2011-11-11

A lot of ideas which had been storyboarded for the movie didn't end up being completed. This was mainly due to the complication of the animation process, as I already had established a specific look and concept, deviating from that would of distracted the overall impact of the film. The final project consisted of over 100GB of data to give you a bit of a background into the complexity of the animation.

After effects was used in adding any additional ellements for the final project, for example animated text and colour correction.




Premier was the final piece of software I had used. This is where all the different medians including audio was brought together for final production and compression.



All animation has been done with cinema 4d R13 using the native rendering engine.


Security surveillance sequence which is starting to take shape. 


Guest user logging in.


VIT upclose, didnt get around to finishing this scene but was going to have a virtual space filled with these. The centre was going to display varying movies depicting visual archiving in the virtual space. 


 Users passing through a VIA Australian security portal which allocates user privileges. 


Seamless digital landscape indicating the idea of an endless arrangement of spaces designed around users preferences.

2011-11-10



This was a bit of a an off shoot which inspired me to pursue the evolution of technology.
As you can see the rate of change is quite considerable in terms of the increasing amount of detail in the gaming experience. The realer the experience the more popular a game becomes. So what if we could create a console which allows the user to be completely be emerged in a game without the need of using hand held controls or displays. This I see as being an evolutionary step of things to come.

2011-11-08

Final panel for DAB810

Virtual Intelligence Agency (VIA)
Humans have never been content with what is now. A flux of digitalised evolution has blurred the physical connections of our ancestors. No longer tied to living united within one world, the ever increasing popularity of the virtual playground has expanded to a multiverse of reassignment.
Augmented minds find programing reality too difficult. The physical world no longer holds it wealth, a material desert. This shift has led to the ability of separating the mind from its body. God’s image spawns new life to the multiverse leaving behind its mortal remains. Immortality is now possible, but like all programs, minds alike become superseded. Increased brain activity can become too great. Defragmentation and execution is common amongst users.
These worlds our made up three types of users.
Guest
Registered
Admin
Guest choose to coexist with the real world using such portals, no more than the predecessor of the virtual world the Internet. They associate with registered users but are not dedicated in developing the programs. Coined surfing, they surf the digital landscape in pursuit of knowledge and entertainment.
Registered Individuals reside in artificial realities, and virtual domains. Dedicated in the further development of such worlds these users are made up of mainly those that their physical presence could no longer support them in the physical world.
Virtual Intelligence Agency (VIA) was established under Australian law as the administrator for users that connected through the Australian portals. They monitor content within these worlds, and create networks for users to collaborate and archive information of national wealth.
Up to this point, we have had no alternative to life, besides death. As our bodies fail us. We now have the choice between life in the “real world,” or an existence in the virtual realm.
Every human brain contains an immense wealth of information, memories, experiences and relationships. Every time a human brain dies, that incredible, unique wealth of knowledge dies with it, and is forever lost.
Various programs have been installed into this environment to preserve such knowledge.
The arts and innovation has now a new backdrop for exploration.
Drug addiction and those suffering from terminally ill diseases are able to be rehabilitated in a drug free environment.
cleansing of the mind has given mentally ill patients a fresh start in the real world.
“they who dream by day are cognizant of many things which escape those who dream by night”
Edgar Allan Poe

2011-11-01

This would of been interesting if I was able to find more information on the results from the program on Augmented Minds




The convergence of AI, nanotech, and molecular biology (both natural and synthetic) are allowing for technologies which make the human body an integral part of the internet of things. These technologies challenge current legal, ethical and social assumptions about privacy and identity. At the same time, the interfaces to some online social networks allow automated avatars to interact directly with human users. These avatars may have capabilities beyond those of unaugmented human users, and create privacy challenges. Moreover, it may be useful to consider an online social network itself as an augmented mind, including both its technological components and the collective knowledge of its users. There have been some glaring mismatches between the capabilities of these augmented minds and users privacy assumptions.
In all these cases, technological advances are enabling the creation of augmented minds which challenge current legal and technological positions on privacy protection.
There is already a literature that discusses practical and ethical issues of augmented minds. However, it is not in the fields of law or computer science, but of folklore and science fiction. Zombies, cyborgs and vampires are creatures of human-like aspect with more-than-human powers, and in some cases less-than-human moral responsibility. In this session we will discuss privacy issues of augmented minds, from both a legal and a technological point of view, using these creatures as metaphors.
Wiebke and Shawn will outline some legal and ethical challenges that newly evolving cutting-edge technologies such as implantable ICTs and brain-computer interfaces make to concepts of privacy and identity. These technologies potentially allow the creation of zombAIs, brains that are part-human, part-AI.
Lilian will talk about succession to digital assets, in particular focusing on recent Facebook changes promoting post-death memorialisation, and what they saw about privacy and choice for the deceased versus rights for heirs and families. A possible first stage to zombAIs is post-death avatarization in social networks, as an alternative to passing on assets to heirs.
Miranda will discuss Twitter cyborgs, which are automated or partly-automated Twitter accounts designed to send large volumes of Twitter messages, typically for marketing purposes. Twitter cyborgs can be disruptive even when their marketing is opt-in only. There are implications for privacy safeguards in online social networks populated by a mixture of cyborgs and unaugmented human users.
Caroline will discuss the extent of the patent/web standards 'problem' and will critically consider, post-OOXML, whether the current web standard/patent legal policy debate accurately captures the real patent issues for web standards, with particular reference to issues of data privacy.
Judith will look at individual attitudes to privacy and transparency taking the various methods of "mind-reading" in vampire stories like the Twilight saga and True blood as a starting point. She will analyse these attitudes in the context of the ethical complexities that arise from forms of voluntary and enforced "transparency" on social media and the way in which knowledge and disclosure of information by one person affects the individuals to whom that information relates.
Andrea will moderate as well as raise questions about the legal and privacy implications of the emergence of the "corporate cyborg" -- today's corporation which simultaneously strives to be progressively more internally mechanized, yet externally human.