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diabolus second life virtual art space (benvolio)

yes entry texts by josina burgess edited by velazquez bonetto created by the carp 0 team: josina burgess (jose den burger) caravaggio bonetto (naomi devil) velazquez bonetto (lรกszlรณ รถrdรถgh diabolus)

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The metaverse symbol


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The word: „Cyberspace“ is known now as an artword, its born from the word „Cyber“ (a shortform from the english word „Cybernetic“ that again comes from the greek word „Kybernetike“; „The art of navigate“ and the word „Space“. On the worldfamous Macy-Conferences in the years 1946 till 1953 Cybernetik was something of high interest. Wellknown and famous scientists as Alan Turing, John von Neumann and Heinz von Foerster started here from scratch the modern computertechnics and the programm-architecture, today the basics for the Cyberspace. The real Cyberspace was opened by Secondlife. So you speak of web 3-D or so called Metaverses. The Metaverses are Internet-based virtual time-space-infrastructures. The miracle that we are experiencing today: the Cyberspace, the dematerialized virtual time-space, the worldwide webbed society. where we „surf around„ with lightspeed. An artist that is NOT using this virtual universe as a challenge and a goal doesnt deserve the name „Avantgarde“

This e-book dedicated to

William Fetter (1928-2002), an art director who worked for Boeing, was a computer graphics pioneer and the first to draw the human figure using a computer

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Content: 01 avatar history 02 cetus 03 sl slum 04 escape from the slum

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yes entry In 1960, designer William Fetter was attempting to devise a new process in order to maximize the efficiency of the layout inside Boeing‘s airplane cockpits. His final product was a computer generated orthographic view of the human form. Fetter devised the term ‚computer graphics‘ to describe his creation, starting a chain of events that would eventually revolutionize the world of entertainment, advertising and media.

01 avatar history

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Avatar Genesis Everything has its history, the Avatar also. 3D human simulation in Virtual Worlds have a long history that started in the 60ties. Already soon after the CAD technology had been introduced in the 60ties the first deliberations started, how to bring in interaction of People and their environment into this system. Especially in the aeroplane, –space and car industry. Till now about 150 different human simulation system can be classified with many different practical uses. 1.- Generation 1967-1985 The very first anthroprometric model ”First Man” was realized by William E. Fetter. (he worked for Boeing) Beside the evolution of this model Boeing introduced in the years after that, the model “Boeman” and developed for use in the aeroplane industry. A commercial use for the market didn’t follow yet. Also in the year 1967 began the university of Nottingham with the development of


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Sammie (System for Aiding Man-Machine Interaction and Evaluation) In 1978 it was introduced for using worldwide as a Human Computer model for the industry. It was introduced in the car industry and in the development of industrial work places. In the same time that Sammie came on the market, Chrysler started with the development of the Human model Cyberman (Cybernetic Man Model) as 3d simulation for use of seatbelts seating workplaces, and car interiors. In Hungary started in 1981 a extensive program by the Hungarian Design Council to develop a PC based Human model. The OSCAR system was ready for the market in 1986 as the worlwide first PC human simulation system. At the TU in Delft (Holland) also a Human-model was developed with the name ADAPS. The Delft simulation had the first Child avatar. 2.-Generation 1985-1996 As an assignment for NASA at the Johnson Space Centre was in 1985 a new program : The System TEMPUS designed, using the already existing systems. This was the basis for the still today used by the Industry Human-Model Jack.

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with the use of the more common Plug-in Technology, more and more visualizing systems were used to build Human Simulations. ERGOMAX and ERGONOMIX are 3D Max plug in implementations of ANTHROPOS and CharAT. In this scale of technology a wide range of choices in different entertainment systems were created for game-simulation systems till Cyber stars for the film industry.

In Germany also in the middle/end of the 80ties were developed models like Franky, Heiner and Anybody (1988). In 1999 out of the Anybody model, the Human model Anthropos was born. In the time between 1987 and 1994 the computer human model RAMSIS (Rechnergestütztes Anthropologisch- Mathematisches System zur Insassen Simulation) was developed as an assignment and in collaboration with the german automotive Indus4.- Generation 1996 – try. It was used for ergonomic forming for vehicles. Since the beginning of the 90ties more and stronger Interactive Virtual Reality Also in the middle of those years the mo- solutions were build in product realisatidel Safework was developed at the Ecoon. Virtual Reality (VR) makes it possible le Politechnique in Montreal , that like to build computerized images of reality. the model JACK still today is available for Therefore products and processes can industrial uses. be simulated more efficient. In 1996 VR Just in the beginning of the 80ties was the ANTHROPOS is introduced the worldwistart of own development of computer hu- de first Virtual Reality human model, later man models in Europe. In 1984 the model Anthropos was called ERGONOUT and ERGOMAN was build at the Laboratoire was used till 2001 by the Fraunhofer IAO d‘ Anthropologie Appliquee et d‘ Ecole in Stuttgart. The system IDO:Ergonomics Humaine in Paris based on the software was further developed from the VR Cineplatform EUCLID. matic Kernel system CharAT for more eternal systems. After the millennium 3.- Generation 1996 more systems were build with an intelligent equipment. At Daimler Benz Finance. Since the middle/end of the 90ties and ANTHROPOS was equipped with predicti-


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ve autonomous behaviour and implemented for DB View. The DIEGUY simulation system build by Boston Dynamics is also equipped with extensive physical simulation. And the SANTOS VR Human simulation system, financed by the US Navy has very intelligent physiologic and physical simulations. The for the internet based social networks avatars also belong to the 4th generation. They are the visual components of a virtual infrastructure also called the Metaverse.

Ergonaut 1996: the birth of the virtual worker class

SANTOS & IDO:Ergonomics: concepted for the immersive future.


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1. Generation

FRANKY

SAMMIE ADAPS


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OSCAR

HEI)NER

ANYBODY

CYBERMAN

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2. Generation (CAD)

SAFEWORK

ERGOMAN RAMSIS


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JACK ANTHROPOS

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CATIA ANTHROPOS


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3. Generation (VIS)

ERGOMAX

ERGONAUT


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ERGONOMIX

POSER

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4. Generation (Immersive)

BOSTON DYNAMICS SANTOS IDO:ERGONOMICS


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02 cetus The 4th generation avatars in action

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03 sl slum The United Nations agency UN-HABITAT defines a slum as a heavily populated urban area characterised by substandard housing and squalor...and lacking in tenure security. The term traditionally referred to housing areas that were once respectable but which deteriorated as the original dwellers moved on to newer and better parts of the city, but has come to include the vast informal settlements found in cities in the developing world.The word comes from „back slum,“ meaning back room and later „back alley.“ Although their characteristics vary between geographic regions, they are usually inhabited by the very poor or socially disadvantaged. Slum buildings vary from simple shacks to permanent and well-maintained structures. Most slums lack clean water, electricity, sanitation and other basic services Slums may be distinguished from ghettos in that ghetto refers to a neighbourhood based on shared ethnicity. Other terms which are sometimes used interchangeably with slum include favela and shanty town. From Wikipedia, the free encyclopedia

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04 escape from the slum


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MANAX


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FRIDAY, 31 AUGUST 2007

floating sculptures.

A Second Life Artwork The pictures I show in Second Life are just copies of my first life photos - although I‘m pleased with the way they look, they‘re not the real thing. When I printed some up and framed them properly, the difference became clear - which is why I intend, when I get the time, to start making real prints available, via my own website. The Second Life version is always second best. With artworks created in Second Life, it‘s a different story, as the objects created can only be seen in-world, and have to be judged in that context. Partly for that reason I haven‘t looked at them very much (since I know next to nothing about scripting and building), and haven‘t been greatly impressed with what I have seen - with one or two exceptions, such as Bacon Rolls‘

So when Velazquez Bonetto came to my gallery show, and offered to do my Second Life portrait, as he had already produced portraits of several avatars, I wasn‘t sure what to expect. The result is stunning, and these pictures don‘t do it justice. The whole portrait rotates slowly, showing my avatar in different animations and colours, so it has to be seen in-world to be appreciated. Velazquez has it on show alongside his other creations at Diabolus Gallery - well worth a look. I also have a copy at my Cetus District gallery. Although certain people (mentioning no names) thought it a bit „egotistical“ to be showing my own portrait, I just love it.


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REXCAR GINOID

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copyrightt Caravaggio Bonetto Josina Burgess Velazquez Bonetto 2007

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Diabolus Artspace Nr 1 (YES ENTRY)