Here There Be Monsters
software design notes

there is a simulation of the pool which contains 4 basic forms of artificial life (monsters), they interact with one another and with the physical conditions of the pool and take in stimulus from their surroundings as per the descriptions below.

- Kiwaida (fear of the unknown), it lives in a visitors blind spots and feeds in area outside of the what is seen. Uses face and eye recognition to coordinate site lines. (named after the newly discovered hairy lobster, a reference to man's need to name everything it finds.)

- Stekel (fear of ones self), this creature responds to atypical and spastic behavior, which turbulates the water and destroys reflections. Careful manipulation can create beautiful patterns. Uses neuromorphic vision to establish a baseline of visual activity and then rate deviation from that. (named after the Austrian Psychoanalyst.)

- Mono a Mano (fear of being alone), by gesturing certain ways visitors can conjure creatures which literally feed the entire simulated eco system and create sophisticated patterns of activity. Uses blob tracking to get rough approximations of positions and sizes of occupants in space. (the name literally means one against man, a play off man against man and monophobia.)

- Ferc (fear of responsibility), creatures sensative to the most subtle of gestures, these eat everthing else in the system. Uses adaptive full body tracking for gesture assumptions and interpolation. (the name is derived from the the last name of Christopher Cerf, writer of Monster in the Mirror about Cookie Monsters transition into a more multi-deimensional character of Sesame Street, Cerf spoke often about the use of childrens songs used for torture in Iraq, his name backwards is ferc.)

Technically the entire system runs on 4 computers with the artificial life of all monsters being created within the systhesis of information from all sensory modalities. The basis of human machine interaction is infrared firewire cameras used primarily for assembly line part inspection. The input is filtered through a number of programs that all approach vision differently, this is a testbed for various infranatural projects. The vision data is then shared and exploited by simple finite state machines which then queue reactions and anticipation within a larger boid simulation of a large aqueous volume. The simulation keeps track of the simulated surface condition of the water based on the wakes of various monster interactions and using midi and 48 variable frequency pumps manipulates the real water surface. Eventually a real time visualization system will be present which will allow visitors to view actual 3d representations of the artificial life. Those will be generated in real time and modulated by data collected by the cameras, so for instance Stekel can have the face of whoever it is interacting with at the time. That visualization will be within a bamboo tube that is inserted into the water and contains both an lcd screen and a magnetic 3d tracker. Eventually the monsters may react to acoustic stimulus as well.