MDP (Submission) – The outcomes

 

Note: These videos are designed and made at a high-resolution of 5,120 by 2,880 pixels, for a 27 inch retina display screen. The attention to detail that incorporates the colours, smoothness and sharpness of these designs is not perceivable in these low resolution submission videos. However, the quality remains to a high standard in the original videos kept for the exhibition and the computer that will be used. 

 

Banner:

These banner designs are once again a reflection of the method of phenomenology, where I will be repeating the same visuals or imagery throughout different levels of the project as a representation of its encoded meaning. Therefore, the Dataist pyramid with the five levels of the Transhuman journey I created are represented in this design.

 

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Projection:

A visualisation of the dates of trans-humanist predictions by Ray Kurzweil. For the exhibition, this animation will be turned into a project mapping visualisation that includes the description of the predictions as the wheel moves in time and the years pass by.

 

 

 

 

 

 

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Final data-viz projection (Positioned to the left side due to positioning of  the altar and banner):

 

 

The Altar:

 

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Motion 1 – The Altar’s screen saver is part of the branding of the cult and will be played as a loop until the user interacts with the first trigger.

 

 

Motion 2 – The first video will be triggered in the exhibition by a physical computing sensor – The trigger will be engraved as “INITIATION“.

 

 

Motion 2 & 3 – The second video begins with the user placing the index finger on the “biometric scanner” taking the new member to the Quantify the Self level, as part of a ritual of devotion. The last video is triggered by the user by placing their smart phone on top of the sensor, it later carries on to showcase the Dataist Pyramid, and the next levels to be achieved as a new member.

 

 

 

The Artefacts:

These 3D model iterations are a physical representation of the Dataist Pyramid, part of the narrative of the cult, also present in the interface. Next to the pyramid are the five levels of the Transhuman Journey, the white pyramid represents the top, as the embodiment of the pure Dataist self. The raw format of simple sacred geometry objects created in digital and materialising in reality from digital processes, are true representations of Dataist thought. For the exhibition more models with different encoded meaning will be created.

 

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MDP (Development) – Timeline/Visualisation.

 

Data-Viz rationale:

Future predictions and wishful thinking are becoming the norm, in a way the repetition and constant manifestation of these theories can be comparable to preaching biblical predictions and references, reflects the cult of technology post-enlightenment. A belief system of those hopeful the predictions will come to be truth.

 

Defining the data:

 

Predictions by Kurzweil from The Singularity is Near:

2019

  • Computers can be implemented in any object and surrounding.
  • Computers can be command with gestures and speak.
  • Global brain power of human race becomes equal to the power of all computers combined.
  • Printed matter slowly becomes replaced by digital.
  • Artificial intelligence is able to create music and art.
  • Autonomous vehicles operate in roads.
  • Human race starts communicating and connecting with A.I.
  • Interfaces of language translation become widely used for communication.
  • Virtual reality assistants with personality.
  • VR sexual relationships with digital beings.

2020’s

  • Turing test becomes passable,
  • Beginning of development of nanotech-enhanced bodies,
  • Nanobots master biology and help improve and end diseases.
  • Several industries such as transport, production and agriculture become severely automated.

2029

  • Personal computers become 1,000x more powerful than the human brain.
  • Advanced brain mapping allows the identification of unknown subregions of the human brain.
  • Computers are able of autonomous learning and responsible for new discoveries.
  • Implants become an alternative to virtual reality headsets, making glasses obsolete.
  • Artificial intelligence claim to have developed consciousness and seek recognition of it.

2030′s

  • Brain nanobots are now capable of eliciting emotional responses from users. (needs para)
  • Nano-robots implemented into the brain to control incoming and outgoing signals.
  • Mind uploading is a reality and humans become software based.
  • People are able to control and change their own memories and personalities.

2040’s

  • Artificial intelligence is billions of times superior than biological intelligence.
  • Humans spend a substantial amount of time immersed in virtual reality experiences.

2045 – The Singularity 

  • Computers which are a billion times more superior than human intelligence become available in the market for 1,000 dollars.
  • AI surpasses humans as the smartest and most efficient species on the planet.
  • Nano-machines assemble artificial food.
  • Reality and virtual reality become indistinct due to self assembled mini robots named “Foglets”.

2099

  • A number of Baby Boomers humans will be alive and still healthy.
  • Human thinking becomes inferior against computers.
  • Robots obtain legal citizen status.
  • Computer viruses become major threat as most intelligent beings are software-based.
  • Artificial intelligence creates superpower full computers throughout the universe.
  • Humans and animals become minority intelligent species on the planet, remaining protected.
  • AI’s use own tech language.
  • Immortality through the “backing up” the self.

 

2049

Data from “The Inevitable” by Kevin Kelly:

2020 – Sensors will be spread around the globe…

2025 – The connected car will also be the new office. The bandwidth to a high-end driverless car will exceed the bandwidth into your home.

2026 – Google’s main product will not be search but A.I.

2050 – The web as an ever-present type of conversation. Holodecks, wearable virtual reality contact lenses, downloadable avatars and AI interfaces will be the norm.

 

Experimentation and development:

Video is projected with mad mapper, user interacts and sees changes through time.

 

Preparing grid perfected vector work for roulette style animation

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3D Experimentation:

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Experimenting on how I could achieve a roulette effect, this is a lengthy process as I have to align each number in a specific angle within a specific circular spline.

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Exploring ways of animating:

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Iterating, lighting and scenes:

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Background/light variations:

White:

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Military blue:

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Further iteration:

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Opaque black:

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The rationale of these designs was to showcase the power of machinery, the metal and the rotation, the strong emphasis on the numbers is to reflect the idea of making these dates somehow sacred. The rotation is purposely going backwards, so that the audience has a perception of years passing by.

 

 

MDP (Experimentation) – 3D

Mark-making (Animation for non-interactive interface state):

After my previous experimentation and research into modelling in Cinema 4D, I felt comfortable to use the software to develop one of the ideas for the cult’s branding, which mimic Michelangelo’s “The Creation of Adam”. To recreate the hands I searched for a structure of a human hand. After having this model I could work with it to rig it and make joints, change the textures and change the hand structures and movements. 

 

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To achieve the overall result and composition, I looked up mirroring techniques (as I had to create another hand) and a tutorial on joints movements. As a reference I used a copy of the painting to achieve a similar pose.

 

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Creating metallic material:

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Implementing a ring:

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Outcome 1:

 

Outcome 2 (Preferred):

 

 

Face scan animation (Interface animation for biometrics data scrapper):

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Outcome 1 (Didn’t turn out well):

 

Outcome 2 (Preferred):