at Salzamt.

792
01:05:05.860 --> 01:05:08.880
 And you can interact with the creature.

793
01:05:09.480 --> 01:05:11.760
 And he tells a story.

794
01:05:15.000 --> 01:05:20.659
 Basically, the idea is to create it using AI.

795
01:05:21.000 --> 01:05:23.300
 Sure, it's a sincere authority.

796
01:05:23.519 --> 01:05:25.960
 And so he is utterly convinced of his perspective.

797
01:05:26.920 --> 01:05:28.760
 He is also a bit friendly.

798
01:05:28.960 --> 01:05:34.980
 He is never defensive and tries to defend his position because he thinks it's correct, it's right what he says.

799
01:05:34.980 --> 01:05:40.099
 It is also a smart alternative truth teller, so he frames instead of clear lies,

800
01:05:40.199 --> 01:05:42.159
 and also a kind of friendly manipulator.

801
01:05:42.420 --> 01:05:46.179
 So it's empathic in form,

802
01:05:46.280 --> 01:05:48.599
 but it's very manipulative in function.

803
01:05:48.900 --> 01:05:52.119
 And this is the experience we want here to tell.

804
01:05:52.320 --> 01:05:54.920
 And also he offers a kind of false participation.

805
01:05:55.119 --> 01:05:56.559
 So you can choose in the story,

806
01:05:56.679 --> 01:06:00.139
 but it always goes into his direction.

807
01:06:00.139 --> 01:06:03.139
 And here the idea is so that we want to experience

808
01:06:03.900 --> 01:06:06.840
 populist strategies so we can experience these things.

809
01:06:07.440 --> 01:06:08.900
 And

810
01:06:08.900 --> 01:06:11.960
 yeah, the idea as I said is to bring it to

811
01:06:12.420 --> 01:06:17.159
 2026, preserving the works, also ambigity and also commenting on these popular strategies.

812
01:06:17.300 --> 01:06:21.119
 There are a lot of different experiences we are currently developing.

813
01:06:21.119 --> 01:06:25.179
 We're only showing this interaction with the 3D character and

814
01:06:25.179 --> 01:06:29.679
 also this fairy tale telling, the Kindhearted Beer.

815
01:06:29.679 --> 01:06:33.599
 It's a participatory fairy tale about controlling your neighbors.

816
01:06:33.599 --> 01:06:36.679
 I do not want to go too much into the technical details.

817
01:06:36.679 --> 01:06:42.400
 There's also a paper and also we are with our team here and we can talk about all the

818
01:06:42.400 --> 01:06:46.480
 technical stuff, but I want to close it

819
01:06:46.480 --> 01:06:52.300
 with a short video of the experience so when the creature steps out of the

820
01:06:52.300 --> 01:06:54.760
 painting

821
01:07:10.900 --> 01:07:17.559
 So this is what you experience when you look through the glasses. So he interacts with the real world and then you can also talk with him.

822
01:07:17.559 --> 01:07:24.039
 But that you can experience in the art gallery.

823
01:07:24.039 --> 01:07:30.000
 Thank you.

824
01:07:32.440 --> 01:07:32.619
 Yes, that was very, very fast-paced, I know,

825
01:07:33.820 --> 01:07:35.139
 but we were able to get some insight into the 13 different installations,

826
01:07:35.420 --> 01:07:37.639
 which are actually, they've been open for the last six minutes,

827
01:07:37.739 --> 01:07:38.579
 and so they're already running.

828
01:07:38.920 --> 01:07:39.800
 Please stay here, though,

829
01:07:39.840 --> 01:07:41.159
 because there's a lot of interesting things going on.

830
01:07:41.159 --> 01:07:42.900
 You can visit the gallery a bit later.

831
01:07:43.500 --> 01:07:46.000
 What we're going to do now is a short question and answer session,

832
01:07:46.059 --> 01:07:47.699
 and we're going to do it in a very interesting way.

833
01:07:48.000 --> 01:07:50.559
 I would like to ask at least one person from every team

834
01:07:50.559 --> 01:07:52.280
 to come up and stand here.

835
01:07:52.460 --> 01:07:54.500
 We'll have the largest podium discussion ever done

836
01:07:54.500 --> 01:07:55.539
 at the Expanded Conference.

837
01:07:56.679 --> 01:07:58.039
 And so here's the deal.

838
01:07:59.619 --> 01:08:01.000
 I've got some questions in my head,

839
01:08:01.000 --> 01:08:02.920
 but this is actually an opportunity for you guys.

840
01:08:03.059 --> 01:08:08.579
 Expanded Play is about involving the participant and the audience in some capacity. So if you have

841
01:08:08.579 --> 01:08:16.140
 questions, then make it a little bit easier. Can we switch to the slide? I've put the names

842
01:08:16.140 --> 01:08:19.960
 of the projects. I did this really hurriedly, and 13 is a terrible number to try to put

843
01:08:19.960 --> 01:08:27.300
 on a slide. But the names of the projects up there, maybe you guys could step away from the canvas just a little bit, right here, form a line.

844
01:08:28.880 --> 01:08:31.739
 And if you have a question, simply raise your hand,

845
01:08:31.739 --> 01:08:33.619
 someone will come around with a microphone.

846
01:08:33.619 --> 01:08:35.399
 And again, if you need the project's name,

847
01:08:35.399 --> 01:08:36.819
 it's listed on there somewhere.

848
01:08:36.819 --> 01:08:41.119
 Hopefully you can see roughly how the projects are called.

849
01:08:41.119 --> 01:08:42.279
 So think about a question.

850
01:08:42.279 --> 01:08:44.159
 I'm gonna start off with a question,

851
01:08:44.159 --> 01:08:50.000
 and I'm gonna start off with a question. And I'm going to start off with Plato's A.I. Allegory of the Cave.

852
01:08:50.000 --> 01:08:52.000
 We do a lot of game development.

853
01:08:52.000 --> 01:08:56.000
 And just a second, we probably need a microphone for you guys as well.

854
01:08:56.000 --> 01:08:59.000
 Might need to see if that's turned on.

855
01:08:59.000 --> 01:09:02.000
 Hello?

856
01:09:02.000 --> 01:09:04.000
 Does it work?

857
01:09:04.000 --> 01:09:07.300
 So we often do game development and and you have a physics engine,

858
01:09:07.659 --> 01:09:09.359
 and you can configure that and such.

859
01:09:09.520 --> 01:09:12.279
 You have real-world physics that you're simulating.

860
01:09:12.539 --> 01:09:14.060
 How did you go about doing that?

861
01:09:14.079 --> 01:09:15.760
 Because it actually looks pretty good.

862
01:09:16.000 --> 01:09:18.180
 It kicks the box up into the air.

863
01:09:18.800 --> 01:09:24.000
 So we're primarily doing it just via the visual webcam stuff.

864
01:09:24.239 --> 01:09:26.439
 So we actually did try a physics engine

865
01:09:26.439 --> 01:09:28.960
 in a game engine originally to try to stimulate

866
01:09:28.960 --> 01:09:32.640
 the guy and gravity, but we found that we could get by

867
01:09:32.640 --> 01:09:34.439
 with just running it in web.

868
01:09:34.439 --> 01:09:36.819
 And so most of the physics that is happening

869
01:09:36.819 --> 01:09:39.800
 is actually just it tracking visually.

870
01:09:39.800 --> 01:09:42.340
 And because we have such a high contrast situation,

871
01:09:42.340 --> 01:09:45.140
 it's not too bad to track and be accurate.

872
01:09:45.520 --> 01:09:46.859
 I don't know if that answers your question.

873
01:09:47.020 --> 01:09:48.060
 It does ask my question,

874
01:09:48.119 --> 01:09:49.100
 but you have like,

875
01:09:49.220 --> 01:09:50.460
 you have a paper object

876
01:09:50.460 --> 01:09:52.760
 that you can't really,

877
01:09:52.880 --> 01:09:53.439
 like you can,

878
01:09:53.939 --> 01:09:55.539
 the magnets and all this stuff below,

879
01:09:55.619 --> 01:09:56.640
 I sort of understand that.

880
01:09:56.680 --> 01:09:57.279
 Although I have to admit,

881
01:09:57.600 --> 01:09:59.319
 when I first viewed the video for your project,

882
01:09:59.319 --> 01:10:00.260
 it was voodoo for me.

883
01:10:00.359 --> 01:10:00.739
 It was just like,

884
01:10:00.800 --> 01:10:01.859
 okay, this is cool.

885
01:10:02.520 --> 01:10:04.020
 And it's lovely that you showed us

886
01:10:04.020 --> 01:10:04.880
 basically how it works,

887
01:10:07.619 --> 01:10:10.640
 but the direction the box is kicked and all these things, I mean, paper is light, there's no question about it,

888
01:10:10.640 --> 01:10:13.779
 but the real world is still a little bit difficult

889
01:10:13.779 --> 01:10:15.260
 to influence and it's pretty impressive.

890
01:10:15.260 --> 01:10:16.239
 I can talk a little bit.

891
01:10:16.239 --> 01:10:18.720
 So it actually was, I was telling some other people,

892
01:10:18.720 --> 01:10:21.579
 it's a bit lucky and a bit of trial and error.

893
01:10:21.579 --> 01:10:25.340
 So we use commercial electromagnets.

894
01:10:29.220 --> 01:10:31.199
 And so we actually have to have the field be misaligned with the... So we have a magnet inside the paper cube.

895
01:10:31.720 --> 01:10:33.560
 And we have to have it be misaligned

896
01:10:33.560 --> 01:10:35.279
 so it actually does this flipping motion.

897
01:10:35.460 --> 01:10:37.180
 If it's actually the opposite way,

898
01:10:37.239 --> 01:10:38.979
 it just kind of, like, gets sucked in.

899
01:10:39.520 --> 01:10:42.920
 And so there's, like, the orientation of the magnet itself,

900
01:10:42.920 --> 01:10:44.819
 but then there's also the lightness of the paper.

901
01:10:45.239 --> 01:10:46.899
 So for the final installation, we were like, oh, let's like the orientation of the magnet itself, but then there's also the lightness of the paper. So for the final installation, we were like,

902
01:10:47.000 --> 01:10:48.720
 oh, let's improve the paper.

903
01:10:49.260 --> 01:10:52.060
 And so we bought like high quality paper and laser cut it

904
01:10:52.060 --> 01:10:53.060
 and it was too heavy.

905
01:10:53.399 --> 01:10:57.260
 And so had we like started off with like heavier paper to begin with,

906
01:10:57.359 --> 01:10:58.279
 we might've just been like,

907
01:10:58.359 --> 01:10:59.760
 oh, this interaction just doesn't work.

908
01:11:00.140 --> 01:11:02.079
 And so just based on the size of the cube

909
01:11:02.079 --> 01:11:04.680
 and the strength of the magnetic field that we had,

910
01:11:04.800 --> 01:11:06.340
 that's kind of the luck part. But we did kind of really fine on the size of the cube and the strength of the magnetic field that we had, that's kind of the luck part.

911
01:11:06.399 --> 01:11:09.140
 But we did kind of really fine-tune the physics of it

912
01:11:09.140 --> 01:11:13.279
 to make sure that it kind of cleared the switch most of the time.

913
01:11:14.539 --> 01:11:15.579
 Thank you so much.

914
01:11:16.020 --> 01:11:16.939
 Do we have questions?

915
01:11:17.039 --> 01:11:18.159
 The audience, you can raise your hand.

916
01:11:18.300 --> 01:11:18.859
 I've given you time.

917
01:11:19.819 --> 01:11:22.199
 I was talking to Jenna, one of our artists recently,

918
01:11:22.260 --> 01:11:25.659
 about the concept of surprise, and I was very inspired by our chat.

919
01:11:25.659 --> 01:11:27.840
 And so I have sort of a mechanism,

920
01:11:27.840 --> 01:11:29.439
 if you don't have any questions,

921
01:11:30.979 --> 01:11:33.079
 we have questions for you.

922
01:11:33.079 --> 01:11:35.939
 Please don't make me throw stuff into the audience.

923
01:11:35.939 --> 01:11:38.479
 So if, I will ask a couple more maybe,

924
01:11:38.479 --> 01:11:39.640
 but if you don't have any questions,

925
01:11:39.640 --> 01:11:41.520
 we have questions for you based on the presentation.

926
01:11:41.520 --> 01:11:43.119
 It's gonna be a live quiz,

927
01:11:43.119 --> 01:11:47.619
 and I don't know how well these airplanes will work, and I hope they don't actually hurt. So I see a

928
01:11:47.619 --> 01:11:51.640
 hand over there, do I not? Excellent! That wasn't a threat, it really wasn't a threat.

929
01:11:51.640 --> 01:12:01.000
 A question for the, what was it again, the Plato's Allegory of the Cave. Sorry. Yeah,

930
01:12:01.000 --> 01:12:08.479
 I'm just really curious, like how did you transform the physical world into, like, a literal, like, a text representation?

931
01:12:08.920 --> 01:12:09.680
 Like, what kind of?

932
01:12:09.680 --> 01:12:12.819
 So it's kind of what Kathy was saying.

933
01:12:13.000 --> 01:12:16.000
 We almost do, like, pixels, and then we use ASCII.

934
01:12:16.100 --> 01:12:22.619
 So I don't know if you've ever seen ASCII art before, but it's almost like using letters and numbers as a shader.

935
01:12:22.760 --> 01:12:26.239
 And so similarly, we kind of chose representations,

936
01:12:26.239 --> 01:12:28.579
 like we represented a little bit less like a shader

937
01:12:28.579 --> 01:12:32.140
 and more of like the ground is like SSSSSS

938
01:12:32.140 --> 01:12:35.380
 and like the blocks are like hashtag, hashtag, hashtag.

939
01:12:35.380 --> 01:12:37.760
 And so obstacles are represented in a particular way,

940
01:12:37.760 --> 01:12:40.159
 but it's almost like a pixel grid.

941
01:12:40.159 --> 01:12:41.920
 Thanks.

942
01:12:41.920 --> 01:12:44.960
 Excellent. Great.

943
01:12:44.960 --> 01:12:45.000
 Hi. This is a question for the mobile animation. Thank you. Excellent. Great.

944
01:12:45.000 --> 01:12:45.939
 Hi.

945
01:12:45.939 --> 01:12:48.880
 This is a question for the model animation.

946
01:12:48.880 --> 01:12:53.319
 I'm curious about the training of your model.

947
01:12:53.319 --> 01:12:57.739
 Clearly, you went for a particular aesthetic.

948
01:12:57.739 --> 01:13:01.600
 And that probably helped you on the training of the model?

949
01:13:01.600 --> 01:13:07.100
 Or how many images do you need to actually get the model to produce what you have?

950
01:13:07.819 --> 01:13:09.479
 Yeah, that's an interesting question

951
01:13:09.479 --> 01:13:13.159
 because first it's based on stream diffusion.

952
01:13:13.659 --> 01:13:15.239
 It's a diffusion model

953
01:13:15.239 --> 01:13:18.600
 and it's something you could put in Touchy Zen as a software.

954
01:13:19.119 --> 01:13:22.659
 So it's actually a self-integrated black box.

955
01:13:22.760 --> 01:13:23.800
 You could call it a black box.

956
01:13:24.100 --> 01:13:25.739
 So you could insert different models

957
01:13:25.739 --> 01:13:28.159
 and different trained lawyers into it.

958
01:13:28.159 --> 01:13:29.659
 So that's where we trained.

959
01:13:29.659 --> 01:13:32.340
 So we decided to use the artisan style

960
01:13:32.340 --> 01:13:35.199
 of Chinese calligraphy, our Chinese landscape.

961
01:13:35.199 --> 01:13:37.220
 So we collected different data sets

962
01:13:37.220 --> 01:13:41.159
 from the open sources and from these online datas.

963
01:13:41.159 --> 01:13:45.560
 And some landscape drawing and some flow and blur drawing.

964
01:13:45.560 --> 01:13:47.680
 There are different Chinese drawing genres

965
01:13:47.680 --> 01:13:50.060
 and some really Chinese calligraphy.

966
01:13:50.060 --> 01:13:53.119
 And we made different data sets and different models

967
01:13:53.119 --> 01:13:53.659
 from that.

968
01:13:53.659 --> 01:13:54.960
 And we put them into this.

969
01:13:54.960 --> 01:13:56.960
 And from this one is the best.

970
01:13:56.960 --> 01:14:00.340
 Actually, I could disclose it's trained on Wang Cijie,

971
01:14:00.340 --> 01:14:02.960
 Asian Chinese calligraphy.

972
01:14:02.960 --> 01:14:06.279
 And we have a lot of these calligraphy writings

973
01:14:06.279 --> 01:14:08.460
 because for one person,

974
01:14:08.539 --> 01:14:10.619
 even if he writes one character a thousand times,

975
01:14:10.720 --> 01:14:12.140
 a thousand times looks different.

976
01:14:12.399 --> 01:14:14.340
 But they are from a similar art style.

977
01:14:14.680 --> 01:14:16.920
 So that's kind of the baseline for the understanding.

978
01:14:17.180 --> 01:14:19.060
 But actually for the real data set we use,

979
01:14:19.140 --> 01:14:21.899
 it's around 100 pages of images, I think.

980
01:14:22.119 --> 01:14:22.600
 Yeah, thank you.

981
01:14:22.899 --> 01:14:23.220
 Thank you.

982
01:14:23.979 --> 01:14:25.319
 Great, we have another question over here.

983
01:14:27.060 --> 01:14:28.079
 It's for

984
01:14:28.079 --> 01:14:29.619
 the Machina.

985
01:14:29.859 --> 01:14:30.560
 What's the...

986
01:14:30.560 --> 01:14:34.119
 So I think everyone who grew up

987
01:14:34.119 --> 01:14:36.020
 with Catholic belief in Upper

988
01:14:36.020 --> 01:14:37.380
 Austria has a

989
01:14:37.380 --> 01:14:39.939
 really traumatized

990
01:14:39.939 --> 01:14:41.979
 by going into the Beichtstuhl to

991
01:14:41.979 --> 01:14:44.039
 confess the sins and then get an

992
01:14:44.039 --> 01:14:47.859
 answer. I'm just wondering, how do you feed God?

993
01:14:48.020 --> 01:14:49.880
 I mean, what is his moral standard?

994
01:14:50.199 --> 01:14:53.779
 And is he fed by the Bible or what is he telling us?

995
01:14:54.300 --> 01:14:56.739
 We actually, in the final version, didn't do much.

996
01:14:56.979 --> 01:15:00.399
 We just had a very simple instruction, you are Jesus Christ,

997
01:15:00.399 --> 01:15:03.199
 and then some rules, what it's not supposed to talk about.

998
01:15:04.579 --> 01:15:05.640
 Is it the ten rules? No, no, no, it's not supposed to talk about is it the 10 rules?

999
01:15:06.199 --> 01:15:07.560
 no no no it's not the 10 rules

1000
01:15:07.560 --> 01:15:08.220
 no no no

1001
01:15:08.220 --> 01:15:11.220
 the 10 recommendations

1002
01:15:11.220 --> 01:15:14.020
 yeah no but recently

1003
01:15:14.020 --> 01:15:15.699
 I was actually curious

1004
01:15:15.699 --> 01:15:17.560
 I read about Leo Tolstoy

1005
01:15:17.560 --> 01:15:18.579
 being a

1006
01:15:18.579 --> 01:15:22.220
 anarchist

1007
01:15:22.220 --> 01:15:24.060
 like Christian anarchist

1008
01:15:24.060 --> 01:15:26.140
 so I read about Christian anarchist, like Christian anarchist. So I read about Christian anarchist.

1009
01:15:26.380 --> 01:15:29.359
 So I imagine like in a future version,

1010
01:15:29.439 --> 01:15:31.140
 it would be interesting to actually like

1011
01:15:31.140 --> 01:15:32.840
 have variations of this.

1012
01:15:33.659 --> 01:15:35.760
 Like interpretation of Jesus Christ.

1013
01:15:36.439 --> 01:15:36.960
 Okay.

1014
01:15:37.920 --> 01:15:38.640
 Thank you.

1015
01:15:39.880 --> 01:15:41.220
 More questions in the back.

1016
01:15:41.279 --> 01:15:41.840
 That's excellent.

1017
01:15:42.399 --> 01:15:44.460
 I don't think my airplanes would reach back that far anyway.

1018
01:15:44.579 --> 01:15:45.220
 So this is perfect.

1019
01:15:45.699 --> 01:15:48.439
 Just an additional question to AI Jesus.

1020
01:15:49.619 --> 01:15:52.760
 So am I just talking to the AI Jesus

1021
01:15:52.760 --> 01:15:53.979
 or is someone else listening?

1022
01:15:54.220 --> 01:15:57.899
 So is there some memory or is an external model called?

1023
01:15:58.279 --> 01:16:00.220
 Yeah, there's an external model called

1024
01:16:00.220 --> 01:16:02.699
 and we also have information in front

1025
01:16:02.699 --> 01:16:07.000
 that this goes out to non-European servers,

1026
01:16:07.000 --> 01:16:08.000
 American.

1027
01:16:08.000 --> 01:16:11.619
 So I should be careful about my confessors.

1028
01:16:11.619 --> 01:16:14.119
 Yeah, do not confess to anything.

1029
01:16:14.119 --> 01:16:15.119
 Thank you.

1030
01:16:15.119 --> 01:16:17.859
 Do not try to stay anonymous.

1031
01:16:17.859 --> 01:16:23.000
 Just the speech to text is actually on our own server, so that doesn't go out.

1032
01:16:23.000 --> 01:16:25.520
 But then the text produced from that does.

1033
01:16:25.520 --> 01:16:28.619
 OK, thank you.

1034
01:16:28.619 --> 01:16:31.979
 OK, another question back there.

1035
01:16:31.979 --> 01:16:35.680
 For the last speaker, I was interested in the Max Ernst

1036
01:16:35.680 --> 01:16:42.720
 painting coming to life and the concept of taking a painting

1037
01:16:42.720 --> 01:16:45.279
 about something that is horrific,

1038
01:16:47.600 --> 01:16:48.000
 in what Max Ernst stated,

1039
01:16:49.699 --> 01:16:49.960
 and then making it into an animation,

1040
01:16:52.060 --> 01:16:54.220
 whether the message of the painting or the conceptual framework for the painting

1041
01:16:54.220 --> 01:16:57.399
 is shifted irreversibly.

1042
01:16:59.800 --> 01:17:03.560
 I'm not quite sure if I understand it.

1043
01:17:04.439 --> 01:17:06.659
 Can you explain again?

1044
01:17:06.760 --> 01:17:07.619
 Sorry, I can't hear you.

1045
01:17:08.159 --> 01:17:10.460
 Sorry, I have not got the question.

1046
01:17:10.899 --> 01:17:12.840
 Can you explain it again, please?

1047
01:17:14.279 --> 01:17:15.239
 What was the question?

1048
01:17:15.819 --> 01:17:17.899
 I'm not very good at repeating questions

1049
01:17:17.899 --> 01:17:20.760
 because I have a very short-term memory

1050
01:17:20.760 --> 01:17:22.000
 and questions are hard.

1051
01:17:22.000 --> 01:17:24.739
 But it was fundamentally the conceptualisation.

1052
01:17:25.460 --> 01:17:32.000
 In other words, Max Ernst put his painting out into a context that was horrific and translating

1053
01:17:32.000 --> 01:17:39.060
 it into a beast that jumps out of the screen and so on, transfers the concept into some

1054
01:17:39.060 --> 01:17:43.680
 other realm. And it doesn't necessarily... I mean, so I wondered, I mean, when I was

1055
01:17:43.680 --> 01:17:46.020
 watching, I was wondering what Max Ernst would have thought of this

1056
01:17:46.020 --> 01:17:55.460
 recreation of his, and whether you think the conceptual framework devalues the original intent.

1057
01:17:57.220 --> 01:18:07.060
 Yeah, well, this is a good question. And we also thought, yeah, can we do this? From our perspective, when we looked at the

1058
01:18:07.060 --> 01:18:16.520
 work from Max Ernst, we thought it is an interesting idea to transform this idea now to 2026. And

1059
01:18:16.520 --> 01:18:27.819
 the idea is also to have different scenarios. This fairy tale is only one. We also have another one. It is in work on the

1060
01:18:27.819 --> 01:18:36.300
 Spanish war where the creature comments. And well, what would he say? I don't know. But

1061
01:18:36.300 --> 01:18:47.720
 to use this, we had to also talk with the heirs of Max Ernst because of the copyright. And well, we got the license because they are interested

1062
01:18:47.720 --> 01:18:50.159
 in this experience.

1063
01:18:50.159 --> 01:18:52.239
 We also talked with art historians

1064
01:18:53.220 --> 01:18:56.539
 and also colleagues from the art department

1065
01:18:56.539 --> 01:18:58.180
 so to get some feedback.

1066
01:18:58.180 --> 01:19:00.060
 But yes, you're right, we have to discuss

1067
01:19:00.060 --> 01:19:02.300
 if this, what Max Ahrens would do,

1068
01:19:02.300 --> 01:19:08.239
 and yeah, if this is a good or interesting work.

1069
01:19:08.579 --> 01:19:09.859
 But let's discuss it.

1070
01:19:10.460 --> 01:19:12.819
 So feel free, come and experience it.

1071
01:19:15.100 --> 01:19:15.880
 Okay, thank you.

1072
01:19:15.920 --> 01:19:17.380
 Any other questions in the audience?

1073
01:19:17.460 --> 01:19:18.399
 You can raise your hand in the meantime.

1074
01:19:18.600 --> 01:19:19.279
 I'm going to ask one.

1075
01:19:19.439 --> 01:19:20.140
 You have a question?

1076
01:19:20.460 --> 01:19:21.500
 You're breaking the rules.

1077
01:19:21.619 --> 01:19:22.100
 I like that.

1078
01:19:22.260 --> 01:19:22.619
 Sorry.

1079
01:19:23.760 --> 01:19:27.060
 I have a question for the Urban Data Orchestra, please.

1080
01:19:28.399 --> 01:19:31.880
 Could you speak a little bit about the best context

1081
01:19:31.880 --> 01:19:33.239
 for this work?

1082
01:19:33.239 --> 01:19:37.000
 We see it in the gallery as it's in the white box.

1083
01:19:37.000 --> 01:19:39.840
 And can you just talk a little bit about context

1084
01:19:39.840 --> 01:19:41.819
 and where you see it?

1085
01:19:46.220 --> 01:19:47.560
 Yeah, sure.

1086
01:19:47.560 --> 01:19:50.600
 I mean, we haven't thought about,

1087
01:19:50.600 --> 01:19:54.460
 so we originally created for the,

1088
01:19:54.460 --> 01:19:56.560
 basically, people of New York City,

1089
01:19:57.520 --> 01:20:00.399
 and it was in the gallery there for three weeks,

1090
01:20:00.399 --> 01:20:02.159
 so it had a lot of exposure

1091
01:20:02.159 --> 01:20:04.520
 with a lot of kind of different people,

1092
01:20:04.520 --> 01:20:06.020
 as you can imagine from

1093
01:20:06.020 --> 01:20:12.739
 kids to all kinds of ages and it was really interesting to see people how curious they were

1094
01:20:12.739 --> 01:20:19.739
 about their own city and trying to how they can play with what is out there and and kind of we

1095
01:20:19.739 --> 01:20:27.340
 think about that and this is our second basically basically, exhibition in the gallery space, but I think it would be,

1096
01:20:27.340 --> 01:20:30.560
 I mean, I have a background originally in architecture,

1097
01:20:30.560 --> 01:20:35.380
 so I was thinking about it as also a different way

1098
01:20:35.380 --> 01:20:38.819
 of thinking about the city from the people

1099
01:20:38.819 --> 01:20:40.500
 who are actually making the policies

1100
01:20:40.500 --> 01:20:44.100
 and making the decisions and even designing

1101
01:20:44.100 --> 01:20:46.939
 and just a playful way of really rethinking

1102
01:20:46.939 --> 01:20:52.279
 how you see maps or you see and hear sounds

1103
01:20:52.279 --> 01:20:53.859
 beyond noise pollution.

1104
01:20:54.260 --> 01:20:56.340
 So, I mean, it's also kind of a stance

1105
01:20:56.340 --> 01:20:59.939
 in how we think about cities and noise pollution

1106
01:20:59.939 --> 01:21:02.939
 and all this kind of data that is everywhere.

1107
01:21:04.079 --> 01:21:07.119
 So maybe it could be out of a gallery

1108
01:21:07.119 --> 01:21:11.300
 and could be something else other than just an artwork.

1109
01:21:12.359 --> 01:21:14.819
 But yeah, for now, it is what it is.

1110
01:21:14.960 --> 01:21:15.960
 It's in the gallery.

1111
01:21:16.920 --> 01:21:18.020
 That's great. Thank you.

1112
01:21:19.399 --> 01:21:21.460
 Okay, we have a couple more minutes for questions

1113
01:21:21.460 --> 01:21:22.720
 before we move on.

1114
01:21:22.960 --> 01:21:24.060
 And since... Ah, they're perfect.

1115
01:21:24.859 --> 01:21:27.199
 Yes, I have a question for the creative guinea pig

1116
01:21:27.199 --> 01:21:29.640
 eligibility test.

1117
01:21:29.640 --> 01:21:33.680
 So I'm very curious about your design process.

1118
01:21:33.680 --> 01:21:36.880
 How did you, or rather, how did you

1119
01:21:36.880 --> 01:21:41.079
 translate this sometimes complex social issue

1120
01:21:41.079 --> 01:21:44.199
 into an experience that also feels a bit uncomfortable?

1121
01:21:44.199 --> 01:21:44.939
 Could you?

1122
01:21:44.939 --> 01:21:45.739
 Thank you. That's a

1123
01:21:45.739 --> 01:21:50.539
 wonderful question. So in the questionnaire itself, we actually borrowed a lot of questions from

1124
01:21:50.539 --> 01:21:58.119
 real clinical trial consent forms. And yes, I was saying people do lie about certain things

1125
01:21:58.119 --> 01:22:06.000
 in the real process if we don't verify them. Yeah, it's, I guess being

1126
01:22:06.000 --> 01:22:07.880
 playful is a way to get

1127
01:22:07.880 --> 01:22:10.079
 around it in a way because it's a difficult

1128
01:22:10.079 --> 01:22:11.880
 topic to touch on

1129
01:22:11.880 --> 01:22:14.159
 and having this serene

1130
01:22:14.159 --> 01:22:16.100
 beautiful farm environment is also

1131
01:22:16.100 --> 01:22:17.640
 part of trying to

1132
01:22:17.640 --> 01:22:20.020
 smooth it down

1133
01:22:20.020 --> 01:22:22.079
 a little bit. Yeah, I don't know if I

1134
01:22:22.079 --> 01:22:23.960
 answered your question. Yes, you did

1135
01:22:23.960 --> 01:22:25.760
 and just one follow-up around

1136
01:22:25.760 --> 01:22:27.960
 the aesthetics. Was there, beyond the

1137
01:22:27.960 --> 01:22:29.420
 scenic farm view, were there any

1138
01:22:29.420 --> 01:22:31.939
 considerations you made to make it feel also

1139
01:22:31.939 --> 01:22:34.060
 a bit disconcerting when people interacted

1140
01:22:34.060 --> 01:22:35.920
 with it? Oh, yeah.

1141
01:22:37.399 --> 01:22:38.300
 This project

1142
01:22:38.300 --> 01:22:40.079
 was actually presented at an expanded

1143
01:22:40.079 --> 01:22:42.020
 conference last year, and then

1144
01:22:42.020 --> 01:22:44.180
 after that we had, thank you so much

1145
01:22:44.180 --> 01:22:45.800
 for the support and everything. And in New York we had thank you so much for the support and everything

1146
01:22:45.800 --> 01:22:51.979
 and in New York we had an exhibition and in the front room there are a lot of huge inflatable

1147
01:22:51.979 --> 01:22:58.800
 guinea pigs they're two meters long and a lot of huge inflatable pills as well so people loved

1148
01:22:58.800 --> 01:23:03.279
 like a lot of kids and people are just taking photos and posting them on social media

1149
01:23:03.279 --> 01:23:05.460
 and that's really like making

1150
01:23:05.460 --> 01:23:11.960
 the whole process entertaining but then going back into the like back room and then actually

1151
01:23:11.960 --> 01:23:18.760
 participating in this whole process made a lot of people realize oh there's this dark side of it and

1152
01:23:18.760 --> 01:23:26.159
 I mean not everyone participating in this because it can feel a little strange having your face on the guinea pig.

1153
01:23:26.159 --> 01:23:30.960
 So that's, we made it optional, and I think that's part of trying to, yeah.

1154
01:23:30.960 --> 01:23:31.960
 Thank you.

1155
01:23:31.960 --> 01:23:32.960
 Thank you.

1156
01:23:33.960 --> 01:23:36.960
 Perfect. Just a couple more minutes for questions.

1157
01:23:36.960 --> 01:23:39.760
 I'm going to ask a question from this side.

1158
01:23:39.760 --> 01:23:42.760
 I'd like to talk really briefly about the Claw-Simbly machine.

1159
01:23:42.760 --> 01:23:48.880
 And specifically, basically you can create your own avatar.

1160
01:23:48.880 --> 01:23:51.560
 And if you're not happy, you get three tries to do that, et

1161
01:23:51.560 --> 01:23:52.060
 cetera.

1162
01:23:52.060 --> 01:23:54.739
 It's a very fun sort of game to play.

1163
01:23:54.739 --> 01:23:56.319
 But how did you go about designing

1164
01:23:56.319 --> 01:23:57.560
 all of the different elements?

1165
01:23:57.560 --> 01:23:59.239
 Was there some type of taxonomy?

1166
01:23:59.239 --> 01:24:02.880
 You were like, OK, there's eyes, and there are

1167
01:24:02.880 --> 01:24:05.279
 like 20 different types of eyes.

1168
01:24:05.279 --> 01:24:11.359
 There's quite a diversity of facial animation, of clothes, etc.

1169
01:24:11.359 --> 01:24:12.640
 How did you go about designing that?

1170
01:24:14.079 --> 01:24:19.520
 So basically, at first, we also were facing this, how do we actually make it?

1171
01:24:19.520 --> 01:24:24.239
 And we decided on just making a base model at first,

1172
01:24:24.239 --> 01:24:26.579
 and then fitting or figuring out

1173
01:24:26.579 --> 01:24:29.720
 how we best fit facial features on there.

1174
01:24:29.720 --> 01:24:34.380
 So basically in a way that all the same and it's just textures that we swap around.

1175
01:24:34.380 --> 01:24:39.779
 And during the process we also had to think about what features actually work, what are

1176
01:24:39.779 --> 01:24:46.760
 too much, what if stuff intersects and covers each other. So it was pretty much just a trial

1177
01:24:46.760 --> 01:24:51.180
 and error. At first we had a phase of trying how to best make it work and then we were

1178
01:24:51.180 --> 01:24:52.960
 just producing lots of assets.

1179
01:24:52.960 --> 01:24:56.100
 Have you calculated how many different combinations there are?

1180
01:24:56.100 --> 01:25:01.039
 Like combinations I'm not quite sure but we have over a hundred different assets but they're

1181
01:25:01.039 --> 01:25:07.600
 like technically like four-ish slots like the hair, the eyes, the noses, the mouth, and the

1182
01:25:08.159 --> 01:25:10.159
 the clothings.

1183
01:25:10.640 --> 01:25:12.000
 I don't have an exact number.

1184
01:25:12.000 --> 01:25:16.640
 I have not managed to recreate the same character and I've been playing it for the last three days, so

1185
01:25:17.039 --> 01:25:18.760
 there's a lot of possibilities.

1186
01:25:18.760 --> 01:25:25.140
 Okay, maybe one more question from the audience or apparently from the podium itself, since we've introduced

1187
01:25:25.140 --> 01:25:30.119
 that possibility, if you have any questions for anyone else. If not, I will ask a last

1188
01:25:30.119 --> 01:25:39.119
 question and, hmm, should I go controversial or simple? Both, simple and controversial.

1189
01:25:39.119 --> 01:25:46.180
 Okay, then I'm going to have to ask Diaz and Machina. The visual representation of Jesus.

1190
01:25:46.939 --> 01:25:48.359
 Tricky, tricky topic.

1191
01:25:48.579 --> 01:25:49.659
 How did you guys go about that?

1192
01:25:51.439 --> 01:25:55.500
 How did you go about deciding how it's going to be designed?

1193
01:25:56.000 --> 01:26:00.779
 Or did you just say, AI, give me a picture of Jesus?

1194
01:26:00.779 --> 01:26:09.640
 Like originally, we wanted to go for a kind of stereotypical representation of the face.

1195
01:26:09.939 --> 01:26:17.760
 So actually what my original plan was to, like you have to feed an input video to this generative video service.

1196
01:26:19.840 --> 01:26:26.239
 And like two minutes of a person talking. And what I originally had planned is like,

1197
01:26:26.239 --> 01:26:29.939
 I do a face swap with a painting,

1198
01:26:29.939 --> 01:26:32.399
 a depiction of Jesus Christ,

1199
01:26:32.399 --> 01:26:37.399
 at like a Dutch painting actually that I found fitting.

1200
01:26:37.520 --> 01:26:40.100
 And the face swap worked,

1201
01:26:40.100 --> 01:26:45.300
 but per the user agreement with that service,

1202
01:26:49.699 --> 01:26:50.659
 you could only upload a video of a real person talking.

1203
01:26:52.539 --> 01:26:54.199
 And we also had actually an artist who wanted to be the face of it,

1204
01:26:54.399 --> 01:26:55.979
 or almost agree to it,

1205
01:26:56.039 --> 01:26:57.140
 but then he got doubts,

1206
01:26:57.319 --> 01:26:58.560
 and he wasn't there anyway,

1207
01:26:58.560 --> 01:27:00.760
 and then I thought, yeah, I'll do it.

1208
01:27:03.279 --> 01:27:06.079
 Yeah, that's how it came about

1209
01:27:06.079 --> 01:27:07.619
 you definitely have to try it

1210
01:27:07.619 --> 01:27:10.260
 you can't experience it in 2D

1211
01:27:10.260 --> 01:27:12.399
 you really have to sit in the room and see

1212
01:27:12.399 --> 01:27:13.840
 Jesus and speak to Jesus

1213
01:27:13.840 --> 01:27:16.399
 I'd like to thank you so much for all

1214
01:27:16.399 --> 01:27:18.079
 participating, coming this long way

1215
01:27:18.079 --> 01:27:20.300
 and helping with the setup and we've got a couple

1216
01:27:20.300 --> 01:27:21.899
 of days of exhibitions still ahead of us

1217
01:27:21.899 --> 01:27:24.020
 but all of you in the audience

1218
01:27:24.020 --> 01:27:26.640
 when you are finished attending the conference today,

1219
01:27:27.060 --> 01:27:30.060
 we're open until, I believe, 7.30 p.m. tonight

1220
01:27:30.060 --> 01:27:33.319
 and all the way until Sunday and 6 p.m. on Sunday,

1221
01:27:33.380 --> 01:27:34.880
 but every other day until 7.30 p.m.

1222
01:27:35.560 --> 01:27:37.880
 Please drop by and try out the exhibits.

1223
01:27:38.020 --> 01:27:38.579
 Tell your friends.

1224
01:27:39.279 --> 01:27:41.619
 And again, thanks so much for participating.

1225
01:27:41.859 --> 01:27:43.260
 I'm going to run over to the exhibition space.

1226
01:27:43.260 --> 01:27:44.579
 Some of you might be doing that as well.

1227
01:27:45.539 --> 01:27:47.000
 Lots of fun at the rest of the conference.

1228
01:27:47.340 --> 01:27:49.199
 We have a very exciting panel starting here

1229
01:27:49.199 --> 01:27:50.119
 in just about five minutes.

1230
01:27:50.199 --> 01:27:50.819
 Thank you very much.

1231
01:27:52.640 --> 01:27:53.199
 Thank you.

