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BABY X: oping a universal system for mapping

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

In the Laboratory for Animate Tech- This trans-disciplinarity is reflected in


nologies at the Auckland Bioengineering its design framework. Baby X is con-
Institute at University of Auckland, Dr structed of ‘neural building blocks’. It is
Mark Sagar and his team are building a built to be both modular and to accom-
computational model of the brain and modate the needs and interests of diverse
face. The model is constructed using research communities. As Sagar states:
current neuro-scientific research sourced “We are building a collaborative modu-
through collaboration with the universi- lar model of the face and brain, a brain
ty’s Centre for Brain Research. and face Lego with swappable and re-
Fig 2. Sagar, M with Laboratory for Animate
Baby X is an aspect of this research shapable parts.” [3]
Technologies, Auckland Bioengineering Insti-
project. Having come from the animation The methodology of neural modular
tute, Baby X (animation still), autonomous ani-
film and entertainment industries, architecture is supported by Grand who
mation, 2013
Sagar’s research interests include devel- proposes that: “Nature, then, seems to
work with three fundamental neural ar- many of the viewers experienced an em- Additionally, this replicates recent
chitectures to solve the problems of be- pathetic connection to the character. The neuro-scientific research regarding mir-
haviour and control. The first and intensified conditions of exhibition mag- ror neurons. “Experiments show that
simplest is to use the neuron itself as a nifying the brain states caused an emo- areas of the brain collectively known as
basic building block in relatively simple tional and responsive rapport between the mirror neuron system respond not
networks … The second is to use repeat- viewer and character. lonely when individuals perform and
ed circuits of neurons, .. as the basic With repeated use, the character de- action themselves but also when they
building blocks.’ The third neural archi- velops richer and more complex respon- watch someone else perform that action
tecture is a higher-level building block sive behaviours. At this early stage of … Similarly watching someone cry,
that ‘has the capacity to reconfigure it- development the model already displays being hit or expressing emotion can trig-
self during the creature’s lifetime.’ He emergent behaviours. This aligns with ger empathetic mirror neuron responses
postulates a fourth, volitional level of Seaman’s definition of neosentience – so that those actions and responses are
brain structure that may control the ‘flow “The N_S.E.N.T.I.E.N.T. Paradigm’ experienced by the person watching.” [8]
of signals around groups of pre-existing comprising of the various characteristics In the real-time of media installations,
self-configured maps in a highly flexible of being Neosentient; Self-organising; the audience, in the act of experiencing
and general-purpose way.” [4] It is this Environmentally embedded; Nascent; and discovering the installation through
modulated and fundamentally flexible Temporal; Intra-active; Emergent; Navi- sensing, movement and feeling, develops
design and construction premise that is at gational; Transdisciplinary.1 The model understanding through assimilating the
the base of Baby X’s computational could be described as having the capaci- space of the installation, the body and
model. ty to focus ‘on the theoretical relations the mind. Mixed reality installations
between cognition (top-down pro- require embodied cognition. [9] As Chris
cessing) and perception (bottom-up pro- Salter observes: “ … perception is not
cessing)”. [6] representation but action – a direct pro-
jection of the body into the environment
and an ongoing ‘probing’ of that envi-
ronment with the sensor and motor ca-
pabilities of the active body.” [10] Baby
X is a curious work as it activates an
exchange between viewer and virtual,
‘probing’, surface and varying degrees
of micro layers, reciprocal emotion and
gesture. Through the virtual and actual
interrogation of interaction and percep-
tion in the process of experiencing the
work, an interesting dialogue between
cognitive neuroscience, computational
neuroscience and embodied cognition
emerges for the viewer.
Fig 5. Sagar, M with Laboratory for Animate
Fig 4. Sagar, M with Laboratory for Animate Technologies, Auckland Bioengineering Insti-
Technologies, Auckland Bioengineering Insti- tute, Baby X (animation still), autonomous ani-
tute, Baby X (animation still), autonomous ani- mation, 2013
mation, 2013
In the act of viewing this mixed reali-
Recently, Sagar collaborated with ty installation, conditions of cognition
Angus Kerr and Rita Soromenho to cre- and perception from the audience per-
ate an architectural pod to display Baby spective, arises. Like many media art
X, and with Murray Fisher to compose installations, Baby X contains both virtu-
sound. The architectural housing ex- al and real elements. Existing within a
pands the emotional and physiological mapped space monitored by sensors,
states of the brain through an embedded Baby X requires the viewer to engage
network of fibre optic cables and LED with the character in order to enact the
strips creating a virtual nervous system. process of viewing. As Kathy Cleland
Sound, generated live through a synthe- states: “We are now living in a mixed
sizer MIDI system developed by Fisher reality paradigm where the real and the
reflects, through major and minor chord virtual, the natural and the artificial Fig 6. Sagar, M with Laboratory for Animate
changes and tempo, the shifts in state. blend and intermingle in complex ways.” Technologies, Auckland Bioengineering Insti-
Sagar explains, “The idea is to create [7] The combination of real-time interac- tute, Baby X (animation still), autonomous ani-
‘emotional amplification’ through simul- tion, immersive conditions of viewing mation, 2013
taneous and correlated expressive modal- and the character’s frequent direct gaze
ities (facial behaviour, expression, music result in an installation that is emotional- As mentioned earlier, Baby X is also a
and light).” [5] In a recent public exhibi- ly engaging. scientific research tool. The Laboratory
tion when Baby X, was displayed for the for Animate Technologies is part of the
first time, in the specially designed pod, larger Centre for Brain Research at the
University of Auckland. Current re- tional, sensing and perceptual functions
search within this centre involves over of a simulated brain. As a project that
40 research teams and more than 200 has an ongoing development and re-
researchers deployed across the universi- search programme, it has particularly
ty. Each research team specializes in one curious applications and possibilities for
of four areas – clinical neuroscience, future experimentation. In its immersive
cognitive and computational neurosci- media installation context, it enables a
ence, molecular and cellular neurosci- potent dialogue between embodied cog-
ence and sensory and motor nition and simulated computational neu-
neuroscience. The Laboratory for Ani- roscience. In addition, the amplification
mate Technologies is located within the of the emotional intensity of the work,
cognitive and computational neurosci- through design, causes an empathetic
ence research strand. audience interaction with the autono-
In terms of disciplines, this collabora- mous animated character and vice versa.
tive computational modelling research This expanded context generates a com-
initiative involves staff and students plex territory for facilitation, research
from computer science, architecture, and curatorial practice.
neuroscience, engineering, psychology
and the arts. It is in essence a trans- References and Notes
disciplinary research project integrating 1. Observations, contained in this paper Baby X,
form the basis of a Doctorate within the College of
various disciplines, processes, perspec- Fine Arts, University of New South Wales and the
tives and frameworks and is actively National Institute of Creative Industries, University
creating new understandings as a result. of Auckland. The creative practice component
includes formation of a trans-disciplinary research
This can be seen in the project that is group and staging exhibitions and symposia from
currently exploring both theories of brain 2014-2016. I acknowledge the support of the Uni-
function and brain disorder. For example versity of New South Wales and the College of Fine
Arts.
the effects of synthetic lesions or damage
to key circuits due to conditions such as 2. E. Bartlem. “Immersive artificial life (A-life)
art”, Journal of Australian Studies. (2005). 28:84, p
Huntington’s or Parkinson’s disease can 98.
be visualized both schematically and 3. “Making computer animation more human”.
also in the way they affect the animation University of Auckland press release (8 March
of the model. 2012).
http://www.abi.auckland.ac.nz/uoa/home/about/our-
Applications for the computational research/projects/animate-technologies
model range far beyond those of the
4. J. Johnston. The Allure of Machinic Life. Cyber-
medical research parameters and extend netics, Artificial Life, and the New AI. (USA: MIT
to commercial applications including Press, 2008). pp. 405-406.
gaming and film markets. In the enter- 5. M. Sagar. Personal communication. (September
tainment industries, there is an increase 2013)
in demand for realism and a desire to 6. B. Seaman & O. E. Rossler, Neosentience: The
automate elements of the animation pro- Benevolence Engine, 5th Ed. (Chicago, USA: Uni-
versity of Chicago Press, 2011). Kindle p. 17-19.
cess and to create fully autonomous
characters. These applications require a 7. K. Cleland. “Mixed reality interaction: audience
responses to robots and virtual characters”, Digital
particular focus on facial features in Creativity. (2010). 21:1. p 30.
terms of developing a dynamic character
8. K. Cleland. [8] p 35
that includes capabilities of communica-
tion, identity, emotion and intent. Con- 9. D. Lawler-Dormer. “Sensing Sites: Contempo-
rary media art installation by Turner, Lyons and
sequently the Auckland Face Simulator Sagar as cross-modal sensory experimentation and
project, led by Mark Sagar with an in- multimodal interaction.” Re-New 2013 Conference
proceedings. (October 29 – 31 2013). In press.
vestigative research team comprising of
Associate Professor Paul Corballis, Dr 10. C. Salter. “The Question of Thresholds: Immer-
sion, Absorption and Dissolution in the Environ-
Benjamin Thompson and Dr Jason ments of Audio-Vision”. In Daniels, D., Naumann,
Turuwhenua, was established. Research S.; with Thoben, J (eds): See this sound: Audiovisu-
has been initiated where experiments ology essays 2: histories and theories of audiovisual
media and art. Koln, Germany: Verlag der Buch-
involving animation, psychology and handlung Walter Konig. (2011). pp. 200-235
visual neuroscience are underway.
Baby X is a complex work intertwin-
ing and challenging disciplinary bounda-
ries within rich scientific and artistic
contexts. As a computational model with
emergent behaviours it raises interesting
content for analysing our relationships
between virtual and real. As a computa-
tional neuro-scientific project it into
facilitates an ongoing analysis of emo-

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