12 Idling-in-the-Unreal


The Idling-in-the-Unreal project follows the method previously outlined in Synset_Gloss, along with an idea that started to form when reflecting on No_m_oN – that the placement of a virtual camera could act as a parameter to influence the production of text from the assemblage, functioning like a key that elicits value from the language model in a novel form of story making.

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Video 4. Idling-in-the-Unreal, extract, 2020, 02:59. Animation with stereo sound.

Similar to No_m_oN, this project was developed using the constraints of a mo-cap library, which provided the animation files for a series of digital human characters. The project focused exclusively on animations from the library’s “idling” category, a set of movements typically programmed into the mechanics of video games to run automatically as a default action. It was discovered that varying the field of view (FOV) of a camera within the virtual environment influenced the text label generated by the HAR system. By way of demonstration, three distinct FOVs have been selected for a character performing the same idling motion (fig. 16). For each FOV, three key pieces of information have been tabulated: 1) the text label produced by the HAR system; 2) text outputs from a Markov chain generator using the same HAR label; 3) a selection of autocompleted outputs by the language model (constrained to a maximum of 256 characters for brevity). Video 4 below is an extract from the 26-minute video animation Idling-in-the-Unreal, produced for the group exhibition CAN WE EVER KNOW THE MEANING OF THESE OBJECTS at Tickner Bell Young & Lebenson, Gallery 46, London E1, 2021. 

 

 

 

 

Figure 15. Schematic showing Idling-in-the-Unreal workflow, 2021 (above).

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3)

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Figure 16. Three different FOVs with tabulated textual output, 2021 (above right, right, and below).

The column numbers below (1, 2, 3) are indicated
in the workflow schematic fig. 15 at left.