Substance Painter Texturing
ARTPRODUCTION: Virtual Body (series) - compositing with photo shooting
Put the virtual character in the scene, convey surface accents, and finally output the rendering.
ak, 15.2.2021
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Substance Painter Texturing
ARTPRODUCTION: Virtual Body (series) - compositing with photo shooting
Put the virtual character in the scene, convey surface accents, and finally output the rendering.
ak, 15.2.2021
The functional organization of human high-level visual cortex, such as the face- and place-selective regions, is strikingly consistent across individuals. An unanswered question in neuroscience concerns which dimensions of visual information constrain the development and topography of this shared brain organization. To answer this question, we used functional magnetic resonance imaging to scan a unique group of adults who, as children, had extensive visual experience with Pokemon. These animal-like, pixelated characters are dissimilar from other ecological categories, such as faces and places, along with critical dimensions (foveal bias, rectilinearity, size, animacy). We show not only that adults who have Pokemon experience demonstrate distinct distributed cortical responses to Pokemon, but also that the experienced retinal eccentricity during childhood can predict the locus of Pokemon responses in adulthood. These data demonstrate that inherent functional representations in the visual cortex – retinal eccentricity – combined with consistent viewing behaviour of particular stimuli during childhood result in a shared functional topography in adulthood.
Brains of Pokemon trainers
“Their agendas for the last decade. Opinions differ as to the definition of the technical goals to be achieved, the means for reaching them, and the place of humans in a future heavily populated with intelligent agents. Not everyone on the frontlines of robotics research shares Moravec’s optimism about mapping neural structures with sufficient completeness, and migrating consciousness to other media, such as silicon. For instance, Danny Hillis, designer of the world’s fastest computer, the Connection Machine, on the one hand agrees with Moravec and Minsky about the lack of a dividing line between human beings and machines; he holds too that the brain is a kind of computer, and that thought is a complex computation. On the other hand, he (like others) argues, we may never be able to understand and map natural intelligence into a wiring diagram. Nevertheless, for Hillis this ultimate limitation does not imply that we cannot engineer an artificial intelligence eventually superior to human intelligence. He asserts that intelligence is really an emergent phenomenon, a complex behavior that self-organizes as a consequence of billions of tiny local interactions. This conception of intelligence leads him to predict: “We will not engineer an artificial intelligence; rather, we will set up the right conditions under which an intelligence can emerge. The greatest achievement of
our technology may well be the creation of tools that allow us to go beyond engineering – that allow us to create more than we can understand.” Indeed, critics of the disembodied mind are very much at home in the AI community. Fundamentally in agreement with the views of Damasio, Lakoff, and Johnson, While he agrees in principle that it may be possible to computationally simulate the brain, creating a virtual version running on a computer, he sees the problem as getting it to run in a different medium, such as silicon and metal, and this transfer might take a hundred years just to figure out. But while Brooks agrees that humanoid intelligence requires he sees nothing mystical about carbon-based matter: “My own beliefs say that we are machines, and from that I conclude that there is no reason, in principle, that it is not possible to build a machine from silicon and steel that has both genuine emotions and consciousness.” This statement expresses an ideology reinforced by several powerful technical advances in computing over the past decade, rich ideas about the nature of computation, and amazing progress in both biotechnology and nanotechnology. Brook’s view, not only representing those of AI scientists and engineers but also rapidly becoming the view we all silently share, fuses perspectives from computing, communications technology, biotechnology, and nanotech into a powerful new technoscience. In this view, there are only assemblages of machines, whether in the domain of consciousness, intelligence, or other biological and material systems, and these constructions are all to be understood as different forms of computation. According to this view, the world is a collection of machines – indeed, a computer.”
Lenoir, Tim. Makeover: Writing the Body into the Posthuman Technoscape Part One: Embracing the Posthuman. Stanford University. https://web.stanford.edu/dept/HPS/TimLenoir/Publications/Lenoir_MakeoverIntroPt1.pdf
Virtual Body - Der Mensch in der digitalen Kunst
Virtual Body – Der Mensch in der digitalen Kunst
»Virtual Body« – so lautet der Name einer kleinen Ausstellung im NRW Forum in Düsseldorf. Vom 12. März bis 17. April stellen neun nationale und internationale Künstler ihre Werke zum Thema “Der Mensch in der digitalen Kunst” aus. Sie wollen mit ihrer Kunst die “Wechselwirkung zwischen Selbstwahrnehmung und Körperdarstellung im Zeitalter des Internets” aufzeigen.
Eine Kunstausstellung zum Thema…
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Can Virtual Body Swapping Help Fight Racial Prejudice?
Can Virtual Body Swapping Help Fight Racial Prejudice? #vr #virtualreality
In the wake of massive #BlackLivesMatter demonstrations, the ugly implications of racism in the United States have come to the foreground. Prejudice, whether conscious or unconscious, exists on a much wider scale than most of us would like to admit. In fact, you can glimpse into your own brain and measure its unconscious attitudes toward various objects and ideas by taking an implicit…
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Wu Juehui, USB Organs, 2010.
tlc - unpretty (sims 2 version)