small thoughts on AI & smart design
A 5 minute panel presentation for the WSA Smart Design for the Future conference, 20/4/22, organised by Dr Yuanyuan Yin. Full details on the conference more…
analogue ai animal activity
Animal AI and A-Life ideas by level 1 Games Design & Art students: non-digital modelling of social behaviour, ecosystems and resources, sensing, movement and conflict. In response to this talk, and this brief: With materials to hand, model an AI animal mechanic in a board game or card game. Don’t design the whole game, just […] more…
artificial animals games intelligence
A lecture for year 1 BA Games Design & Art, Winchester School of Art, University of Southampton more…
Building a creative AI Lab
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Surviving the Singularity
Please go here: http://www.microethology.net/robot-zoo/ more…
chatbots in the gallery
Earlier this year we ran a Web Science Institute-funded pilot project called ‘Chatbots in the Gallery.’ The project team, Dr Sarah Hayden, Samantha Schäfer, Lesia Tkacz and myself explored the use of conversational agents or chatbot applications in an art gallery setting. Building on the SIAH-funded ‘Towards a Creative AI Lab’ project (Sam, Lesia and myself), […] more…
Toy Theory
My book, Toy Theory, will be published by MIT Press in 2023. Here’s a section of the proposal: Headline Rethinking culture, media, technology and the human through play with objects and materials. Placing toys at the centre of the postdigital era through a philosophy and genealogy of play with objects, of toying and being toyed with. […] more…
ethology of AI
What are the implications of taking the animality of AI and A-Life entities as real and not metaphorical or symbolic? This question in turn demands ontological questions of the synthetic animal itself: what kinds of speciation gives rise to it, what habitats and what kinds of behaviour shape its existence, and how might the status […] more…
not not animals
Does it make any sense to consider virtual animals as animal in any serious way? Both the naturalistically-rendered wolves of Legend of Zelda: the breath of the wild and the chatty anthropomorphised citizens of the Animal Crossing games are inorganic abstractions, assemblages of animated drawings, behavioural algorithms and audio clips. Their material substrates – digital/electronic […] more…
game | death | worlds
I compiled this sometime in the mid-2000s, as a curated list for Furtherfield. Riffing on gameworlds and lifeworlds, it resonates nicely with my current writing, but with a morbid twist… a study of the materiality and imaginary of artificial life in which most of the links and projects, and hence their animate entities, are now […] more…
one or several artificial wolves
Link encounters a group of animals on a green, grassy hillside, beautifully animated in the rich landscape. Large birds, and a wild boar, promise meat if successfully hunted. As the player-avatar approaches, carefully, to within range of his bow and arrow he spots a wolf tracking a wide A* path through the immediate environment. Proximity […] more…
AI and the future of play
Placeholder for a position statement on my current research and teaching on the genealogy and emergent dimensions of artificial intelligence in play and technoculture. more…
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