WEBVTT

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 There's just another panel at 11.30, but if we just wait the first 15 minutes and start at 10.15, that would also be a possibility.

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 So the schedule stays the same.

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 In case the rules come really on point, I'm not sure.

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 We have to be flexible.

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 I'm sorry about it.

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 No, no, no, it doesn't.

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 It's not much we can do.

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 It's not much. Not much we can do. Ford. Thank you. Vielen Dank. E aí Vielen Dank. Vielen Dank.お待ちしておりますスタートします今から15分ほどです

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10時15分からセッション3を始めます

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どうぞ休憩してください

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すみません Thank you. Vielen Dank. Obrigada. Thank you. E aí Vielen Dank. Thank you. E aí Thank you. Obrigada. Thank you. Obrigado. Thank you. E aí Obrigado. Vielen Dank. Thank you. Obrigada.... Vielen Dank. Vielen Dank. Tekstet av Nicolai Winther I'm going to go get some food. Thank you.おはようございます

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エクスパンデータコンフェンス セッション3 コントロール

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私はゆうちろかつもとです

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このセッションを担当しています

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コントロールは何かとも言えます

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システムをコントロールすること

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マシンをコントロールすること

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物資をコントロールすること

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コントロールを失うこと

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今日の5つのプレゼンテーションは

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コントロールを非常に違�なる方向からコントロールを取り入れています。

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クリエーションの練習によって、インタラクティブシステム、

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物理、ロボティック、そしてエンボディーエクスペリエンスについてです。

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では、まずは、初めてのプレゼンテーションに行きましょう。

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まずは、マグダ・ハミルトンです。

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彼女は、インタラクティブシステムの知らない能力をデザインします

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マグダ・ハミルトンさんをお迎えください Thank you. Encountering something whose interior stays close to the viewer.

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 I'll show you how I tried to do that and where it broke.

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 The question comes from Stanislaw Lem Solaris, a novel from 1961 that also gives this piece

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 its name.

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 The ocean in the book covers the entire planet,

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 and the premise is that it's some kind of intelligence. What matters here isn't the

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 premise, it's the situation around it. In the novel, generations of researchers have observed

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 the ocean and cataloged its behaviors, classified the formations, and produced a whole scientific literature

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 which fills the station.

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 None of it has yielded an interpretation.

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 They had the time, the access, and the methods.

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 The description accumulates, the access doesn't.

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 Lamb argues elsewhere that this isn't a problem

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 awaiting a better method,

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 but an impossibility

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 in principle.

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 Assimilation can't reproduce that impossibility, but it can stage it, which means I need a

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 more careful word than mysterious.

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 Unpredictability is about the next state.

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 On its own, it reads as malfunction.

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 Complexity is about how much there is to understand.

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 Exposing more of the system can, at least in principle,

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 make it more tractable.

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 Ambiguity is about meaning.

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 The work withholds an interpretation,

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 so you can supply one.

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 What I'm after is none of those.

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 The system is lawful.

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 You can feel that it's lawful.

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 And the law isn't recoverable within the attention you have.

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 That makes it a property of a relation, not only of a thing, which is useful, because

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 you can build a relation.

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 The first decision was not to stimulate water.

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 Water in real-time graphics has a settled language.

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 However stylized it lands inside a category you already own.

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 So the ocean is a viscoelastic gel.

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 It resists being deformed, holds the load for a beat, and lets go in a wobble rather

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 than a wave. But gel is a category 2, which is why there are two more fields. Memory,

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 the rest position each cell returns toward isn't fixed. It's a slow average of how

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 that cell has recently been pushed. So the surface doesn't come back to the shape

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 it started from because the shape it returns to

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 has itself moved.

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 Intent, cells reach toward internally assigned target

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 heights and that reach decays, motion with no observable

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 external curves.

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 Those are names for fields in a solver,

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 neither one models cognition.

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 Knowing what something is made of doesn't tell you what it's doing.

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 A system that makes patterns invites you to look for the cipher.

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 So the ocean doesn't signal.

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 It works, and the work is made visible.

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 Two suns on scripted paths.

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 The orbit is on rails, not an orbital simulation.

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 And the ocean isn't stabilizing anything.

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 What's computed each frame is the consequence

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 of those positions.

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 The tidal load on every cell.

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 Then the load is split.

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 A small fraction reaches the surface as displacement.

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 The rest is treated by stipulation as the effort of holding position.

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 No counterforce is computed.

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 It accumulates as stress and comes back as glow beneath the surface.

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 It never feeds into the physics.

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 The light makes that computed internal effort visible.

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 When the signs align, it concentrates.

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 When they oppose, it spreads.

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 You can see that something is happening and when it intensifies, nothing turns that into

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 meaning. Both of those run whether or not anyone is watching.

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 That's the effort.

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 It makes the work visible without making it readable.

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 The contact is real. The cursor is a genuine disturbance and the surface response.

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 But the character of that response is governed by an internal state that changes on its own

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 schedule independently of anything you do. It re-parameterizes the same physics. The material properties themselves

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 change. This isn't randomness. Randomness reads as broken. The behavior is lawful. And

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 the response follows from the state. But you're building a model out of responses produced

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 under conditions that can change for reasons that have nothing to

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 do with you.

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 You can't tell whether what you just saw came from your gesture or from a state you cannot

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 observe.

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 The law is real.

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 It just isn't exposed.

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 Three mechanisms across three layers, but the same refusals keep recurring.

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 And they overlap rather than divide neatly.

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 No single layer holds this alone.

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 Strange physics with a legible channel invites decoding.

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 Any constitutive layer that yields a stable explanation becomes the entry point from which

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 the rest gets reduced. Not all of it refuses.

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 There is a terminal, a mission brief, logs from earlier researchers.

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 That frame is legible, so the ocean does not have to be.

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 It sustains the encounter without constituting it.

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 That's a proposition, not a measurement.

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 There is a fourth subsystem.

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 In the novel, my modes are structures the ocean produces that imperfectly copy things

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 near it.

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 And the copies are legible.

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 You see what they're doing.

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 In the simulation, the results vary.

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 Sometimes the form is nothing.

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 Sometimes it catches.

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 Once you recognize the hand, the encounter changes. The question stops being what is this and becomes how well

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 is it doing a hand. And when the hand goes, recognition doesn't. So that's the problem.

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 The moment there is a recognizable reference, you have a stable model for comparison.

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 The encounter becomes legible, not because the system changed, but because you found

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 something to measure it against.

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 The MIMO gave the viewer a stable comparison model.

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 The other mechanisms are designed to deny that

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 kind of closure. Unknowability is a property of the encounter and it has to be altered

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 in the logic, not on the surface. None of these requires randomness. The systems I've

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 described are deterministic. What matters is where you're standing. From the viewer's

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 position, an unsolvable system cannot

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 be distinguished from one that simply remains unsolved. That gap is the design condition

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 and that's the argument I want to leave you with. Thank you.

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 Thank you for a wonderful presentation, Magda. Now is the time for the Q&A.

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 Any questions from the audience?

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 Come on.

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 I prepared one.

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 Yes, please.

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 Naturally, since you're using a computer, there is some internal logic, but you're trying

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 to obfuscate it to the level that to a person, there might as well not be a coherent, understandable

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 internal logic.

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 What do you think the importance of that experience is?

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 Thank you for the question.

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 I think that the main importance here

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 is the boundaries of human cognition

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 and also our relationship with computers and machines, especially in

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 the times of AI.

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 Hi.

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 Yeah, I'd like to expand a little bit on that question as well.

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 I definitely got the link with AI and how this could explain our relationship with AI

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 and the fact that we don't know what's going on under the surface.

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 But I guess there's a difference if we know that there's a logic behind and if there's

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 some sort of randomness. In your example, is there a difference from the viewer's perspective if something is random

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 or not? Because they can't tell. They won't know. It just might as well be random. So

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 is there a difference in or are they told that there's a logic? Like with me struggling

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 with computers, when I'm programming, I know that there's a logic. like with me struggling with computers I when I'm programming I know that there is a logic I can't find the mistake I can't find

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 the book but I know I'll find it if I just keep searching for it but if it's

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 random I won't know so is there a way that the viewer knows what's happening I

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 think the main difference between randomness and unknowability is coherence.

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 In case of random systems, there's no underlying logic,

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 and in case of unknowability, there is a logic.

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 It's just not accessible to the viewer.

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 Of course, the viewer can make models and hypotheses

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 about what they are experiencing,

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 but they are unable to reach that logic underneath.

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 Good.

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 Good.

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 We still have one more question time.

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 Do you have any comments?

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 I'm sorry, I can't see the audience because

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 of the writings.

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 Well, OK, all right.

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 So, yeah.

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 I only have a really practical question.

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 Do you, is it artistic research in a practical sense? Or do you also write texts about this topic?

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 Is it becoming paper or something else?

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 Yes, the artwork became a subject of papers.

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 And this is the first paper here at Expanded. But there are more to follow.

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 Okay. Are they already visible somewhere or do you work on it?

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 Yes, you can read my author's copy of the manuscript on my website, which is in my conference bio.

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 Thank you.

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 Thank you very much.

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 So let's continue with our next presentation.次のプレゼンテーションに入ります次のプレゼンテーションは高文森太です

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高文森太さんはフェロフルードベースの

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フィジカルディスプレイを

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人間のコントロールを通して

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人間の物理のコクリエーションを

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ご紹介します

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高文森太さんをお迎えください

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ありがとうございます

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皆さんこんにちは 高文守太です

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東京エキスラボの教授です Hi, hello everyone. My name is Takafumi Morita. I'm an assistant professor at the University of Tokyo, X Lab.

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 Today I'm going to present my work, MOF Works, a kinetic installation of a ferroclite-based physical display beyond human control through human-material co-creation.

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 Actually, this is my third time participating in ARAS Electronica. I really love this atmosphere.

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 In 2022, we exhibited Seesaw,

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 and last year we exhibited Entangled Liquidity

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 as a part of an exhibition by the Yasaki-Hakurei Laboratory.

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 Across these works, I have continuously explored liquid

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 as an artistic material.

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 So this is MOFRAX. Before going into the details,

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 I'd like to show you a short video of this work.

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 This is a short version. Yesterday I uploaded the full version of video on YouTube. If you have interest, please check it.

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 MOFLAX is a kinetic installation in which the forms and growth of ferrocluid continuously transform.

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 By controlling an array of electromagnets, the ferrocarril rises into circular shapes and generates ripple-like waves. These waves spread across the surface and interfere with each other, creating continuously changing patterns.

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 First, why do I focus on liquid? Liquid is a very distinct material. It has no fixed form, and it continuously changes its shape depending on surrounding conditions.

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 I am particularly interested in this formless and changeable nature of liquid.

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 Liquid has already been explored in many different ways.

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 For example, previous works have used droplets, bubbles, colored liquids, tubes, and various fluid phenomena to create physical and interactive expressions.色の液体、実、そしていろいろなフルイティックフェノメナを作るためのフィジカルとインタラクティブな表現を作ることができました。

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この作品は、液体がフィジカル表現の豊富な中心となることを示しています。

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フェロフルイティックフェノメナは、特に面白い例です。

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マグネティックフィーズによる形を変えることで、メディアアートフィールドで広く発見されています。 and has been widely explored in media art fields. In many iconic works,

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 such as Professor Sachiko Kodama's works,

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 spike-like formations have been a central form

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 of the expression.

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 This leads to the motivation behind more works.

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 Recent computer science has largely developed

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 around the precious control of the digital bits, 0 and 1.

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 However, physical materials, especially liquids, are affected by their own properties and surrounding

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 environments so unpredictable variations naturally emerge.

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 So I started with this question.

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 Should physical materials be controlled with the same exactness as digital

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 bits? Based on this question, I created MOFRACS. Instead of using the conventional spike-like

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 expression of a ferrofluid, MOFRACS uses rounded pixel-like elevation and ripple waves. These

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 ripples spread across the liquid surface

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 and interfere with each other.

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 MOFRAC consists of the container filled with the ferrochlorite

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 and an array of maximum 319 electromagnets.

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 Each electromagnet works like a physical pixel

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 and generates a raised shape on the liquid surface.

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 This is the material selection.水を吸い込み、水面に形を描き出します。こちらが、物理の選択です。

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私は、フェルフルイドの2つの要素に集中しています。

236
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まず、フェルフルイドを使って、低サトラシャルマグネタリゼーションで、

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普通のスパイクの代わりに、スムーズな、丸い形を作ることができます。

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普通のスパイクの代わりに、このような形状を作ることができます。2つ目は、低微粗度の水を使って、

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リップル波をより簡単に発生することを選びました。

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この材料の選択で、

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このフェルフルイとそのフェルフルイは、

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丸いピクセル形状と、

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リップル表現を続けています。

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この材料を使って、 shapes and continuous ripple expression. Using these material properties, I

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00:36:48.539 --> 00:36:52.159
 designed two main types of fluid animation.

246
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 The first is raised circular pixel shapes

247
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 based on relatively discrete pixel control.

248
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 The second is ripple generation, which

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 creates continuous expressions through wave propagation and interference.リプル・ジェネレーションは、波のプロパガーションとインタフィレンスを通して、常に表現されます。

250
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まず、マグネティックラックスして、リップル波を生成することができます。

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波が表面に広がり、 相互に影響を受けます。 spread across the surface and interfere with each other. So the final pattern is not simply

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 a collection of independently controlled pixels.

253
00:37:54.280 --> 00:37:56.480
 The surrounding environment also strongly

254
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 affects the appearance of mockworks.

255
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 On the left, I use indirect lighting

256
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 reflected from the white wall.

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 This emphasized the shapes of the laser pixels and ripples.

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 On the light, the natural light becomes the main light source.

259
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 Because the liquid surface acts like a mirror,

260
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 its appearance continuously changes

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 depending on the surrounding light and the time of day.

262
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 So the environment itself

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 becomes a part of the visual expression.

264
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 Now, I would like to return to the question I introduced earlier.

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 Should physical materials be controlled with the same exactness as digital bits?

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 After working with systems, the liquid, and the exhibition environment, my approach is actually not to eliminate this uncertainty.

267
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 Instead, I actually incorporate this uncertainty as a part of the artwork.

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 I framed this relationship as human-material co-creation.

269
00:39:12.239 --> 00:39:18.119
 In MOFUX, the human side designs the magnetic field and animation. At the same time, the material contributes its own properties such as viscosity, lipopropagation, interference,

270
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 and gradual evaporation. And the environment, including light, temperature, humidity,

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 and time also affects the behavior and appearance of the liquid.

272
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 Therefore, the final expression is not determined by human control alone.

273
00:39:33.199 --> 00:39:40.800
 So, it emerges through the interaction among human intention, material behavior, and environmental conditions.

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 Through this relationship, mock works also offer one perspective from reconsidering

275
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 human-material relationships from the more-than-human perspective.

276
00:39:55.179 --> 00:40:00.400
 Mock works have been exhibited in several different environments. Through these exhibitions,

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 I observed how visitors engage with the changing behavior of the liquid.

278
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 Because their appearance changes depending on the viewing angle,

279
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 visitors often walk around the installation and observe it from different perspectives.

280
00:40:18.099 --> 00:40:24.800
 Some visitors stay for a long time or return after a while to see how the exhibition has changed.

281
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 long time or return after a while to see how the exhibition has changed. Some even revisited the work at a different time or different days. The

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 appearance of morph works also changed across exhibitions depending on the

283
00:40:37.619 --> 00:40:46.360
 surrounding space or lighting conditions. The same work could look quite different depending on how the rig reflected

284
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 to the surrounding environment.

285
00:40:50.619 --> 00:40:56.519
 In this way, mock works continue to change depending on where and when it is presented.

286
00:40:56.519 --> 00:41:05.679
 I see these changes not as something to eliminate, but as a part of the expression of the work.

287
00:41:10.039 --> 00:41:13.940
 To conclude, Moffrax explores the spherical expression through rounded pixels and ripple interference.

288
00:41:14.599 --> 00:41:18.079
 Rather than eliminating ascentity,

289
00:41:18.960 --> 00:41:22.099
 Moffrax incorporates it as part of its expression.

290
00:41:22.840 --> 00:41:27.719
 Through this approach, I explore human-material co-creation

291
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 and reconsider our relationship with physical materials.

292
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 That's all for my presentation. Thank you very much.

293
00:41:35.559 --> 00:41:45.000
 Thank you. Actually, I have one question about controls. You allow the materials to escapeコントロールについての質問です。人間のコントロールを逃すために、 物質を使用することを求めるのです。

294
00:41:45.000 --> 00:41:51.000
どうやってコントロールを保つのか、 物質にどのくらいを与えるのかを決めるのですか。

295
00:41:51.000 --> 00:41:53.000
素晴らしい質問です。

296
00:41:53.000 --> 00:42:07.000
実は、私は人間と物質の位置を決めるのが 難しいです。 human material. So before controlling the material regarding my artwork, so firstly

297
00:42:07.000 --> 00:42:15.099
 I usually observe the material itself. After that I find the unique site including some

298
00:42:15.099 --> 00:42:24.099
 randomness and unsanitary. So after that I make some animation and control the art space.

299
00:42:24.099 --> 00:42:25.000
 So the material drives your expression? Yes.アニメーションを作ることで 地球の物理を操作することができます

300
00:42:25.000 --> 00:42:28.000
物理があなたの表現を導いているのですね

301
00:42:28.000 --> 00:42:29.000
はい

302
00:42:29.000 --> 00:42:32.000
他に質問はありますか?

303
00:42:32.000 --> 00:42:34.000
はい、どうぞ

304
00:42:35.000 --> 00:42:37.000
私の質問は

305
00:42:37.000 --> 00:42:41.000
人間のコクレーションと 訪問者が戻って

306
00:42:41.000 --> 00:42:46.380
ライトニングシナリオからの インスタレーションを見ることができるのですが coming back and seeing the installation from different lightning scenarios, for example.

307
00:42:46.380 --> 00:42:53.019
 Did you also think about a visitor, a spectator being able to control actually what is happening

308
00:42:53.019 --> 00:42:58.960
 with the electromagnets during the installation, or is this something you scraped out by design?

309
00:42:58.960 --> 00:43:07.340
 Yeah, so to some extent, I designed from the broad direction of the contourness.

310
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 After that, material is react

311
00:43:10.900 --> 00:43:12.619
 depending on the surrounding environment

312
00:43:12.619 --> 00:43:14.139
 or material conditions.

313
00:43:14.139 --> 00:43:19.139
 So, yes, so, I thought I forgot.

314
00:43:21.099 --> 00:43:29.280
 Yeah, so, it depends on the situation and the places, so I decided observing the material's

315
00:43:29.280 --> 00:43:30.280
 conditions.

316
00:43:30.280 --> 00:43:32.280
 Right, so...

317
00:43:32.280 --> 00:43:47.940
 Okay, Ehei, you talked about being inspired and working with the material and its properties and being a big part of the material also having its abilities.

318
00:43:48.659 --> 00:43:54.440
 But the fluid you use this time is specifically made by humans

319
00:43:54.440 --> 00:44:00.360
 and it's very designed and you optimize the property.

320
00:44:01.059 --> 00:44:06.440
 And I'm not sure also about the recycling or how to clean the fluid.

321
00:44:06.440 --> 00:44:12.659
 So how do you work with this fluid which is extremely artificial?

322
00:44:12.659 --> 00:44:25.000
 Yeah I think a lot of materials have different, many factors that materials have. So, yeah, so, of course, there is some specific situation,

323
00:44:28.519 --> 00:44:33.519
 but if I think about the, yeah, some space,

324
00:44:35.280 --> 00:44:38.360
 so it's possible to recycle and circulate,

325
00:44:40.420 --> 00:44:43.719
 sorry, yeah, it depends on the material,

326
00:44:43.719 --> 00:44:46.639
 so if I make some artwork with material,

327
00:44:46.639 --> 00:44:51.119
 so I face the material itself and find the idea,

328
00:44:51.119 --> 00:44:54.559
 optimize the direction that I want to make.

329
00:44:57.059 --> 00:44:57.900
 Okay.

330
00:44:59.159 --> 00:45:00.579
 Yep.

331
00:45:00.579 --> 00:45:02.900
 We still have one more question time?

332
00:45:04.360 --> 00:45:05.000
 Anyone else?もう1問ありますか?他にも?

333
00:45:07.000 --> 00:45:10.000
では次のプレゼンテーションに移りましょう

334
00:45:10.000 --> 00:45:11.000
ありがとうございました

335
00:45:16.000 --> 00:45:19.000
3番目のスピーカーは高幸徹です

336
00:45:19.000 --> 00:45:23.000
ここでDynamics of Talk on a leashを紹介します

337
00:45:23.000 --> 00:45:25.000
高幸徹さんにどうぞ

338
00:45:37.000 --> 00:45:38.000
こんにちは 高幸徹です

339
00:45:38.000 --> 00:45:43.000
すみません 前10分前にスライドを作っていたので

340
00:45:47.380 --> 00:45:50.380
準備ができません I was making my slides 10 minutes before, so I'm not ready for this. But okay.

341
00:45:50.380 --> 00:45:52.380
 Wait.

342
00:45:52.380 --> 00:45:54.380
 Relax.

343
00:45:54.380 --> 00:45:55.380
 So.

344
00:45:55.380 --> 00:45:56.380
 Okay.

345
00:45:56.380 --> 00:46:16.880
 So, I'm going to my latest artwork, the dynamics of a dog on a leash.

346
00:46:16.880 --> 00:46:26.539
 Some of you may have seen this in the last year's Ars Electronica festival and this is a

347
00:46:28.239 --> 00:46:34.599
 chained strange by a chain for like robots and it's trying to attack people and we will

348
00:46:35.219 --> 00:46:38.199
 watch it from the safe zone and

349
00:46:39.519 --> 00:46:42.280
 Yeah, it's trying to keep

350
00:46:43.039 --> 00:46:48.320
 launch to audiences and keep standing up and fall.

351
00:46:49.300 --> 00:46:53.099
 Finally, it collapsed from overheating.

352
00:46:55.159 --> 00:47:05.000
 So I'm talking about the concept building history of this project over 15 years.

353
00:47:09.099 --> 00:47:12.380
 So the title, Dynamics of a Dokonarish,

354
00:47:12.380 --> 00:47:17.380
 is of course a reference to a famous painting

355
00:47:19.880 --> 00:47:21.480
 of Giacomo Balla.

356
00:47:21.480 --> 00:47:25.000
 I changed the term dynamism into dynamics.

357
00:47:25.960 --> 00:47:30.960
 But the original, the true origin of this project

358
00:47:33.480 --> 00:47:38.480
 goes back to very different context around 2010.

359
00:47:40.159 --> 00:47:43.639
 This is it, the Big Dog by Boston Dynamics.

360
00:47:44.639 --> 00:47:49.159
 So this video was super viral on YouTube,

361
00:47:49.159 --> 00:47:54.820
 and we were shocked when this robot appeared.

362
00:47:55.960 --> 00:48:02.760
 And we feel that it's apparently a military-oriented quad-group robot,

363
00:48:09.500 --> 00:48:20.239
 military-oriented quad-grouped robot and we feel it's the new age of warfare is coming. The autonomous weapons comes to kill us. We imagined it. So many

364
00:48:20.239 --> 00:48:29.860
 people got scared and frightened from this robot, but at the same time, many people laughed at this video

365
00:48:30.679 --> 00:48:33.940
 because of this robot's movements.

366
00:48:33.940 --> 00:48:38.119
 It looks goofy, awkward, and cartoon-like movements.

367
00:48:39.820 --> 00:48:40.659
 Wait.

368
00:48:41.960 --> 00:48:42.800
 So,

369
00:48:44.619 --> 00:48:48.000
 why could we laugh at it?なぜ笑うことができるのか?

370
00:48:48.000 --> 00:48:51.000
私たちは安全だと思っていたからです。

371
00:48:51.000 --> 00:48:53.000
私たちは隣にいないので、

372
00:48:53.000 --> 00:48:56.000
殺害や襲撃を受けたことができません。

373
00:48:56.000 --> 00:49:09.579
そのため、当時のロボットとの距離を感じました。 from this robot at the time. At the time, yeah, so I got the idea of the artwork

374
00:49:09.719 --> 00:49:14.719
 at the time to chain up this robot

375
00:49:14.800 --> 00:49:18.860
 and exhibit it in front of us in a gallery space.

376
00:49:21.639 --> 00:49:24.139
 As long as we can keep a safe distance,

377
00:49:28.380 --> 00:49:29.340
 we can afford to laugh at it or even play with it.

378
00:49:34.940 --> 00:49:46.179
 But the thing already has enough power to kill us. So what keeps us safe is only a thin, fragile chain of ethics.

379
00:49:47.300 --> 00:49:47.440
 Yeah.

380
00:49:48.179 --> 00:49:50.719
 Once it breaks, it's game over.

381
00:49:50.719 --> 00:49:57.239
 So that's my initial idea of this,

382
00:49:57.960 --> 00:50:02.179
 as a reaction to this robot at the time.

383
00:50:02.420 --> 00:50:12.320
 But I was just a humanities student, so I got just an idea. It's a speculative

384
00:50:12.320 --> 00:50:35.619
 idea or imagination practice. So I need 15 years more until realization. Now this consumer model for robots is available. We can buy it.

385
00:50:35.619 --> 00:50:45.719
 And also physical AI became a major contemporary context. So I rebooted this idea to make it.

386
00:50:49.280 --> 00:50:51.079
 But the social context has been changed.

387
00:50:56.440 --> 00:50:57.219
 At the time, it was distant future, but now it's a present reality.

388
00:51:05.000 --> 00:51:07.860
 And now in the real warfare, the drones killed soldiers or civilians.

389
00:51:11.960 --> 00:51:15.440
 So now we don't underestimate the impact of the robots or AI's development.

390
00:51:17.440 --> 00:51:22.059
 So the original idea, original warning concept

391
00:51:22.059 --> 00:51:25.000
 is no longer makes sense.

392
00:51:26.820 --> 00:51:31.320
 On the other hand, the Boston Dynamics robots

393
00:51:31.320 --> 00:51:36.320
 has different public reactions around 2015.

394
00:51:37.900 --> 00:51:42.280
 They always shows the kicking demo,

395
00:51:43.400 --> 00:51:46.619
 but the public reaction has been changed.

396
00:51:46.619 --> 00:51:48.000
 Don't kick the robot.

397
00:51:48.000 --> 00:51:53.000
 Some people claimed that it's pity.

398
00:51:53.400 --> 00:51:57.260
 Don't kick, it's pity, poor robot.

399
00:51:57.260 --> 00:52:01.840
 So the perspective is changing.

400
00:52:01.840 --> 00:52:09.159
 Also, my own questions have been changed. This is my previous artwork

401
00:52:09.159 --> 00:52:25.000
 exhibited in 2018 Ars Electronica. I started making media artist career as a robotics creation.

402
00:52:29.280 --> 00:52:34.280
 So my theme around this humanoids

403
00:52:37.199 --> 00:52:42.199
 is how can we make the robots into a real living other

404
00:52:44.380 --> 00:52:51.079
 by building an interactive relationship, dynamic relationship

405
00:52:51.079 --> 00:52:53.400
 between human and robots.

406
00:52:53.400 --> 00:53:05.000
 So these changes influence the actual creation of this, realization of this artwork.

407
00:53:09.280 --> 00:53:14.280
 So what should I put the new concept is empathic stresses.

408
00:53:20.820 --> 00:53:24.860
 We feel pity for these robots.

409
00:53:24.860 --> 00:53:28.940
 It's struggling and it looks painful.

410
00:53:29.840 --> 00:53:34.019
 But it doesn't feel any pain and we control it.

411
00:53:34.280 --> 00:53:36.840
 But we project ourselves onto the robots.

412
00:53:36.840 --> 00:53:42.639
 So this is a theme of this new artwork.

413
00:53:43.940 --> 00:53:48.059
 Actually, it's not autonomous.

414
00:53:48.059 --> 00:53:50.219
 It's a big spoiler.

415
00:53:50.219 --> 00:53:54.380
 Many people believe that it's autonomous robot,

416
00:53:54.380 --> 00:53:57.179
 but there is a hidden operator.

417
00:53:57.179 --> 00:54:01.179
 We call them pilots of this.

418
00:54:03.380 --> 00:54:12.760
 There is a term, the Wizard of Oz method. That's it. People believe this is

419
00:54:12.760 --> 00:54:28.940
 a, people perceive it's autonomous, but it's actually controlled. Then, but the pilots does the simple direction control with a gamepad-like controller.

420
00:54:29.719 --> 00:54:34.159
 And the robot itself has a posture stabilization system.

421
00:54:34.159 --> 00:54:40.699
 So if you kick it, it's trying to bear and stance again.

422
00:54:53.760 --> 00:55:05.000
 again. So then we restrain by chain and make it entangled to our legs. So there it's a hacking of the posture stabilization system. It causes the動作が動物的に動くことを防ぐために

423
00:55:05.000 --> 00:55:09.000
動作を動かすことができるのです。

424
00:55:10.000 --> 00:55:15.000
このテクニックで動作を動かすことができると

425
00:55:15.000 --> 00:55:21.000
私は思っていました。

426
00:55:22.000 --> 00:55:24.139
 the humanoid robots.

427
00:55:26.139 --> 00:55:30.960
 And I think that's a very good technique.

428
00:55:34.159 --> 00:55:36.159
 And so I made in the previous work, I made humanoid robots with a gaze interaction and face mirroring.

429
00:55:38.900 --> 00:55:40.900
 But this robot, this consumer robot, doesn't have any eyes or

430
00:55:40.900 --> 00:55:42.900
 face.

431
00:55:49.679 --> 00:55:56.139
 But I believe that I can make people feel it's targeting me, it's looking at me, and stares at me, only by its movement.

432
00:56:01.420 --> 00:56:10.500
 So we feel intention and the murderous gaze or hatred against us from this robot.

433
00:56:11.599 --> 00:56:19.159
 And in the artwork, it collapses at the last time.

434
00:56:20.039 --> 00:56:25.000
 It's not performance. It's actual death of the robot.

435
00:56:27.780 --> 00:56:32.780
 In the overload performances,

436
00:56:33.679 --> 00:56:36.039
 the robot's motors heat up,

437
00:56:36.039 --> 00:56:40.420
 and in its safety systems works,

438
00:56:40.420 --> 00:56:44.239
 and then it shut down by overheating.

439
00:56:44.239 --> 00:56:48.320
 So as an artwork exhibition, it's critical.

440
00:56:49.559 --> 00:56:53.239
 But I found it very impressive,

441
00:56:53.239 --> 00:56:56.800
 so I changed my plan to make it

442
00:56:56.800 --> 00:57:00.440
 theatrical performance around 10 minutes.

443
00:57:00.440 --> 00:57:04.559
 And show it dies in front of them.

444
00:57:04.559 --> 00:57:09.559
 So we feel the life likeness of this,

445
00:57:16.159 --> 00:57:18.679
 yeah, the robots function.

446
00:57:20.559 --> 00:57:22.260
 Yeah, okay, so,

447
00:57:27.159 --> 00:57:27.960
 this is last slide.

448
00:57:32.400 --> 00:57:33.099
 Thank you for listening.

449
00:57:35.340 --> 00:57:35.699
 I'm satisfied with this achievement.

450
00:57:41.900 --> 00:57:42.639
 The public reactions are very heated up,

451
00:57:45.000 --> 00:57:45.360
 and some people blame me,

452
00:57:47.760 --> 00:57:50.719
 condemned me as a robot abuser. But many people comes to this exhibition

453
00:57:50.719 --> 00:57:55.719
 and many people enjoy this and yeah, get interested.

454
00:57:57.619 --> 00:58:01.679
 Yeah, I succeeded to prove that robots

455
00:58:01.679 --> 00:58:11.000
 can scratch our empathy nerve and it meansロボットは エンパティの根を抜けることができるとロボットと動物を 理解できないといけないといけない

456
00:58:11.000 --> 00:58:17.000
ロボットとの未来のストレスを 準備しなければならない

457
00:58:17.000 --> 00:58:20.000
辛いけどストレスがある

458
00:58:20.000 --> 00:58:25.000
そういう作品です。

459
00:58:25.000 --> 00:58:26.000
ありがとうございました。

460
00:58:26.000 --> 00:58:27.000
ありがとうございます。

461
00:58:29.000 --> 00:58:30.000
高幸さん、ありがとうございます。

462
00:58:30.000 --> 00:58:32.000
私に1つの質問があります。

463
00:58:32.000 --> 00:58:38.000
今、ロボットはパイロットで操作されています。

464
00:58:38.000 --> 00:58:46.460
もし変更できるときに、ロボットは完全に自動的に動くことはどうでしょうか? If you can change the robot, can be auto, actually the perfect read autonomous.

465
00:58:51.539 --> 00:58:52.579
 I gave up.

466
00:58:53.800 --> 00:58:58.639
 Because I was funded by the government fund,

467
00:58:58.639 --> 00:59:00.920
 by the cultural ministry of Japan.

468
00:59:11.699 --> 00:59:21.960
 I have just six months to develop it so we tried but gave up but if you could yeah and I'm still wants to want to make autonomous

469
00:59:21.960 --> 00:59:26.320
 but on the other hand the pilots are very good

470
00:59:26.320 --> 00:59:27.440
 at controlling.

471
00:59:28.119 --> 00:59:30.300
 They have technique and talent

472
00:59:30.300 --> 00:59:31.519
 of controlling.

473
00:59:31.960 --> 00:59:33.119
 So I

474
00:59:33.119 --> 00:59:36.199
 chose

475
00:59:36.199 --> 00:59:37.559
 to make it performance,

476
00:59:37.980 --> 00:59:38.760
 live performance.

477
00:59:39.960 --> 00:59:42.320
 Got it. So thank you very much.

478
00:59:42.579 --> 00:59:44.119
 Any questions or comments

479
00:59:44.119 --> 00:59:44.760
 from audiences?

480
00:59:44.760 --> 00:59:45.139
 Yes, hi. It's That's it. So thank you very much. Any questions or comments from audiences, please?

481
00:59:45.139 --> 00:59:58.619
 Yes, hi. It's more a comment and a question at the same time, because one of the things that I can see through your work, which is amazing, thank you,

482
00:59:59.139 --> 01:00:07.559
 is the fact that back then in 2005, when robotics showed the first robot I think

483
01:00:07.559 --> 01:00:13.260
 people also thought the robot was dumb and it reminds me of the of the

484
01:00:13.260 --> 01:00:18.659
 difference of the relationship between a Roomba and chat GBT I think people

485
01:00:18.659 --> 01:00:27.739
 start to have more empathy towards an artificial being, when the artificial being can show some intelligence,

486
01:00:27.739 --> 01:00:37.179
 because there's also some human feeling of fear when that being is intelligent.

487
01:00:37.179 --> 01:00:43.320
 So the more intelligent they become, we become more respectful of them, and I think your

488
01:00:43.320 --> 01:00:46.039
 work is showing exactly that.

489
01:00:46.039 --> 01:00:47.639
 So thank you for that.

490
01:00:47.639 --> 01:00:48.780
 Thank you.

491
01:00:48.780 --> 01:00:49.679
 Comments?

492
01:00:49.679 --> 01:00:51.059
 Any other questions or comments?

493
01:00:51.059 --> 01:00:51.900
 Yes, please.

494
01:00:53.539 --> 01:00:55.179
 Thank you for your presentation.

495
01:00:55.179 --> 01:00:56.019
 Thank you.

496
01:00:56.019 --> 01:00:58.199
 I was thinking about telepresence

497
01:00:58.199 --> 01:01:01.539
 and driving Waymo cars or people working in factories,

498
01:01:01.539 --> 01:01:02.760
 things like this.

499
01:01:02.760 --> 01:01:07.860
 And this Wizard of Oz factor, I can see the appeal of having it be completely autonomous,

500
01:01:08.179 --> 01:01:10.219
 but there's also something interesting to think about,

501
01:01:10.280 --> 01:01:15.880
 that complicated relationship between the human operator and the robot.

502
01:01:15.880 --> 01:01:43.340
 Can you say more about how you think about that relationship? I can't answer in an interesting way, but I...

503
01:01:43.340 --> 01:01:45.000
 Can I say about another context of this artwork?

504
01:01:47.500 --> 01:01:50.579
 I got the honorary mention prize

505
01:01:50.579 --> 01:01:52.380
 in Pre-Ars Electronica last year,

506
01:01:52.380 --> 01:01:57.380
 but I originally submitted to a new animation category,

507
01:01:58.280 --> 01:02:03.280
 but they chose this work as an artificial life

508
01:02:03.420 --> 01:02:05.000
 and intelligence category.

509
01:02:05.619 --> 01:02:09.719
 They change, but for me, it's an animation.

510
01:02:09.719 --> 01:02:13.780
 An animation is a tech technique or technology

511
01:02:13.780 --> 01:02:18.780
 to grab people's heart and force to feel it's alive.

512
01:02:22.679 --> 01:02:31.619
 Yeah, so I think that I want to answer to you the same thing.

513
01:02:31.619 --> 01:02:37.519
 The Roomba or the other robots, we feel

514
01:02:37.519 --> 01:02:54.000
 we can have some philosophy to treat robots. 로봇을 대신하는 것입니다. 하지만 로봇은 인생을 느끼는 것에 강력한 역할을 합니다.

515
01:02:54.000 --> 01:03:00.000
 그리고 저처럼 작가가 이 일을 할 수 있습니다.

516
01:03:05.000 --> 01:03:05.699
 So this is the, yeah.

517
01:03:10.699 --> 01:03:11.880
 So I feel responsibility to,

518
01:03:16.420 --> 01:03:18.739
 why should I make the life like robots? Yeah, it's gonna be stressful.

519
01:03:18.739 --> 01:03:23.739
 And we, our empathy nerve will be scratched more

520
01:03:24.980 --> 01:03:25.760
 in the future life.

521
01:03:27.360 --> 01:03:28.059
 Thank you.

522
01:03:28.380 --> 01:03:28.719
 Good.

523
01:03:29.719 --> 01:03:30.719
 Okay, so one last question.

524
01:03:31.920 --> 01:03:33.119
 Maybe it's a quick one.

525
01:03:33.179 --> 01:03:36.900
 So you've talked a lot about how audience perceive the robots,

526
01:03:37.000 --> 01:03:38.519
 but how do pilots perceive the robots?

527
01:03:38.519 --> 01:03:40.400
 How do they connect to the robots,

528
01:03:40.599 --> 01:03:43.960
 and how do they connect to the audience through robots?

529
01:03:44.340 --> 01:03:45.940
 It's like a very broad question

530
01:03:45.940 --> 01:03:52.300
 which also kind of dwells into whole drone debate, I would say. But in this case, when

531
01:03:52.300 --> 01:03:56.099
 you operate this dog, you operate the dog, or do you operate the robot, do you operate

532
01:03:56.099 --> 01:03:56.599
 the machine?

533
01:04:14.539 --> 01:04:28.639
 Maybe each pilot has different perspectives, but some pilots said they, he project himself into the robot and another one is trying to make the lively action. He built the technique how to make big motions.

534
01:04:31.139 --> 01:04:33.480
 So it's totally different.

535
01:04:33.480 --> 01:04:35.480
 Yeah, but of course,

536
01:04:38.519 --> 01:04:41.019
 they repeat it so many times.

537
01:04:42.260 --> 01:04:51.000
 So maybe they lose some empathy into the action.多くの回で、ロボットにエンパイアを与えることができるかもしれません。

538
01:04:51.000 --> 01:04:56.000
もっとコントロールできるものが変わるでしょう。

539
01:04:58.000 --> 01:05:00.000
ありがとうございます。

540
01:05:00.000 --> 01:05:05.000
素晴らしいプレゼンテーションは

541
01:05:05.000 --> 01:05:10.000
ロールシフトのフレーミングの認知についての

542
01:05:10.000 --> 01:05:12.000
VLトーリー問題です

543
01:05:12.000 --> 01:05:15.000
強制的な描写と心の不安

544
01:05:15.000 --> 01:05:18.000
Payin Linと彼のコリーグに

545
01:05:18.000 --> 01:05:21.000
プレゼンテーションをさせていただきます

546
01:05:21.000 --> 01:05:40.260
Payinとチームにどうぞ and his colleagues. Please welcome to Pei Ying and his team.

547
01:05:41.280 --> 01:05:43.360
 Hello. Okay, hello, good morning everyone.

548
01:05:43.360 --> 01:05:53.019
 My name is Tzu Mu Yang and we are a student group from National Tsinghua University in Taiwan, and I am the main presentation of this group.

549
01:06:04.079 --> 01:06:08.039
 classical moral dilemma on the trolley problem in VR, transforming it into an embodied aesthetics experience

550
01:06:08.039 --> 01:06:11.159
 which surfaces the difficulties of being implicated

551
01:06:11.159 --> 01:06:12.860
 in one's moral decisions.

552
01:06:14.000 --> 01:06:17.059
 Here are some of the keywords of our project.

553
01:06:36.699 --> 01:06:41.440
 This project is developed over four months as a project for the XR extended reality course, and it stems from a shared observation that people have difficulties putting themselves

554
01:06:41.440 --> 01:06:43.320
 into other's shoes.

555
01:06:43.320 --> 01:06:45.440
 So we choose a classic moral dilemma,

556
01:06:45.440 --> 01:06:49.019
 the trolley problem to develop on.

557
01:06:49.019 --> 01:06:51.679
 The classic trolley problem is usually on paper

558
01:06:51.679 --> 01:06:55.960
 and participants can judge from a distance, disembodied.

559
01:06:55.960 --> 01:06:59.139
 We have designed RoadShift against this idea.

560
01:06:59.139 --> 01:07:01.800
 With repeated decision and collision cycle

561
01:07:01.800 --> 01:07:04.079
 and shifting information, RoadShift attempts

562
01:07:04.079 --> 01:07:06.039
 to resurface the difficulties

563
01:07:06.039 --> 01:07:08.519
 of being implicated in once more decisions.

564
01:07:10.340 --> 01:07:12.460
 Our key design concepts can be summarized

565
01:07:12.460 --> 01:07:14.400
 into the following points.

566
01:07:14.400 --> 01:07:16.980
 One, VR perspective taking.

567
01:07:16.980 --> 01:07:21.000
 VR perspective taking, no, the Proteus effect

568
01:07:21.000 --> 01:07:23.599
 states that people might shift their behavior

569
01:07:23.599 --> 01:07:26.880
 and self-perception to the avatar they embodied.

570
01:07:26.880 --> 01:07:32.820
 In practice, virtual reality works mostly invites audiences to inhabit vulnerable positions

571
01:07:32.820 --> 01:07:35.440
 to invoke empathy.

572
01:07:35.440 --> 01:07:40.639
 Rowshift inverts this convention and first gives the audiences the position of agency

573
01:07:40.639 --> 01:07:43.179
 and then take that role away immediately.

574
01:07:43.179 --> 01:07:46.039
 Two, Somatic Marker.

575
01:07:46.039 --> 01:07:53.420
 Our work based on our haptic feedback design on Damasio's Somatic Marker hypothesis, which

576
01:07:53.420 --> 01:07:58.659
 states that cognition is shaped by perception and environmental interaction.

577
01:07:58.659 --> 01:08:03.920
 We treat each train collision as a sensory motor event rather than a cognitive task to

578
01:08:03.920 --> 01:08:07.099
 let the body remember or embody the event, if you will.

579
01:08:08.679 --> 01:08:09.780
 Three, identity framing.

580
01:08:10.599 --> 01:08:13.739
 In addition to perspective taking and bodily perception,

581
01:08:13.980 --> 01:08:16.300
 we've also made the identity's framing itself

582
01:08:16.300 --> 01:08:18.399
 a manipulatable temporal dimension

583
01:08:18.399 --> 01:08:21.239
 and reveal narrative information across time.

584
01:08:24.960 --> 01:08:25.460
 Now, I will briefly go through a structure of the experience. information across time.

585
01:08:25.460 --> 01:08:29.359
 Now I will briefly go through a structure of the experience.

586
01:08:29.359 --> 01:08:35.279
 The experience can be summarized into three stages or cycles and an extra stage for it

587
01:08:35.279 --> 01:08:39.659
 acting as a resolving theme.

588
01:08:39.659 --> 01:08:44.680
 At the start of the experience, the audience will find themselves on an empty rail track

589
01:08:44.680 --> 01:08:46.539
 with a track switch lever.

590
01:08:46.539 --> 01:08:51.060
 After pulling the lever, the audience will be teleported into the cabin as a driver.

591
01:08:51.060 --> 01:08:54.920
 He will then try to stop the train, but with no prevail.

592
01:08:54.920 --> 01:09:00.680
 Then there will be a conductor shoving the audience onto the railway tracks as a one-person

593
01:09:00.680 --> 01:09:08.760
 group, then soon followed by the train's impact or near-miss, depending on the first decision.

594
01:09:08.760 --> 01:09:13.239
 Then in stage two, just before the decision can be made, a newspaper will reveal that

595
01:09:13.239 --> 01:09:19.760
 the three men are actually thieves, and one person, the character audience embodied, is

596
01:09:19.760 --> 01:09:22.220
 a renowned social actor.

597
01:09:22.220 --> 01:09:31.739
 After the decision is made, the audience will be teleported onto the tracks to experience the second collision. Then in stage three, another newspaper revealed

598
01:09:31.739 --> 01:09:36.840
 crucial information before the switch. The one person is actually a pharmaceutical executive

599
01:09:36.840 --> 01:09:42.939
 for profit, and the three men are in reality righteous outlaws stealing medicines for patients.

600
01:09:43.539 --> 01:09:45.500
 The audience will then make a decision

601
01:09:45.500 --> 01:09:46.760
 according to their choice.

602
01:09:46.760 --> 01:09:50.680
 They experience the last collision on the tracks.

603
01:09:50.680 --> 01:09:52.859
 Finally, in stage four, the audience will meet

604
01:09:52.859 --> 01:09:55.359
 all the casualties they've caused as ghosts

605
01:09:55.359 --> 01:09:57.659
 and the survivors together on the platform

606
01:09:57.659 --> 01:09:59.260
 to resolve the intense emotions

607
01:09:59.260 --> 01:10:02.600
 and let them reflect on their decisions.

608
01:10:04.180 --> 01:10:06.579
 Next, let's reflect on our structure.

609
01:10:06.579 --> 01:10:09.079
 We've organized the cycles into three layers,

610
01:10:09.079 --> 01:10:12.760
 cognitive layer, embodied layer, and a sensory layer.

611
01:10:12.760 --> 01:10:16.920
 The pivotal events of each layer happens on different cycles.

612
01:10:18.659 --> 01:10:22.079
 The cognitive layer is focused on identity framing.

613
01:10:22.079 --> 01:10:24.840
 We've disclosed more information each cycle.

614
01:10:24.840 --> 01:10:28.060
 As a result, the audience do not face the same dilemma

615
01:10:28.060 --> 01:10:30.920
 by shifting logics under different identities.

616
01:10:30.920 --> 01:10:34.079
 This temporality and accumulated information

617
01:10:34.079 --> 01:10:38.159
 is what we mean by identity framing.

618
01:10:38.159 --> 01:10:41.100
 The embodied layer is centered around forced perspective

619
01:10:41.100 --> 01:10:41.880
 shifts.

620
01:10:41.880 --> 01:10:44.600
 The experience anchors the perspective shift

621
01:10:44.600 --> 01:10:47.920
 with a conductor shoving the audience onto the rails.

622
01:10:47.920 --> 01:10:50.600
 By removing the choice to switch perspectives,

623
01:10:50.600 --> 01:10:53.420
 we are confronting the audience with a symmetry

624
01:10:53.420 --> 01:10:57.680
 of deciding to harm and being harmed without consent.

625
01:10:59.220 --> 01:11:01.979
 This diagram captures the role transitions.

626
01:11:01.979 --> 01:11:04.899
 The audience will only occupy the driver's perspective

627
01:11:04.899 --> 01:11:05.039
 at the start of cycle one. Then will be alternated embodied perspectives captures the road transitions. The audience will only occupy the driver's perspective

628
01:11:05.039 --> 01:11:06.720
 at the start of cycle one.

629
01:11:06.720 --> 01:11:09.899
 Then will be alternated embodied perspectives

630
01:11:09.899 --> 01:11:13.199
 between trackside observer and being a victim on the tracks.

631
01:11:16.319 --> 01:11:19.920
 Finally, the sensory layer is about multisensory saturation.

632
01:11:19.920 --> 01:11:22.100
 Across the cycles, we are treating the impacts

633
01:11:22.100 --> 01:11:28.159
 as a sensory motor event to attach a semantic marker to let the body remember.

634
01:11:28.159 --> 01:11:33.239
 Also, our choice of using halftone aesthetics are worth mentioning.

635
01:11:33.239 --> 01:11:37.579
 By avoiding a realistic art style, we can prevent triggering traumatic responses between

636
01:11:37.579 --> 01:11:39.079
 collisions.

637
01:11:39.079 --> 01:11:43.840
 Using a stylized visual, we are telling the cognitive system that this is a fictional

638
01:11:43.840 --> 01:11:47.359
 work, while semantic feedback still anchors the body with an intensity.

639
01:11:51.239 --> 01:11:54.460
 Next, let's talk about the audience reception and their feedback.

640
01:11:55.520 --> 01:11:59.380
 Roadship was shown to 14 audience members in the controlled settings,

641
01:11:59.380 --> 01:12:04.140
 and they are asked to complete a questionnaire and pose experience conversation.

642
01:12:04.680 --> 01:12:05.039
 From their feedback, we can observe three main patterns. and they are asked to complete a questionnaire and post experience conversation.

643
01:12:05.039 --> 01:12:09.520
 From their feedback, we can observe three main patterns.

644
01:12:09.520 --> 01:12:13.000
 One, audiences frequently describe physical sensations

645
01:12:13.000 --> 01:12:15.060
 before discussing the dilemma itself,

646
01:12:15.060 --> 01:12:17.260
 suggesting that semantic feedback function

647
01:12:17.260 --> 01:12:19.100
 as an experiential anchor,

648
01:12:19.100 --> 01:12:22.020
 allowing audiences to revisit the moral situation

649
01:12:22.020 --> 01:12:24.020
 through embodied memory.

650
01:12:24.020 --> 01:12:28.880
 Two, audience interpretations vary depending on their engagement with the narrative,

651
01:12:29.319 --> 01:12:33.939
 and a final decision in stage three shows no dominant strategy.

652
01:12:34.479 --> 01:12:35.920
 Rather than guiding the audiences,

653
01:12:35.920 --> 01:12:42.420
 role-shift aims to reveal how personal experience and perspectives can shape ethical decisions.

654
01:12:44.000 --> 01:12:46.460
 Three, audiences suggest that stylized

655
01:12:46.460 --> 01:12:49.119
 and exaggerated visuals prove productive.

656
01:12:49.119 --> 01:12:51.380
 The abstraction allow the audiences to engage

657
01:12:51.380 --> 01:12:53.319
 with the fictional logic of the work,

658
01:12:53.319 --> 01:12:55.399
 suggesting that our visual feedback

659
01:12:55.399 --> 01:12:57.479
 and haptic feedback work together

660
01:12:57.479 --> 01:13:00.539
 to balance immersion and emotional distance.

661
01:13:03.439 --> 01:13:08.180
 Upon those feedbacks, we recognize the potential advancements of the project.

662
01:13:08.180 --> 01:13:12.960
 We are planning on making exhibition-oriented refinements, such as quieter onboarding and

663
01:13:12.960 --> 01:13:16.060
 accessibility problems such as subtitles.

664
01:13:16.060 --> 01:13:20.979
 And we are also planning on exploring workshop formats where we can have more discussion

665
01:13:20.979 --> 01:13:25.920
 and more reflection, and education can be held.

666
01:13:28.000 --> 01:13:30.239
 Also, although we've done experiments, but the data set size is not sufficient

667
01:13:30.239 --> 01:13:32.460
 for any statistic conclusions,

668
01:13:32.460 --> 01:13:34.760
 we are looking to improve narrative

669
01:13:34.760 --> 01:13:37.060
 and structural clarity for future research.

670
01:13:39.420 --> 01:13:40.500
 To broadly summarize,

671
01:13:40.500 --> 01:13:42.619
 RoadShift aims to utilize embodiment,

672
01:13:42.619 --> 01:13:44.180
 not to generate empathy,

673
01:13:44.180 --> 01:13:46.520
 but to challenge habitual judgments

674
01:13:46.520 --> 01:13:50.220
 and encourage audiences to reconsider ethical decisions

675
01:13:50.220 --> 01:13:52.300
 from multiple perspectives.

676
01:13:54.359 --> 01:13:55.880
 That is the end of our presentation.

677
01:13:55.880 --> 01:13:57.020
 Thank you very much.

678
01:13:57.020 --> 01:13:58.020
 Thank you very much.

679
01:14:00.600 --> 01:14:04.020
 Don't you want to speak something?

680
01:14:04.020 --> 01:14:05.420
 Is punishment? Okay, all right, yeah. Don't you want to speak something? It's punishment

681
01:14:05.460 --> 01:14:10.520
 Okay. All right. Yeah, so any questions or comments for this presentation?

682
01:14:13.180 --> 01:14:15.180
 Yes, please

683
01:14:16.060 --> 01:14:18.060
 Did you also experiment with

684
01:14:18.819 --> 01:14:22.460
 hyper-realistic VR experience where it's not a comic like look?

685
01:14:23.100 --> 01:14:26.060
 I tried, but after we made the decisions

686
01:14:26.060 --> 01:14:30.020
 and we have discussions with our other professors leading

687
01:14:30.020 --> 01:14:34.119
 the work, and they suggest that actually our decision

688
01:14:34.119 --> 01:14:37.380
 of using a cell-like view actually benefits the project,

689
01:14:37.380 --> 01:14:41.939
 because it can avoid being too immersed or being too afraid

690
01:14:41.939 --> 01:14:44.500
 to make the moral decisions.

691
01:14:44.500 --> 01:14:49.500
 Like, the audience will be afraid of making a decision to avoid impact.

692
01:14:49.500 --> 01:14:52.000
 And maybe that will alter some kind of...

693
01:14:52.000 --> 01:14:59.000
 That will alter the moral reflections that we don't want in this project.

694
01:14:59.000 --> 01:15:00.000
 Yes.

695
01:15:00.000 --> 01:15:01.000
 Thank you.

696
01:15:04.000 --> 01:15:05.180
 Okay.

697
01:15:07.180 --> 01:15:07.880
 Any other questions? Yes, please.

698
01:15:09.680 --> 01:15:14.180
 I'm just wondering, as you said, the main goal was to make the decision feel more real,

699
01:15:14.180 --> 01:15:17.180
 to close the distance that people have

700
01:15:17.180 --> 01:15:20.180
 when they decide on paper who they're going to kill

701
01:15:20.180 --> 01:15:22.180
 rather than when they actually feel it.

702
01:15:22.680 --> 01:15:26.579
 So wouldn't, in that sense, make it more real if it's realistic

703
01:15:26.579 --> 01:15:28.159
 because then you're even closer?

704
01:15:28.800 --> 01:15:30.880
 Or is that then too close for you?

705
01:15:31.479 --> 01:15:35.180
 In a sense, that is why we're using haptic feedback.

706
01:15:35.180 --> 01:15:41.319
 And in person, the experience feels a lot more intense

707
01:15:41.319 --> 01:15:43.960
 even with the stylized visuals.

708
01:15:44.500 --> 01:15:47.399
 And we can visually see a lot of the audiences

709
01:15:47.399 --> 01:15:52.279
 shake upon the impact and for the happy feedback.

710
01:15:52.279 --> 01:15:56.899
 So we actually think that is the right amount of intensity

711
01:15:56.899 --> 01:16:00.659
 that we are looking for, yes.

712
01:16:00.659 --> 01:16:01.939
 Great.

713
01:16:01.939 --> 01:16:05.880
 We still have one more question this time?

714
01:16:05.880 --> 01:16:06.880
No?

715
01:16:06.880 --> 01:16:08.020
All right.

716
01:16:08.020 --> 01:16:10.619
So thank you very much.

717
01:16:10.619 --> 01:16:16.199
Thank you very much.

718
01:16:16.199 --> 01:16:23.159
And thank you again to all our speakers and thank you for everyone for joining this discussion.

719
01:16:23.159 --> 01:16:25.979
So this concludes session three control, and

720
01:16:25.979 --> 01:16:30.720
 the next AdPaper session will start 11.30, so stay tuned.

721
01:16:30.720 --> 01:18:00.020
 Thank you. Thank you.

