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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.
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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.
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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.
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