Virtual Interdimensional Ghost Teleportation Device

The “Virtual Interdimensional Ghost Teleportation Device” is an interactive 3D web application that brings figures from Japanese mythology to life in the browser. Through a digital “Merkaba,” the beings are teleported into a virtual world, can be viewed, and explored via a click in an info box overlay.
A portfolio project aimed at learning about Japanese myths in German and building cultural bridges.

Frontend: Three.js
Backend: Node.js, Express, Websocket
3D Models: Hunyuan3D-2, edited in Blender
Info Texts: ChatGPT

The entire 3D environment including models and textures, such as a 1200px x 900px canopy texture and an HDRI environment map, as well as all the code, is smaller than 500 kilobytes. The 3D models are loaded dynamically; the client has no information about them until the server “pushes” them. The communication with the server as well as the spawn function are integrated into the spinner (Merkaba).
Mobile representation is less computationally intensive than the desktop version. An adaptive fidelity system has also been implemented.

Smart Furigana

The character 一日 can be read as “いちにち” (“the whole day”), or as ついたち (“the first day of the month”).
Depending on the context, the readings of some Kanji differ.

Furigana are a Japanese reading aid. They are Hiragana characters that are written next to or above a Kanji in Japanese writing to indicate its pronunciation.

Conventional Furigana software does not recognize the holistic meaning or context of a text, and is therefore sometimes unable to provide the Furigana in the way a Japanese reader would actually read the text.

However, with AI, this is now possible, which is why I programmed this software.
“Smart-Furi” analyzes the text for context, tone, etc., to add the appropriate readings as Furigana to the text – so that one does not learn the readings of the characters incorrectly, but as if a Japanese person were reading the text aloud.

Interface for UNESCOs Lists of "Intangible Cultural Heritage"

The UNESCO project “Intangible Cultural Heritage” (ICH) offers an impressive collection of intangible cultural heritage as well as a register of best protection measures.
These can be found on the UNESCO website in English, French, and Spanish, beautifully describing the individual cultural peculiarities of the nations of the world.

As a friend of online ethnology, I have set up a new interface in the form of an interactive world map (JavaScript, OpenStreetMap & GeoJSON).
By clicking on a country, you gain insight into the culture of that country as registered by UNESCO (UNESCO Open Access Database).
Using the ChatGPT API and Python, I translated the entire database into the 10 most spoken languages in the world. Additionally, I improved/enlarged all images from the database with Topaz AI.

By clicking on the cube, a random entry is displayed.
Discover the world!

Note: Not suitable for mobile view

Sources:

This project is an experimental, non-commercial portfolio project and is for demonstration purposes only. All content (images, texts, titles) is the property of UNESCO. The translations were created using AI (ChatGPT). The map tiles come from OpenStreetMap. There is no connection to UNESCO, OpenStreetMap, or other organizations. The complete UNESCO metadata is available for download in English.

Mars is stupid

“Mars is stupid” – A reading on Mars of Skip Mantleton’s “Mars is stupid” (1974), read by the speech robot Brian.
He reads the paragraphs of the book in random order, resulting in 5,443449391×10⁹² different scenarios, each with a reading time of about 13 minutes.

Walter Giers – Little Star (1990) – Digital Replica

Engagement with the question of how and whether electronic art (digital) can be reproduced, what a replica actually is, and how it works. The resulting by-product in JavaScript can be seen here.

Studium zum Thema Künstliche Intelligenz

Von 2015 bis 2019 beschäftigte ich mich während meines Studiums an der Hochschule der Bildenden Künste Saar in Saarbrücken intensiv mit Künstlicher Intelligenz, virtuellen Humanoiden, Mensch-Maschine-Interaktionen sowie den daraus resultierenden philosophischen und kulturellen Fragestellungen. Dabei setzte ich mich sowohl theoretisch als auch praktisch-künstlerisch mit den Grenzen und Missverständnissen im Umgang mit KI-Technologien auseinander.

In meiner Bachelorarbeit „Vergleich zwischen künstlicher und realer Intelligenz“ (2017, Abschlussnote 1.0) erforschte ich, wie digitale Avatare mittels genetischer Algorithmen Lernprozesse simulieren und verglich diese mit den realen Lern- und Schmerz-Erfahrungen eines menschlichen Performers. Die Performance „Learning“ nutzte dafür den optischen Pepper’s-Ghost-Effekt zur räumlichen Darstellung eines digitalen Charakters. Die Ergebnisse zeigten deutlich die emotionale Kluft zwischen technischer Simulation und menschlichem Erleben auf.

In meiner Masterarbeit erweiterte ich diesen Ansatz und beschäftigte mich vertieft mit der Wahrnehmung und Inszenierung von virtuellen Charakteren sowie deren Interaktionen mit Menschen. Unter anderem entstanden folgende Projekte:

Diese Projekte wurden begleitet von theoretischen Reflexionen zu Transparenz im Design, Black Box-Problematik, zufälligen und deterministischen Systemen sowie ethischen und philosophischen Dimensionen von KI. Inspiriert von Referenzen wie Frieder Nake, Andrew Glassner und Richard David Precht, setzte ich mich kritisch mit Begriffen und Missverständnissen rund um künstliche Intelligenz, künstliches Leben und Bewusstsein auseinander.

Aus meiner künstlerischen Forschung ergaben sich folgende zentrale Erkenntnisse:

Meine Arbeit zwischen 2015 und 2019 stellt somit eine vielseitige, kritische und innovative Auseinandersetzung mit Menschlichkeit, Technologie und ihren komplexen Beziehungen dar und möchte dazu beitragen, den öffentlichen Diskurs zu diesen Themen fundiert und reflektiert zu gestalten.

1makk

The exclusivity of Apple products is reflected in the structure of the main building in Cupertino, SF – a ring like a bastion with the function of a cloister. In line with the iMac and its intercompatibility, the 1st Book of Maccabees also points out how dangerous it could be to open up to the foreign (similarly to the Book of Ezra, which propagates “the purity of the holy people”). Hence this cynical game, in which the player must maintain the “purity” of his people.

Deaths

Visualization of the death rate of real people compared to the death rate of virtual humanoids.
Scene change by clicking.
The problem with the many virtual deaths of virtual humanoids: Death appears much more ordinary than it actually is. Experiencing disproportionately frequent deaths normalizes it – one becomes desensitized.
Exemplary data visualization as a pointer to the distortion of one’s own perception through media influence.

QuBeenee

A punch card generator for quantum computers (hypothetical). Comparison of bit and qubit.
Practical thinking about interfaces for qubits starting from the idea that logic or computation by qubits can be understood with 3D vectors.

Manual: The left orb represents a bit. “State” controllable by clicking on it. The right sphere represents a qubit. “State” controllable in 3D space by drag’n’drop (x- and y-axis) and mouse wheel (z-axis) via the inner sphere.
Small orbs toggle punch card printing.

Conflict

Applying functions of interpersonal relationships to NPCs. Original concept: Something with dialectics

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