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DIGITAL ARTIFICIAL faces including morphology, anatomy Linked to the autonomous child ani-
INTELLIGENCE, and biomechanical modeling. Accord- mation, separately screened, is a real-
COMPUTATIONAL ingly he analyzed, the muscular facial time neural simulation. In a live neural
NEUROSCIENCE AND control system and began investigating network, representations of muscular
EMPATHETIC INTERACTION the emotions and neuro-behaviours driv- anatomy through to the neuronal activity
ing character expression. This led, in and neuromodulator levels can be
Deborah Lawler-Dormer, Doctoral Candi- turn, to the current project to create a viewed. It is possible to follow live stim-
date, National Institute of Creative Arts neuro-behavioural computational model uli through the responsive neural path-
and Industries, University of Auckland, with emergent behaviours. ways and through this simulation gain
Auckland, New Zealand and College of In doing so, Sagar has developed a understanding of neural networks. Thus,
Fine Arts, University of New South Wales, unique aspect of this research project: a Baby X brings into play an oscillation
Sydney, Australia. [1] mixed reality installation for display in between character, neurobiological rep-
E-mail: dlaw011@aucklanduni.ac.nz public settings including museums and resentation and digital artificial intelli-
galleries. When installed the work, Baby gence. Digital artificial intelligence in
Submitted: <leave for Editor to date> X, is essentially an interactive media art this sense is a simulated virtual biology
installation, containing both scientific based on life-like behaviours. Digital
Abstract. and artistic content. Baby X invokes a artificial intelligence in the case of Baby
As a new media curator, I work with number of challenges to the new media X can be encapsulated, as Shanken has
artistic practices that engage multi- curator in terms of contextualization, described, as “synthetic biology”. [2]
sensory media environments. Baby X is a presentation and audience engagement. In this sense, Baby X digitally simu-
digital artificial intelligence mixed reali- The work traverses a diverse disciplinary lates a synthetic biology through repre-
ty installation created by Dr Mark Sagar. territory, it has a complex technical na- senting neurobiology generated from
It is concurrently a neuro-behavioural ture, it raises specific debates concerning algorithmic functions. This project is
computational model with emergent embodied cognition and neuro- made possible by its trans-disciplinary
behaviours actively being used for neu- behaviours, it is displayed in both scien- research basis. Baby X, as a work, cross-
ro-scientific research and, at times, a tific and artistic venues and has a wide es across disciplinary boundaries, being
media art installation on public display. and deep collective and specialised re- of interest to the arts, sciences and bio-
This paper will explore some of the di- search culture supporting its ongoing engineering. Mark Sagar as a practitioner
verse issues at play in this project from evolution. is variously artist/animator, designer and
the perspectives of embodied cognition, In a typical ‘media art’ installation bio-engineer.
emotional engagement and perception Baby X exists within a standard black
within a mixed reality environment and box gallery environment. Upon entering
trans-disciplinary research context. the exhibition, the audience sees a large
screen on which the face of an animated
Key Words: media art installation, child is projected, disembodied, larger
mixed reality, embodied cognition than life and floating against a black
background. This autonomous animation
is capable of responsive behaviours
through a variety of camera-based sensor
tracking systems aimed at monitoring
eye and individual body movement of
the viewer. The child follows their ac-
tions and movements, often engaging
through direct gaze, and displaying real-
istic behaviours such as smiling, crying,
Fig 1. Sagar, M with Laboratory for Animate confusion and abandonment. The child’s Fig 3. Sagar, M with Laboratory for Animate
Technologies, Auckland Bioengineering Insti- character is based on Sagar’s own six- Technologies, Auckland Bioengineering Insti-
tute, Baby X (snapshot), autonomous animation, month-old baby and is therefore pre- tute, Baby X (animation still), autonomous ani-
2013 verbal. mation, 2013