Research

Artificial Nature is a transdisciplinary research project of creativity in complex systems: in particular we are investigating the aesthetics of world-making through the computational embodiment of generative ecosystems. Our motivation is to develop a deeper understanding of emergence and creativity as a form of art, study and play, by taking inspiration from nature's creativity but recognizing the potential of natural creation beyond the physical.

Publications

Wakefield, Graham and Ji, Haru (Hyunkyung.) Artificial Nature: Immersive World Making. Applications of Evolutionary Computing, LNCS5484. Springer, 2009.

Ji, Haru (Hyunkyung) and Wakefield, Graham. Artificial Nature. First Workshop on Media Arts Science and Technology (MAST), Santa Barbara, CA. 2009.

Ji, Hyunkyung and Wakefield, Graham. Artificial Nature as an Infinite Game. In Proceedings of the 15th International Symposium of Electronic Arts (ISEA), Singapore 2008. pp256-258.

Click here to view the presentation slides (warning: videos have been removed, but this PDF is still over 16mb...)

Ji, Hyunkyung and Wakefield, Graham. Artificial Nature as an Infinite Game. In Proceedings of ASIAGRAPH 2008, Shanghai, China 2008.

Presentations

EvoStar 2009 / EvoMUSART 2009
Tübingen, Germany.
April 2009.
EvoMUSART 2009.

Artists talk: Goldsmiths Electronic Music Studios
Goldsmiths University of London
7 April 2009.
EMS website.

First Workshop on Media Arts Science and Technology (MAST), The Future of Interactive Media
University of California Santa Barbara.
January 29/30 2009.
MAST website.

Artist talk: MAAT
Department of Media Art Aesthetics and Technology, Soong-Sil University. Seoul, Korea.
11 July, 2008.
MAAT website.

Artist talk: Chung-Ang University
College of Engineering, Chung-Ang University. Seoul, Korea.
8 July, 2008.
Chung-Ang website.

Conference presentation: ISEA 2008
International Symposium of Electronic Arts, Singapore.
30 July, 2008.
ISEA 2008.

 


Screenshots of several research prototypes for Artificial Nature.

Artificial Nature has been developed using Max/MSP/Jitter and LuaAV software environments.