• FIRST PHASE

(Loading properties)

Each operator is represented, in the Virtual Reality environment, by a matching avatar.

At the beginning the avatars are empty. They neither possess any specific aesthetic characteristics nor behavioral.

The system loads five sets of 20 objects which each contain different kinds of information. The Operators will later on use these objects to fill the avatars full with information.

The community of objects thereby constitutes an alphabet, from which the avatars will be molded.

The objects in the background move according to the operators' brain activity.

(Caratteristics transfered by pinging the web space)

The operators' task is to fill full their corresponding avatar by performing a series of operations and commands, which are set up in direct relationship to the global net dynamics (macro) and the user's neuronic net (micro).

A brain divided into five active areas is represented on the console.

Each area is related to one of the sets of objects previously loaded and refers to a specific brain cortex (eg. motor cortex, auditory cortex and so on).

Each area has been associated with a theme regarding global migration of goods and information, which directly affects the individual on a local scale.

They are: meteorology, the stock exchange, the transport, the media and epidemic diseases.

Each theme is represented by twenty Web pages which refer to it. Servers who host such pages are located word wide.

By activating an area, the operator contacts, via the Internet, the server which hosts the page he is looking for. This procedure is called PINGING. The set of data offered by the pinging process determines which object has to transfer its data to the avatar.

(Properties chosen by users brain activities)

Each object carries four types of information: expression, color, texture and sound.

The Operator's brain characteristics at the time of pinging determine which one of the four types of information has to be donated.

(Passwords defines aesthetic values)

Every single object is slightly different from the other. Starting from the same basic form, each object was molded according to the properties of a password assigned to it.

Each password has been collected on Internet from the page of an anonymous hacker. Arbitrary associative criterion has been used to assign passwords to objects.

The identity of the anonymous user, in the form of a password, is the key of access to the communication code and its specific features. o When an object is selected the password related to it is released.

The complete set of objects represents the inclusion and influence of global migrations on the communication process between the operators and the active combination of a co-existence of the global information system and the local brain activity.

• SECOND PHASE

(Avatars ready)

When sufficient quantities of information have been transferred to the avatars, the performance enters its second phase.

The operator's brain activity determines the rotation of the passwords.

Operators specify the rotation of their-own avatar around the axes (X, Y, Z)

When the operator reaches the required combination of a specific three brain wave pattern, he gains a SCORE. Low Beta frequencies must be over a certain threshold while Theta and Beta frequencies must be under.

SCORES effect the deconstruction of the space. Each time the operator scores, one password flies away.

• FINAL PHASE

(Avatars perform)

Avatars begin to communicate with each other by using the data, which composes them.

The operator's brain wave signals direct the design of light in the Virtual Reality.

Operators determine the degree of the avatars' facial expressions and therefore the rate and the morphing process, via the console. They also specify the avatars' location in space, and the rotation around the axes.