A browser-based clock that renders the year and month as a dial: all days on the outer ring (Mondays highlighted), the twelve months on the inner ring. New Moon (black) and Full Moon (white) are plotted as small circles in the current month — powered by a 100-year dataset.
Lightweight HTML5 Canvas with continuously moving day/month hands.
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.
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.
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:
Gerkzeuk (2016): A computer-controlled object that autonomously downloads, modifies, and sells images from the internet. This object raised fundamental questions about authorship, machine ethics, and the role of the artist. Through a holographic representation (“Iris”), the machine artist was additionally given a human-like persona. Link to project page
Pepper’s Ghost Crystals (since 2016): Interactive showcases that holographically depict virtual humanoids and are equipped with facial recognition, emotion analysis, and speech recognition software. This work intensely researched making artificial and human interaction tangible. Link to project page
Comparison between Artificial and Real Intelligence (2017): A performance in which a digital character, using genetic algorithms, attempts to learn basic motor skills in parallel with a human performer. The work clearly reveals the differences and emotional dimensions between digital simulation and human experience. Link to project page
Anti-Art (2019): A deliberately simple apparatus with a puppet, controlled by unpredictable impulses, humorously and critically reflects the hype around AI technologies and their frequent overestimation. Link to project page
Spatial Installation for the Master’s Exhibition (2019): In a scenographic situation, I subjected visitors to a reflective interaction by automatically photographing them and projecting their faces, making themes such as self-perception, data protection, and echo chambers tangible. Link to project page
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:
AI technologies can imitate human behavior, but they do not generate genuine emotional depth or authentic empathy. The illusion of human interaction created by machines always remains on a superficial level.
The misuse of metaphorical terms from biology and neuroscience in technology (such as “neural network” or “intelligence”) significantly contributes to misunderstandings and a mythical overestimation of technical possibilities.
The use of transparency design and the disclosure of technical processes are essential to alleviate fears and promote critical thinking towards modern technologies.
Randomness and unpredictability in technical systems often create a perception of magic or autonomy, which can lead to overinterpretation of technical capabilities.
The cultural and societal reception of AI technologies and virtual characters is strongly influenced by projections and fantasies that are deeply rooted in our psychological tendency to perceive human-like qualities in technical artifacts.
Despite the apparent autonomy of software and machines, the responsibility always lies with the human who designs, programs, and operates these systems. Machines and software remain tools and will never become independent subjects.
The question of the meaning of “life” gains new depth through engagement with autonomous and self-reproducing programs like the “Forkbomb” and challenges classical biological definitions.
Psychologically, the work of scientists, IT technicians, and artists often reveals an unconscious motivation to create artificial beings, comparable to the “womb envy” discussed in psychology. This reflects the deep need to creatively produce life or living systems.
Object-oriented programming opens up the possibility of reconstructing virtual worlds and invites reflection on the boundaries between reality and simulation.
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.
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
Hydromatrix Controller
100 virtual fountains (Blender particle systems) in the middle of a virtual water basin are controlled in height by a depth map (black/white video). Each fountain is illuminated by a virtual RGB LED (Blender spotlights), which is controlled in color and brightness by a color map (colored video).
Blender is controlled as a server by a client program written in Java to manage 3D animation via video.
There were difficulties in running a TCP server in Blender Python, which controls parameters and viewport of Blender, in a separate thread from Blender’s Python runtime stably – the server quickly became “overloaded”. The experiment was thus successful in that it showed the limits of what I could do – reprogramming Blender’s threading was not possible for this experiment.
Pronoia
When you enter a name, that name becomes the sender of a positive message for the next recipient. Only then do you get to see the affirmation yourself.
Citizen
An affirmation to say “Hello” on the street in C++ and Java. Simulated virtual citizens, represented as colored circles, walk through the streets during the day and greet each other, exchanging colors. The colors of those who communicate mix together. Groups form. At night, the citizens go home (each is randomly assigned a house) and regenerate their own color. The recipient has the option to observe the simulation or take control of such a citizen and playfully steer them.
A small 3D engine for the Linux terminal can connect to the program as a client and render the houses from the first-person perspective of a citizen (with citizen selection and minimap functions)
Gender
Proposal to make gender selection fluid in role-playing games.
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