Auto-Git

Auto-Git is a cross-platform Electron app that automatically monitors and manages Git repos and writes commit messages and documentation / READMEs using LLMs.

All features – from continuous, automatic commit creation to fully automated push-and-repo setup on Gitea – are designed to make developers’ everyday lives easier: You can continue to focus on code while Auto-Git ensures that commit history, documentation, and remote repositories are always up to date.

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.

AI-Translate

WordPress plugin to automatically translate pages, posts, and custom type posts as well as their titles and custom fields.
The translations are stored in the metadata of the posts.
Depending on the selected language, the frontend displays the language under the same URL / post ID.
In the Gutenberg editor, there is a small dropdown menu that allows you to switch between languages to make individual changes, and in the backend, unlike with Polylang, there is no confusing duplication of content.
The translation is done via ChatGPT, which allows for context-specific translation – by specifying what the tone should be, e.g., polite or informal, and what the focus should be, such as project presentation, marketing, etc., better translations can be obtained.

The code for selecting and processing content is available in a git repository.

Study on the Topic: Artificial Intelligence (2016-2019)

From 2015 to 2019, I engaged intensively with artificial intelligence, virtual humanoids, human-machine interactions, and the resulting philosophical and cultural questions during my studies at the University of Fine Arts Saar in Saarbrücken. I dealt with the limits and misunderstandings in dealing with AI technologies both theoretically and practically as an artist.

In my bachelor’s thesis “Comparison between Artificial and Real Intelligence” (2017, final grade 1.0), I explored how digital avatars simulate learning processes using genetic algorithms and compared these with the real learning and pain experiences of a human performer. The performance “Learning” utilized the optical Pepper’s Ghost effect for the spatial representation of a digital character. The results clearly highlighted the emotional gap between technical simulation and human experience.

In my master’s thesis, I expanded this approach and delved deeper into the perception and staging of virtual characters and their interactions with humans. Among other things, the following projects emerged:

These projects were accompanied by theoretical reflections on transparency in design, black box issues, random and deterministic systems, as well as ethical and philosophical dimensions of AI. Inspired by references such as Frieder Nake, Andrew Glassner, and Richard David Precht, I critically engaged with terms and misunderstandings surrounding artificial intelligence, artificial life, and consciousness.

From my artistic research, the following central insights emerged:

My work between 2015 and 2019 thus represents a versatile, critical, and innovative engagement with humanity, technology, and their complex relationships, aiming to contribute to a well-founded and reflective public discourse on these topics.

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.

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.

Simple Ontology

Define truth!
Create your own node-network graphs, also known as ontologies.


Tool for creating ontological network topologies, written in Java.
Has the functionality to save and load and export images.
Smallest alternative to Protégé, ONTOLIS, or OntoStudio.

Comparison between Artificial and Real Intelligence

In the performance “Learning”, the action potentials of real and artificial intelligence are compared by having an actor and a 3D character (spatially visualized through Pepper’s Ghost effect) act in equivalent spaces in parallel.
Both are initially unable to stand and try to learn this during the performance. The actors repeatedly fall to the ground and try to learn from their mistakes.
The digital character is equipped with a genetic algorithm, a programmed intelligence, while the real character has an organic brain.
The avatar learns to stand faster than the human but simultaneously appears ridiculous in its uncoordinated actions, revealing the distance of digital technology to the real human.
In contrast, the human evokes emotional empathy in the viewer through their physical pain and desperate attempts to stand.

Andreas Bayer

Video of the working process, how the AI learned to stand:

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