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TechnoSphere (virtual environment)

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165:, which were variants of the parents, sometimes incorporating aspects of both parents and other times favoring one parent creature's attributes over the others. General behavior patterns had emerged, but it was difficult to predict what was going to happen based solely on a creature's design. The one thing all TechnoSphere creatures did have in common was that they would all eventually die. 154:" was linked to each component and the completed creature's attributes (speed, visual perception, rate of digestion, etc.) was determined by the combination of each feature's strengths and weaknesses—their "fitness for survival." Once a creature design was finished, users would name their digital creature, tag it with their 120:
Physically, the virtual landscape of TechnoSphere consisted of 16 km of terrain. It was capable of supporting approximately 4,000 creatures, though other sources suggest that as many as 20,000 creatures typically would coexist in the virtual environment at one time. After the relaunch, it was
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There was only one gender in TechnoSphere, so the creature that initiated mating was the parent that ended up carrying and caring for the offspring. Creature behavior was directed by a set of algorithms called Creature Comforts, designed by Julian Saunderson. It dictated, for example, that mating
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TechnoSphere was a real-time, 3D simulation of an environment that was populated by virtual creatures. Users across the globe had the capability to create their own creatures through a website. TechnoSphere III, one of many incarnations of the original design, used an artificial life program and
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Many museums and educators found the digital ecology interesting and some teachers even used TechnoSphere as a teaching tool. The technological innovations and digital images produced by the project were of such interest that temporary installations were put in at several museums, including the
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One report described the project's popularity by citing that the online version had attracted over a 100,000 users who had created 3,286,148 and growing creatures. Over the years in which the website was operating, the growing popularity facilitated necessary updates to the server software and
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algorithm written into the program, creatures could be found organizing themselves into groups, most likely impelled by urges to mate and eat. The programs that supported the website were scalable, and could be modified to support a larger or smaller community of creatures.
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explicitly stated that the software limited the number of creatures at 200,000. Because each creature's behavior was unique, no single event could have been predicted, though some significant patterns developed. For example, even though there was no explicit
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terminals and then released them immediately into the TechnoSphere. Once in the digital environment, the creatures could be observed within the world on a series of large projection screens, further expanding the popularity of the project.
189: 135: 28: 109:, which were governed by a complex set of rules and algorithms that determined how the virtual ecosystem reacted. The program was capable of modeling such concepts as simple 408: 176:
When significant events occurred in the TechnoSphere, a user's creature would send brief email messages "home." Users were also able to visit the website and view
117:. Despite limited available creature designs, no two would ever behave in the same way, due to chance interactions with its environment and other creatures. 342: 272:
Prophet, Jane. (1996). Sublime ecologies and artistic endeavors: Artificial life and interactivity in the online project "TechnoSphere".
370: 382: 367:- Jane Prophet. Agents of Change: the photographers guide to the future. Fifth National Photography Conference. 22–24 September 1995. 352: 376: 364: 61:
and Dr. Gordon Selley, TechnoSphere was a place where users from around the globe could create creatures and release them into the
358: 96:. The experiment operated online until 2002. It was relaunched on January 15, 2007, but became offline again as of November 2012. 77:
that determined each creature's unique behavior based on their components and interactions with each other and their environment.
223: 398: 318: 69:." Earlier incarnations of TechnoSphere did not have the advantage of web-accessible 3D graphics, but was still governed by 215: 40: 303: 290: 180:
snapshots of their creature, check family trees, "world" statistics, and search for other creatures and their users.
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began to grow. Many museums and classrooms found the tool to be a valuable complement to learning material on
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of digital DNA) could only be initiated if both creatures' hunger was at least 50% satiated.
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of TechnoSphere. The trees were positioned with a seeding algorithm created by Gordon Selley.
322: 81: 66: 222:, Australia), and the Donald R. and Joan F. Beall Center for Art and Technology at the 155: 142:
Users accessing the site were able to create their own artificial life forms, building
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A screenshot of the web interface where users were able to choose creature components.
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from a select few component parts (heads, bodies, eyes, and wheels). Their "digital
379:- A report on TechnoSphere version I by Julian Saunderson (edited by Jane Prophet). 70: 315: 161:
There they chased or evaded each other, ate, grew, and mated. They also produced
235: 231: 162: 147: 143: 110: 93: 74: 17: 373:- Jane Prophet. Virtual Futures Conference. Warwick University 27 May 1995. 188: 134: 27: 211: 219: 49:
was an online digital environment launched on September 1, 1995 and
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hardware, causing website downtime and often slow response times.
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Some TechnoSphere creatures roaming around in the 3D environment.
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Prophet, Jane. (n.d.). TechnoSphere website. Available online:
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National Museum of Photography, Film and Television (now the
58: 385:- A report on TechnoSphere version II by Rycharde Hawkes. 365:"TechnoSphere: a case study in networked collaboration" 338:
June 25, 2003 internet archived version of the website
316:The Information page on the Technosphere website 234:, [US). Museum visitors created creatures using 158:, and enter it into the digital environment. 65:environment, described by the creators as a " 8: 377:"Report on the Artificial Life Environment" 80:The online program was one of many digital 268: 266: 264: 409:Internet properties established in 1995 343:Association for Heritage Interpretation 260: 7: 285:Leonardo. (2000). TechnoSphere III. 353:"An A-Life Ecology on the Internet" 25: 224:University of California, Irvine 84:simulations that evolved as the 1: 216:Casula Powerhouse Arts Centre 383:"Get-A-Life Munchy Morsels" 289:, 33(2). Available online: 425: 249:Digital organism simulator 38: 57:university. Created by 399:Artificial life models 193: 139: 36: 208:National Media Museum 201:Museums and education 191: 137: 30: 39:For other uses, see 53:on a computer at a 321:2007-05-16 at the 194: 140: 107:fractal landscapes 37: 345:- Prophet, Jane. 276:, 29(5): 339-344. 115:carrying capacity 90:natural selection 33:fractal landscape 16:(Redirected from 416: 404:Science websites 359:"Digital Beings" 325: 313: 307: 300: 294: 283: 277: 270: 21: 424: 423: 419: 418: 417: 415: 414: 413: 389: 388: 334: 329: 328: 323:Wayback Machine 314: 310: 301: 297: 287:L E O N A R D O 284: 280: 271: 262: 257: 245: 203: 186: 132: 102: 82:artificial life 67:digital ecology 44: 23: 22: 15: 12: 11: 5: 422: 420: 412: 411: 406: 401: 391: 390: 387: 386: 380: 374: 368: 362: 356: 350: 340: 333: 332:External links 330: 327: 326: 308: 295: 278: 259: 258: 256: 253: 252: 251: 244: 241: 202: 199: 185: 182: 156:e-mail address 131: 128: 101: 98: 86:World Wide Web 24: 14: 13: 10: 9: 6: 4: 3: 2: 421: 410: 407: 405: 402: 400: 397: 396: 394: 384: 381: 378: 375: 372: 369: 366: 363: 360: 357: 354: 351: 348: 344: 341: 339: 336: 335: 331: 324: 320: 317: 312: 309: 305: 299: 296: 292: 288: 282: 279: 275: 269: 267: 265: 261: 254: 250: 247: 246: 242: 240: 237: 233: 229: 225: 221: 217: 213: 209: 200: 198: 190: 183: 181: 179: 174: 172: 171:recombination 166: 164: 159: 157: 153: 149: 145: 136: 129: 127: 124: 118: 116: 112: 108: 99: 97: 95: 91: 87: 83: 78: 76: 72: 68: 64: 60: 56: 52: 48: 42: 34: 29: 19: 371:"Get A-Life" 347:TechnoSphere 346: 311: 298: 286: 281: 273: 204: 195: 175: 167: 160: 141: 119: 103: 79: 73:and similar 71:chaos theory 59:Jane Prophet 47:TechnoSphere 46: 45: 41:Technosphere 31:Part of the 18:TechnoSphere 236:touchscreen 100:Description 393:Categories 255:References 232:California 184:Popularity 169:behavior ( 148:herbivores 144:carnivores 94:ecosystems 75:algorithms 163:offspring 130:Creatures 111:evolution 319:Archived 274:Leonardo 243:See also 212:Bradford 123:flocking 214:, UK), 228:Irvine 220:Sydney 51:hosted 304:HTML 291:HTML 113:and 92:and 210:) ( 152:DNA 146:or 395:: 263:^ 230:, 178:2D 63:3D 55:UK 349:. 306:. 293:. 226:( 218:( 43:. 20:)

Index

TechnoSphere

fractal landscape
Technosphere
hosted
UK
Jane Prophet
3D
digital ecology
chaos theory
algorithms
artificial life
World Wide Web
natural selection
ecosystems
fractal landscapes
evolution
carrying capacity
flocking

carnivores
herbivores
DNA
e-mail address
offspring
recombination
2D

National Media Museum
Bradford

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