The idea for Kaleidoscope is to build a learning interface where the joint environment of user,
interface and digital dimension are considered as one intelligent place.
In programming this we are developing a disjointed architecture which allows
the individual programs to be combined independently. This allows us to explore
the programs in respect to the follow up projects.
Kaleidoscope is designed
as a four part program:
Part 1:Tracker |
Part 2:Behaviour Interpreter |
Part 3:Dynamic Feedback Mapper |
Part 4:Dynamic Interactive Environment |
The interface can essentially be any interface giving a stream of input to the Behaviour Interpreter |
1) Isolates and defines moment in the data as recognised 'actions'.
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1) Creates dynamic mappings to the output parameters of the Dynamic
Interactive Environment. |
1) The digital environment is defined through a set of parameters
for action. The parameters are open and combinable. |
Passes on: |
Passes on: |
Passes on: |
Passes on: |
Receives: |
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In the first stage this will be the screen tracker from Spawn |
In the first stage we are conceiving this as using a fuzzy pattern recognition. |
The most important thing for the Dynamic Feedback Mapper is the notion of tunability. It is essential that the dynamic mappings can be tuned so as to give the user a more or less intuitive experience. |
In Kaleidoscope the rendering will happen in passive stereoscopic projection. |
Further requirements for the program is that the fuzzyness of the Behaviour
Interpreter and the mapping of the Dynamic Feedback Mapper can be adjusted
and tuned. It will be essential for the project that the looseness by which
the environment learns about the user's actions can be adjusted, allowing
for more or less Ôintuitive' pre-setups to define the learning curve of the
user.
Forgetting: that the system forgets actions which are not repeated
Exaggeration: the idea that as actions are repeated they become more and more exaggerated - allowing the user to sense of a firmness to the defined behaviour.
Randomness/noise: that the system remains fresh by holding a certain sense of randomness to the interaction
Knowledge transfer: that the system remembers actions from past users?
Soft interaction: the idea of fuzzyness
Ambient interfaces/Spatialised Media
Data muttering: just really like the word muttering - the idea that the data is happily conversing with its self
The idea that the actions are affirmed through the system - creating an environment for action defined through a mutual learning process sited between the user and the environment itself. This reciprocal process allows the environment to come into existence through the actions of the user.
What is the difference between our fuzzy pattern recognition combined with the Dynamic Feedback Mapper and reinforcement learning?
What is the difference between genetic programming and fuzzy logic: do we want it to be genetic?