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	<title>Medien Wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/Special:Contributions/Famk"/>
	<updated>2026-05-01T04:54:44Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=133540</id>
		<title>GMU:Colloquium</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=133540"/>
		<updated>2023-01-02T15:40:46Z</updated>

		<summary type="html">&lt;p&gt;Famk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are the thesis projects from Bachelor, Master, and PhD students in winter semester 22/23&lt;br /&gt;
&lt;br /&gt;
*[[/Isabella Lee Aturo/]]&lt;br /&gt;
*[[/Juro Carl Anton Reinhardt/]]&lt;br /&gt;
*[[/Joel Schäfer/]]&lt;br /&gt;
*[[Rico Graupner/]]&lt;br /&gt;
*[[/Jörg Brinkmann/]]&lt;br /&gt;
*[[/Daniel Wolter/]]&lt;br /&gt;
*[[/Gabriel Moses/]]&lt;br /&gt;
*[[/Christina Schinzel/]]&lt;br /&gt;
*[[/Sandra Anhalt/]]&lt;br /&gt;
*[[/Vaclav Harsa/]]&lt;br /&gt;
*[[/Quan Zhou/]]&lt;br /&gt;
*[[Fabian Krzich]]&lt;br /&gt;
*[[Mudassir]]&lt;br /&gt;
*[[Funda Zeynep]]&lt;br /&gt;
*[[Zihxuan Zhou]]&lt;br /&gt;
*[[A-Kristin Jakubek]]&lt;br /&gt;
*[[Valeria Shakova]]&lt;br /&gt;
*[[Belcim Yavuz]]&lt;br /&gt;
*[[Ruo Jin Yen]]&lt;br /&gt;
*[[ Bo Liu]]&lt;br /&gt;
*[[Nodari]]&lt;br /&gt;
*[[Fei Xie]]&lt;br /&gt;
*[[Ruo-Jin Yen]]&lt;br /&gt;
&lt;br /&gt;
== Attendance Timetable ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Week&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Date&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Presenter&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 19. October 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|26. October 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 02. November 2022&lt;br /&gt;
|  N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 09. November 2022&lt;br /&gt;
|  N.N.&lt;br /&gt;
|- &lt;br /&gt;
| 5&lt;br /&gt;
|16. November 2022&lt;br /&gt;
| Kristin Jakubek N.N.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|23. November 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|30. November 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|07. December 2022&lt;br /&gt;
| Nodari Gogosashvili, Ruo Yin Yen&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 14. December 2022&lt;br /&gt;
| Juan Rubiano, Mudassir, &lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 04 January 2023&lt;br /&gt;
| Bo Liu, N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
|11. January 2023&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
|18. January 2023&lt;br /&gt;
| (Isabella Lee Arturo) N.N.&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| 25. January 2023&lt;br /&gt;
|(Kristin Jakubek) , Fei Xie&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| 1. February 2023&lt;br /&gt;
| (Bo Liu), N.N.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:WS22]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=132785</id>
		<title>GMU:Colloquium</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=132785"/>
		<updated>2022-11-22T21:08:10Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Attendance Timetable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are the thesis projects from Bachelor, Master, and PhD students in winter semester 22/23&lt;br /&gt;
&lt;br /&gt;
*[[/Isabella Lee Aturo/]]&lt;br /&gt;
*[[/Juro Carl Anton Reinhardt/]]&lt;br /&gt;
*[[/Joel Schäfer/]]&lt;br /&gt;
*[[Rico Graupner/]]&lt;br /&gt;
*[[/Jörg Brinkmann/]]&lt;br /&gt;
*[[/Daniel Wolter/]]&lt;br /&gt;
*[[/Gabriel Moses/]]&lt;br /&gt;
*[[/Christina Schinzel/]]&lt;br /&gt;
*[[/Sandra Anhalt/]]&lt;br /&gt;
*[[/Vaclav Harsa/]]&lt;br /&gt;
*[[/Quan Zhou/]]&lt;br /&gt;
*[[Fabian Krzich]]&lt;br /&gt;
*[[Mudassir]]&lt;br /&gt;
*[[Funda Zeynep]]&lt;br /&gt;
*[[Zihxuan Zhou]]&lt;br /&gt;
*[[A-Kristin Jakubek]]&lt;br /&gt;
*[[Valeria Shakova]]&lt;br /&gt;
*[[Belcim Yavuz]]&lt;br /&gt;
*[[Ruo Yin Yen]]&lt;br /&gt;
*[[ Bo Liu]]&lt;br /&gt;
*[[Nodari]]&lt;br /&gt;
*[[Fei Xie]]&lt;br /&gt;
*[[Ruo-Jin Yen]]&lt;br /&gt;
&lt;br /&gt;
== Attendance Timetable ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Week&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Date&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Presenter&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 19. October 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|26. October 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 02. November 2022&lt;br /&gt;
|  N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 09. November 2022&lt;br /&gt;
|  N.N.&lt;br /&gt;
|- &lt;br /&gt;
| 5&lt;br /&gt;
|16. November 2022&lt;br /&gt;
| Kristin Jakubek N.N.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|23. November 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|30. November 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|07. December 2022&lt;br /&gt;
| Nodari Gogosashvili, Ruo Yin Yen&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 14. December 2022&lt;br /&gt;
| Juan Rubiano, Mudassir, &lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 04 January 2023&lt;br /&gt;
| Bo Liu, N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
|11. January 2023&lt;br /&gt;
| Fabian N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
|18. January 2023&lt;br /&gt;
| (Isabella Lee Arturo) N.N.&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| 25. January 2023&lt;br /&gt;
|(Kristin Jakubek) N.N.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| 1. February 2023&lt;br /&gt;
| (Bo Liu), N.N.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:WS22]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=132585</id>
		<title>GMU:Colloquium</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=132585"/>
		<updated>2022-11-16T08:21:42Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Attendance Timetable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are the thesis projects from Bachelor, Master, and PhD students in winter semester 22/23&lt;br /&gt;
&lt;br /&gt;
*[[/Isabella Lee Aturo/]]&lt;br /&gt;
*[[/Juro Carl Anton Reinhardt/]]&lt;br /&gt;
*[[/Joel Schäfer/]]&lt;br /&gt;
*[[Rico Graupner/]]&lt;br /&gt;
*[[/Jörg Brinkmann/]]&lt;br /&gt;
*[[/Daniel Wolter/]]&lt;br /&gt;
*[[/Gabriel Moses/]]&lt;br /&gt;
*[[/Christina Schinzel/]]&lt;br /&gt;
*[[/Sandra Anhalt/]]&lt;br /&gt;
*[[/Vaclav Harsa/]]&lt;br /&gt;
*[[/Quan Zhou/]]&lt;br /&gt;
*[[Fabian Krzich]]&lt;br /&gt;
*[[Mudassir]]&lt;br /&gt;
*[[Funda Zeynep]]&lt;br /&gt;
*[[Zihxuan Zhou]]&lt;br /&gt;
*[[A-Kristin Jakubek]]&lt;br /&gt;
*[[Valeria Shakova]]&lt;br /&gt;
*[[Belcim Yavuz]]&lt;br /&gt;
*[[Ruo Yin Yen]]&lt;br /&gt;
*[[ Bo Liu]]&lt;br /&gt;
*[[Nodari]]&lt;br /&gt;
*[[Fei Xie]]&lt;br /&gt;
*[[Ruo-Jin Yen]]&lt;br /&gt;
&lt;br /&gt;
== Attendance Timetable ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Week&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Date&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Presenter&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 19. October 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|26. October 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 02. November 2022&lt;br /&gt;
|  N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 09. November 2022&lt;br /&gt;
|  N.N.&lt;br /&gt;
|- &lt;br /&gt;
| 5&lt;br /&gt;
|16. November 2022&lt;br /&gt;
| Kristin Jakubek N.N.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|23. November 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|30. November 2022&lt;br /&gt;
| (Fabian, depending on progress) N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|07. December 2022&lt;br /&gt;
| Nodari Gogosashvili, Ruo Yin Yen&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 14. December 2022&lt;br /&gt;
| Juan Rubiano, Mudassir, &lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 04 January 2023&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
|11. January 2023&lt;br /&gt;
| Fabian N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
|18. January 2023&lt;br /&gt;
| (Isabella Lee Arturo) N.N.&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| 25. January 2023&lt;br /&gt;
|(Kristin Jakubek) N.N.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| 1. February 2023&lt;br /&gt;
| N.N.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:WS22]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=132584</id>
		<title>GMU:Colloquium</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=132584"/>
		<updated>2022-11-16T08:21:01Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Attendance Timetable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are the thesis projects from Bachelor, Master, and PhD students in winter semester 22/23&lt;br /&gt;
&lt;br /&gt;
*[[/Isabella Lee Aturo/]]&lt;br /&gt;
*[[/Juro Carl Anton Reinhardt/]]&lt;br /&gt;
*[[/Joel Schäfer/]]&lt;br /&gt;
*[[Rico Graupner/]]&lt;br /&gt;
*[[/Jörg Brinkmann/]]&lt;br /&gt;
*[[/Daniel Wolter/]]&lt;br /&gt;
*[[/Gabriel Moses/]]&lt;br /&gt;
*[[/Christina Schinzel/]]&lt;br /&gt;
*[[/Sandra Anhalt/]]&lt;br /&gt;
*[[/Vaclav Harsa/]]&lt;br /&gt;
*[[/Quan Zhou/]]&lt;br /&gt;
*[[Fabian Krzich]]&lt;br /&gt;
*[[Mudassir]]&lt;br /&gt;
*[[Funda Zeynep]]&lt;br /&gt;
*[[Zihxuan Zhou]]&lt;br /&gt;
*[[A-Kristin Jakubek]]&lt;br /&gt;
*[[Valeria Shakova]]&lt;br /&gt;
*[[Belcim Yavuz]]&lt;br /&gt;
*[[Ruo Yin Yen]]&lt;br /&gt;
*[[ Bo Liu]]&lt;br /&gt;
*[[Nodari]]&lt;br /&gt;
*[[Fei Xie]]&lt;br /&gt;
*[[Ruo-Jin Yen]]&lt;br /&gt;
&lt;br /&gt;
== Attendance Timetable ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Week&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Date&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Presenter&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 19. October 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|26. October 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 02. November 2022&lt;br /&gt;
|  N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 09. November 2022&lt;br /&gt;
|  N.N.&lt;br /&gt;
|- &lt;br /&gt;
| 5&lt;br /&gt;
|16. November 2022&lt;br /&gt;
| Kristin Jakubek N.N.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|23. November 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|30. November 2022&lt;br /&gt;
| Fabian (depending on progress) N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|07. December 2022&lt;br /&gt;
| Nodari Gogosashvili, Ruo Yin Yen&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 14. December 2022&lt;br /&gt;
| Juan Rubiano, Mudassir, &lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 04 January 2023&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
|11. January 2023&lt;br /&gt;
| Fabian&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
|18. January 2023&lt;br /&gt;
| (Isabella Lee Arturo) N.N.&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| 25. January 2023&lt;br /&gt;
|(Kristin Jakubek) N.N.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| 1. February 2023&lt;br /&gt;
| N.N.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:WS22]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=131646</id>
		<title>GMU:Colloquium</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=131646"/>
		<updated>2022-10-19T07:46:38Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Attendance Timetable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are the thesis projects from Bachelor, Master, and PhD students in winter semester 22/23&lt;br /&gt;
&lt;br /&gt;
*[[/Isabella Lee Aturo/]]&lt;br /&gt;
*[[/Juro Carl Anton Reinhardt/]]&lt;br /&gt;
*[[/Joel Schäfer/]]&lt;br /&gt;
*[[Rico Graupner/]]&lt;br /&gt;
*[[/Jörg Brinkmann/]]&lt;br /&gt;
*[[/Daniel Wolter/]]&lt;br /&gt;
*[[/Gabriel Moses/]]&lt;br /&gt;
*[[/Christina Schinzel/]]&lt;br /&gt;
*[[/Sandra Anhalt/]]&lt;br /&gt;
*[[/Vaclav Harsa/]]&lt;br /&gt;
*[[/Quan Zhou/]]&lt;br /&gt;
*[[Fabian Krzich]]&lt;br /&gt;
*[[Mudassir]]&lt;br /&gt;
*[[Funda Zeynep]]&lt;br /&gt;
*[[Zihxuan Zhou]]&lt;br /&gt;
*[[Kristin Jakubek]]&lt;br /&gt;
*[[Valeria Shakova]]&lt;br /&gt;
*[[Belcim Yavuz]]&lt;br /&gt;
*[[Ruo Yin Yen]]&lt;br /&gt;
*[[ Bo Liu]]&lt;br /&gt;
*[[Nodari]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attendance Timetable ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Week&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Date&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Presenter&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 19. October 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|26. October 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 02. November 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 09. November 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|- &lt;br /&gt;
| 5&lt;br /&gt;
|16. November 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|23. November 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|30. November 2022&lt;br /&gt;
| Fabian&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|07. December 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 14. December 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 04 January 2023&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
|11. January 2023&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
|18. January 2023&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| 25. January 2023&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| 1. February 2023&lt;br /&gt;
| N.N.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:WS22]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=131016</id>
		<title>GMU:Colloquium</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=131016"/>
		<updated>2022-07-01T16:26:32Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Attendance Timetable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are the thesis projects from Bachelor, Master, and PhD students in winter semester 21/22&lt;br /&gt;
&lt;br /&gt;
*[[/Isabella Lee Aturo/]]&lt;br /&gt;
*[[/Juro Carl Anton Reinhardt/]]&lt;br /&gt;
*[[/Ksenia Tajsic/]]&lt;br /&gt;
*[[/Joel Schäfer/]]&lt;br /&gt;
*[[/Yasemin Yagci/]]&lt;br /&gt;
*[[Rico Graupner/]]&lt;br /&gt;
*[[/Jörg Brinkmann/]]&lt;br /&gt;
*[[/Daniel Wolter/]]&lt;br /&gt;
*[[/Gabriel Moses/]]&lt;br /&gt;
*[[/Christina Schinzel/]]&lt;br /&gt;
*[[/Sandra Anhalt/]]&lt;br /&gt;
*[[/Vaclav Harsa/]]&lt;br /&gt;
*[[/Sarah Alvim/]]&lt;br /&gt;
*[[/Benazir Basauri/]]&lt;br /&gt;
*[[/Lennart Oberlies/]]&lt;br /&gt;
*[[/Quan Zhou/]]&lt;br /&gt;
*[[Timo Bechert]]&lt;br /&gt;
*[[Fabian Krzich]]&lt;br /&gt;
*[[Clemens Hornemann]]&lt;br /&gt;
*[[Mudassir]]&lt;br /&gt;
*[[Funda Zeynep]]&lt;br /&gt;
*[[Zihxuan Zhou]]&lt;br /&gt;
*[[Kristin Jakubek]]&lt;br /&gt;
&lt;br /&gt;
== Attendance Timetable ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Week&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Date&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Presenter&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 19. April 2022&lt;br /&gt;
| Yasemin Yagci, Sarah Alvim&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|26. April 2022&lt;br /&gt;
| Gabriel S. Moses&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 03. May 2022&lt;br /&gt;
| Isabella Lee Aturo&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10. May 2022&lt;br /&gt;
| Quan Zhou&lt;br /&gt;
|- &lt;br /&gt;
| 5&lt;br /&gt;
|17. May 2022&lt;br /&gt;
| Kristin Jakubek &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|24. May  2022&lt;br /&gt;
| Zhixuan Zhou, Sevgin Basari&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|31. May 2022&lt;br /&gt;
| Clemens Hornemann, Juro Carl Anton Reinhardt&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|07. June 2022&lt;br /&gt;
| Sebastian Prince&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 14. June 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 21 June 2022&lt;br /&gt;
| Sarah Alvim&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
|28. June 2022&lt;br /&gt;
| Fabian (20 Min. max), Christina Schinzel (short presentation)&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
|05. July 2022&lt;br /&gt;
| Joel Schäfer, Funda Ayguler &lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| 12. July 2022&lt;br /&gt;
| Timo Bechert, Mudassir&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:WS21]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=130966</id>
		<title>GMU:Colloquium</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=130966"/>
		<updated>2022-06-26T12:14:12Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Attendance Timetable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are the thesis projects from Bachelor, Master, and PhD students in winter semester 21/22&lt;br /&gt;
&lt;br /&gt;
*[[/Isabella Lee Aturo/]]&lt;br /&gt;
*[[/Juro Carl Anton Reinhardt/]]&lt;br /&gt;
*[[/Ksenia Tajsic/]]&lt;br /&gt;
*[[/Joel Schäfer/]]&lt;br /&gt;
*[[/Yasemin Yagci/]]&lt;br /&gt;
*[[Rico Graupner/]]&lt;br /&gt;
*[[/Jörg Brinkmann/]]&lt;br /&gt;
*[[/Daniel Wolter/]]&lt;br /&gt;
*[[/Gabriel Moses/]]&lt;br /&gt;
*[[/Christina Schinzel/]]&lt;br /&gt;
*[[/Sandra Anhalt/]]&lt;br /&gt;
*[[/Vaclav Harsa/]]&lt;br /&gt;
*[[/Sarah Alvim/]]&lt;br /&gt;
*[[/Benazir Basauri/]]&lt;br /&gt;
*[[/Lennart Oberlies/]]&lt;br /&gt;
*[[/Quan Zhou/]]&lt;br /&gt;
*[[Timo Bechert]]&lt;br /&gt;
*[[Fabian Krzich]]&lt;br /&gt;
*[[Clemens Hornemann]]&lt;br /&gt;
*[[Mudassir]]&lt;br /&gt;
*[[Funda Zeynep]]&lt;br /&gt;
*[[Zihxuan Zhou]]&lt;br /&gt;
*[[Kristin Jakubek]]&lt;br /&gt;
&lt;br /&gt;
== Attendance Timetable ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Week&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Date&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Presenter&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 19. April 2022&lt;br /&gt;
| Yasemin Yagci, Sarah Alvim&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|26. April 2022&lt;br /&gt;
| Gabriel S. Moses&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 03. May 2022&lt;br /&gt;
| Isabella Lee Aturo&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10. May 2022&lt;br /&gt;
| Quan Zhou&lt;br /&gt;
|- &lt;br /&gt;
| 5&lt;br /&gt;
|17. May 2022&lt;br /&gt;
| Kristin Jakubek &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|24. May  2022&lt;br /&gt;
| Zhixuan Zhou, Sevgin Basari&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|31. May 2022&lt;br /&gt;
| Clemens Hornemann, Juro Carl Anton Reinhardt&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|07. June 2022&lt;br /&gt;
| Sebastian Prince&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 14. June 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 21 June 2022&lt;br /&gt;
| Sarah Alvim&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
|28. June 2022&lt;br /&gt;
| Fabian (20 Min. max), Christina Schinzel&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
|05. July 2022&lt;br /&gt;
| Joel Schäfer, Funda Ayguler &lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| 12. July 2022&lt;br /&gt;
| Timo Bechert, Mudassir, if possible: Fabian (20 Min. max)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:WS21]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=130489</id>
		<title>GMU:Colloquium</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Colloquium&amp;diff=130489"/>
		<updated>2022-05-10T13:27:44Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Attendance Timetable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are the thesis projects from Bachelor, Master, and PhD students in winter semester 21/22&lt;br /&gt;
&lt;br /&gt;
*[[/Isabella Lee Aturo/]]&lt;br /&gt;
*[[/Juro Carl Anton Reinhardt/]]&lt;br /&gt;
*[[/Ksenia Tajsic/]]&lt;br /&gt;
*[[/Joel Schäfer/]]&lt;br /&gt;
*[[/Yasemin Yagci/]]&lt;br /&gt;
*[[Rico Graupner/]]&lt;br /&gt;
*[[/Jörg Brinkmann/]]&lt;br /&gt;
*[[/Daniel Wolter/]]&lt;br /&gt;
*[[/Gabriel Moses/]]&lt;br /&gt;
*[[/Christina Schinzel/]]&lt;br /&gt;
*[[/Sandra Anhalt/]]&lt;br /&gt;
*[[/Vaclav Harsa/]]&lt;br /&gt;
*[[/Sarah Alvim/]]&lt;br /&gt;
*[[/Benazir Basauri/]]&lt;br /&gt;
*[[/Lennart Oberlies/]]&lt;br /&gt;
*[[/Quan Zhou/]]&lt;br /&gt;
*[[Timo Bechert]]&lt;br /&gt;
*[[Fabian Krzich]]&lt;br /&gt;
*[[Clemens Hornemann]]&lt;br /&gt;
*[[Mudassir]]&lt;br /&gt;
*[[Funda Zeynep]]&lt;br /&gt;
*[[Zihxuan Zhou]]&lt;br /&gt;
*[[Kristin Jakubek]]&lt;br /&gt;
&lt;br /&gt;
== Attendance Timetable ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Week&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Date&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Presenter&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 19. April 2022&lt;br /&gt;
| Yasemin Yagci, Sarah Alvim&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|26. April 2022&lt;br /&gt;
| Gabriel S. Moses&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 03. May 2022&lt;br /&gt;
| Isabella Lee Aturo&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10. May 2022&lt;br /&gt;
| Quan Zhou&lt;br /&gt;
|- &lt;br /&gt;
| 5&lt;br /&gt;
|17. May 2022&lt;br /&gt;
| Kristin Jakubek &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|24. May  2022&lt;br /&gt;
| Zhixuan Zhou, Sevgin Basari&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|31. May 2022&lt;br /&gt;
| Clemens Hornemann, Juro Carl Anton Reinhardt&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|07. June 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 14. June 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 21 June 2022&lt;br /&gt;
| N.N.&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
|28. June 2022&lt;br /&gt;
| Fabian&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
|05. July 2022&lt;br /&gt;
| Joel Schäfer, Funda Ayguler &lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| 12. July 2022&lt;br /&gt;
| Timo Bechert&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:WS21]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Patterns_and_techniques_of_a_shared_habitat&amp;diff=129472</id>
		<title>GMU:Patterns and techniques of a shared habitat</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Patterns_and_techniques_of_a_shared_habitat&amp;diff=129472"/>
		<updated>2022-02-13T09:01:55Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Presentation by students */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:shared habits 22.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Projektmodul|Projektmodul]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Title (alt):&#039;&#039; Handlungsstrategien und Techniken für ein Shared Habitat &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Lecturer:&#039;&#039; [[Ursula Damm]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Credits/SWS:&#039;&#039; 18 [[SWS]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Maximum Number of Participants:&#039;&#039; 15 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Course Language:&#039;&#039; English&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;First meeting:&#039;&#039; 19.10.2021, 9.15 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Date:&#039;&#039; Tuesday, 9:15&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Venue:&#039;&#039; &#039;&#039;&#039;Seminarraum 214 in der Coudray 11 C&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Description (EN) ==&lt;br /&gt;
&amp;quot;Shared Habitats II&amp;quot; (as an extension and deepening of the Shared Habitats project) understands our habitat as one in which we are not alone: we share it with countless fellow beings near and far, with other living beings, things, machines, and artifacts. Our well-being is built on an atmosphere created over epic periods of time by the action of these beings, which is not divisible but shared destiny.&lt;br /&gt;
&lt;br /&gt;
In the project we align artistic action and ideological reflection with possible new forms of coexistence between human and non-human actors. In experiments, actions, interventions, artifacts, designs will be tried out and evaluated.&lt;br /&gt;
&lt;br /&gt;
In the module we want to produce construction kits, sample catalogs, istallations, manuals, recipes, action plans, apparatuses, game plans or other forms of proposals that help to make our civilization sustainable, thriving and peaceful. &lt;br /&gt;
&lt;br /&gt;
=== Description (DE) ===&lt;br /&gt;
Handlungsstrategien und Techniken für ein Shared Habitat&lt;br /&gt;
&lt;br /&gt;
“Shared Habitats II” (als Verlängerung und Vertiefung des Projektes Shared Habitats)versteht unseren Lebensraum als ein Habitat, in dem wir nicht alleine sind: wir teilen es mit unzähligen Wesensgenossen nah und fern, mit anderen Lebewesen, Dingen, Maschinen und Artefakten. Unser Wohlergehen baut auf eine Atmosphäre auf, die über epische Zeiträume durch das Wirken dieser Wesen entstanden ist, die nicht teilbar, sondern gemeinsames Schicksal ist.&lt;br /&gt;
&lt;br /&gt;
Im Projekt orientieren wir künstlerisches Handeln und weltanschauliche Reflektion an möglichen neuen Formen des Zusammenlebens von menschlichen und nicht-menschlichen Akteuren. In Experimenten, Aktionen, Eingriffen, Artefakten werden Entwürfe ausprobiert und evaluiert.&lt;br /&gt;
&lt;br /&gt;
Im Modul wollen wir Baukästen, Musterkataloge, Installationen, Handbücher, Rezepte, Aktionspläne, Apparate, Spielpläne oder andere Formen von Vorschlägen produzieren, welche helfen, unsere Zivilisation nachhaltig, gedeihlich und friedvoll zu gestalten.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Readings ==&lt;br /&gt;
* Anna Tsing: Arts of Living on a Damaged Planet: Ghosts and Monsters of the Anthropocene ISBN 978-1517902360&lt;br /&gt;
* Ursula Damm, Mindaugas Gapsevicius: Shared Habitats ISBN 978-3-8376-5647-3&lt;br /&gt;
* Sacha Kagan: Art and Sustainability - Connecting Patterns for a Culture of Complexity ISBN 978-3837618037&lt;br /&gt;
* TJ Demos, Ursula Biemann et al.: Along Ecological Lines: Contemporary Art and Climate Crisis ISBN 978-0993219252&lt;br /&gt;
* Gregory Bateson: Steps to an Ecology of Mind ISBN 978-0226039053&lt;br /&gt;
* [https://times-of-waste.ch/wp-content/uploads/2018/01/YVolkart_From-Trash_to_Waste-1.pdf Yvonne Volkart: From Trash to Waste]&lt;br /&gt;
&lt;br /&gt;
== Online materials ==&lt;br /&gt;
&lt;br /&gt;
* [https://dreher.netzliteratur.net/4_Medienkunst_Kybernetike.html Thomas Dreher, Cybernetics...]&lt;br /&gt;
* [https://dreher.netzliteratur.net/index.html Thomas Dreher, Intermedia Art]&lt;br /&gt;
* [https://iasl.uni-muenchen.de/links/GCA_Indexe.html Thomas Dreher, History of Computer Art]&lt;br /&gt;
* [https://dreher.netzliteratur.net/4_Medienkunst_Text.html Thomas Dreher, Der Beobachter als Akteur in Happenings]&lt;br /&gt;
* [https://www.univie.ac.at/constructivism/HvF.htm Heinz von Förster Homepage]&lt;br /&gt;
* [http://www.ruderal.com/pdf/ruderalaesthetics.pdf On &amp;quot;Ruderal Aesthetics&amp;quot; by Sarah Cowles]&lt;br /&gt;
* [https://monoskop.org/images/3/31/Software_Information_Technology_Its_New_Meaning_for_Art_catalogue.pdf Catalogue of the first Software Art exhibition]&lt;br /&gt;
* [https://vimeo.com/453951097 Am Ecology of Mind - Portrait of Gregory Bateson]&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
* [https://www.uni-weimar.de/en/architecture-and-urbanism/chairs/theorie-und-geschichte-der-modernen-architektur/atheo-l/winter-2122/in-search-of-a-pattern-that-connects/ Seminarangebot zu Bateson]&lt;br /&gt;
* [https://www.uni-weimar.de/qisserver/rds?state=verpublish&amp;amp;status=init&amp;amp;vmfile=no&amp;amp;publishid=51744&amp;amp;moduleCall=webInfo&amp;amp;publishConfFile=webInfo&amp;amp;publishSubDir=veranstaltung Seminarangebot zu Ökologie]&lt;br /&gt;
&lt;br /&gt;
== Artists ==&lt;br /&gt;
* [http://www.hehe.org/projets HeHe]&lt;br /&gt;
* [http://www.centerforforcemajeure.org The Harrisons - project Force Majeure]&lt;br /&gt;
* [https://www.cohenvanbalen.com/ Revital Cohen Tuur van Balen]&lt;br /&gt;
* [https://theharrisonstudio.net/ The Harrisons]&lt;br /&gt;
* [https://www.schuylkillcenter.org/art/?page_id=281 Betty Beaumont]&lt;br /&gt;
* [https://www.hostprods.net/work Andy Gracie]&lt;br /&gt;
* [https://brandonballengee.com/eco-actions Brandon Ballengée&#039;s Eco-Actions]&lt;br /&gt;
* [https://kow-berlin.com/artists/alice-creischer Alice Creischer]&lt;br /&gt;
* [http://www.loisweinberger.net/ Lois Weinberger]&lt;br /&gt;
* [http://www.agnesdenesstudio.com/ Agnes Denes ]&lt;br /&gt;
* [http://zhengbo.org/2015_SM1.html Zheng Bo]&lt;br /&gt;
* [http://smitesmits.com/ Rasa Smite, Raitis Smits]&lt;br /&gt;
* [http://www.publicamateur.org/?page_id=6 Claire Pentecost]&lt;br /&gt;
* [http://www.boehler-orendt.com/ Böhler Orendt]&lt;br /&gt;
* [https://martademenezes.com/ Martha de Menezes]&lt;br /&gt;
* [https://adelheidmers.org/ Adelheid Mers]&lt;br /&gt;
* [http://www.gansterer.org/ Nikolaus Gangsterer]&lt;br /&gt;
* [https://ellieirons.com/ Ellie Irons]&lt;br /&gt;
* [http://freyaxiaprobst.com/ Freya Probst]&lt;br /&gt;
&lt;br /&gt;
== Institutions ==&lt;br /&gt;
* [https://www.multispecies-salon.org/artists/ Mulitspecies Salon]&lt;br /&gt;
* [http://www.clui.org/ Center for Landuse Interpretation]&lt;br /&gt;
* [https://suespaid.info/curatorial-work/contemporary-arts-center-oh-1999-2002-2012-/ecovention-current-art-to-transform-ecologies-2002-/view/3939623/1/3939631 Sue Spaid Curatorial Work]&lt;br /&gt;
&lt;br /&gt;
== admission requirements / Voraussetzung zur Teilnahme an der Veranstaltung ==&lt;br /&gt;
Belegung von Werk- und Fachmodulen der Professur, Bewerbung mit Portfolio -&amp;gt; ursula.damm@uni-weimar.de&lt;br /&gt;
&lt;br /&gt;
=== Registration procedure / Anmeldung ===&lt;br /&gt;
Please send your application by email with the Subject &#039;&#039;{{PAGENAME}}&#039;&#039; to: ursula.damm (at) uni-weimar.de&lt;br /&gt;
* Name, Surname&lt;br /&gt;
* program and semester (Studienprogramm und Fachsemester)&lt;br /&gt;
* Valid email address @uni-weimar.de (no other mailing addresses will be accepted) [[SCC-Services#E-Mail|Why?]]&lt;br /&gt;
* portfolio of your prior works&lt;br /&gt;
Sollte es mehr als 15 Bewerber geben, entscheidet die Reihenfolge der Anmeldungen über die Aufnahme in den Kurs&lt;br /&gt;
&lt;br /&gt;
== Evaluation / Geforderte Prüfungsleistung zur Erlangung eines Leistungsnachweises ==&lt;br /&gt;
Active participation, presentation, artistic work or videodocumentation of work, text, edits in the wiki.&lt;br /&gt;
&lt;br /&gt;
== Eligible participants / Zielgruppe ==&lt;br /&gt;
Graduates enrolled in the Faculties of Media, Kunst &amp;amp; Gestaltung and in the Media Architecture program, &lt;br /&gt;
Undergraduates in Media Art &amp;amp; Design&lt;br /&gt;
&lt;br /&gt;
== Syllabus ==&lt;br /&gt;
Termine des Semesters&lt;br /&gt;
# 19.10.2021: First Meeting, Presentation of Topic&lt;br /&gt;
# 26.10.2021: Presentation of Participants&lt;br /&gt;
# 02.11.2021: ...&lt;br /&gt;
# 07.12.: Presentation by Mint Sonja Bäumel&lt;br /&gt;
# 14.12.: Presentation by Nik Domermuth Non-human centered design, Ruo Jin Yen on Pierre Huyghe, Belcim Ana Mendieta&lt;br /&gt;
# 04.01.22: Presentation by Nikolas Krewer, Bo Liu Jacob Kudsk Steensen&lt;br /&gt;
# 11.01.22: on retreat &lt;br /&gt;
# 18.01.22: Presentation by Valeriia, Performative Diagrammatics by Isabella, Andrea Geyer Franka Hörnschemeyer&lt;br /&gt;
# 25.01.22: Presentation by Carolina, Betül (Extreme Environments on Earth &amp;amp; Beyond Earth?), Juro Carl Anton Smell&lt;br /&gt;
# 01.02.22: Presentation  Timo: Living Art (natural architecture), Fei, Xinyue, Mudassir&lt;br /&gt;
# 08.02.22: (Presentation by Martin: Adriana Knouf?) / Presentation by Juan Rubiano: Luc Courchesne / Presentation by Fabian: Video Games &amp;amp; Art, Passion Asasu&lt;br /&gt;
&lt;br /&gt;
== Prior Modules relevant here ==&lt;br /&gt;
* [https://www.uni-weimar.de/kunst-und-gestaltung/wiki/GMU:Shared_Habitats last semesters module]&lt;br /&gt;
* [https://www.uni-weimar.de/kunst-und-gestaltung/wiki/GMU:Bioart_Linkliste bioart linklist]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* Up to date information in the course&#039;s page on the MediaWiki&lt;br /&gt;
&lt;br /&gt;
== People ==&lt;br /&gt;
* [[Mudassir]]&lt;br /&gt;
* [[ Xinyue Yu]]&lt;br /&gt;
* [[Timo Bechert]]&lt;br /&gt;
* [[Carolina Garcia]]&lt;br /&gt;
* [[Nicolas Krewer]]&lt;br /&gt;
*[[Mint-Chanitnanth Phadungnanonth]]&lt;br /&gt;
*[[Fah - Passion Asasu]]&lt;br /&gt;
* [[Isabella Lee Arturo]]&lt;br /&gt;
* [[Belcim Yavuz / Wise 21]]&lt;br /&gt;
* [[Andrea Geyer]]&lt;br /&gt;
* [[Fei ]]&lt;br /&gt;
* [[Fabian]]&lt;br /&gt;
* [[Betul Peker]]&lt;br /&gt;
* [[Martin Müller]]&lt;br /&gt;
* [[Juan Rubiano]]&lt;br /&gt;
* [[Peteris Silis]]&lt;br /&gt;
* [[Bo LIu]]&lt;br /&gt;
&lt;br /&gt;
[[Category:WS21]]&lt;br /&gt;
[[Category:Projektmodul]]&lt;br /&gt;
[[Category:Ursula Damm]]&lt;br /&gt;
&lt;br /&gt;
== Presentation by students ==&lt;br /&gt;
&lt;br /&gt;
* [Name Student] [Presentation title] file&lt;br /&gt;
* Fabian - Video Games &amp;amp; Art [[:File:Games&amp;amp;Art_Fabian.pdf]]&lt;br /&gt;
* Isabella Lee Arturo -  Diagrammatic and Auto-destructive Art [[File:Presentacion_Diagramatics.pdf]]&lt;br /&gt;
* Betül Peker -  Extreme Environments and  Art [[:File:shared_habitats_2022_Presentation by Betül Peker-sıkıştırıldı.pdf]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Games%26Art_Fabian.pdf&amp;diff=129471</id>
		<title>File:Games&amp;Art Fabian.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Games%26Art_Fabian.pdf&amp;diff=129471"/>
		<updated>2022-02-13T09:01:46Z</updated>

		<summary type="html">&lt;p&gt;Famk: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Patterns_and_techniques_of_a_shared_habitat&amp;diff=129470</id>
		<title>GMU:Patterns and techniques of a shared habitat</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Patterns_and_techniques_of_a_shared_habitat&amp;diff=129470"/>
		<updated>2022-02-13T09:00:32Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Presentation by students */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:shared habits 22.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Projektmodul|Projektmodul]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Title (alt):&#039;&#039; Handlungsstrategien und Techniken für ein Shared Habitat &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Lecturer:&#039;&#039; [[Ursula Damm]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Credits/SWS:&#039;&#039; 18 [[SWS]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Maximum Number of Participants:&#039;&#039; 15 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Course Language:&#039;&#039; English&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;First meeting:&#039;&#039; 19.10.2021, 9.15 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Date:&#039;&#039; Tuesday, 9:15&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Venue:&#039;&#039; &#039;&#039;&#039;Seminarraum 214 in der Coudray 11 C&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Description (EN) ==&lt;br /&gt;
&amp;quot;Shared Habitats II&amp;quot; (as an extension and deepening of the Shared Habitats project) understands our habitat as one in which we are not alone: we share it with countless fellow beings near and far, with other living beings, things, machines, and artifacts. Our well-being is built on an atmosphere created over epic periods of time by the action of these beings, which is not divisible but shared destiny.&lt;br /&gt;
&lt;br /&gt;
In the project we align artistic action and ideological reflection with possible new forms of coexistence between human and non-human actors. In experiments, actions, interventions, artifacts, designs will be tried out and evaluated.&lt;br /&gt;
&lt;br /&gt;
In the module we want to produce construction kits, sample catalogs, istallations, manuals, recipes, action plans, apparatuses, game plans or other forms of proposals that help to make our civilization sustainable, thriving and peaceful. &lt;br /&gt;
&lt;br /&gt;
=== Description (DE) ===&lt;br /&gt;
Handlungsstrategien und Techniken für ein Shared Habitat&lt;br /&gt;
&lt;br /&gt;
“Shared Habitats II” (als Verlängerung und Vertiefung des Projektes Shared Habitats)versteht unseren Lebensraum als ein Habitat, in dem wir nicht alleine sind: wir teilen es mit unzähligen Wesensgenossen nah und fern, mit anderen Lebewesen, Dingen, Maschinen und Artefakten. Unser Wohlergehen baut auf eine Atmosphäre auf, die über epische Zeiträume durch das Wirken dieser Wesen entstanden ist, die nicht teilbar, sondern gemeinsames Schicksal ist.&lt;br /&gt;
&lt;br /&gt;
Im Projekt orientieren wir künstlerisches Handeln und weltanschauliche Reflektion an möglichen neuen Formen des Zusammenlebens von menschlichen und nicht-menschlichen Akteuren. In Experimenten, Aktionen, Eingriffen, Artefakten werden Entwürfe ausprobiert und evaluiert.&lt;br /&gt;
&lt;br /&gt;
Im Modul wollen wir Baukästen, Musterkataloge, Installationen, Handbücher, Rezepte, Aktionspläne, Apparate, Spielpläne oder andere Formen von Vorschlägen produzieren, welche helfen, unsere Zivilisation nachhaltig, gedeihlich und friedvoll zu gestalten.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Readings ==&lt;br /&gt;
* Anna Tsing: Arts of Living on a Damaged Planet: Ghosts and Monsters of the Anthropocene ISBN 978-1517902360&lt;br /&gt;
* Ursula Damm, Mindaugas Gapsevicius: Shared Habitats ISBN 978-3-8376-5647-3&lt;br /&gt;
* Sacha Kagan: Art and Sustainability - Connecting Patterns for a Culture of Complexity ISBN 978-3837618037&lt;br /&gt;
* TJ Demos, Ursula Biemann et al.: Along Ecological Lines: Contemporary Art and Climate Crisis ISBN 978-0993219252&lt;br /&gt;
* Gregory Bateson: Steps to an Ecology of Mind ISBN 978-0226039053&lt;br /&gt;
* [https://times-of-waste.ch/wp-content/uploads/2018/01/YVolkart_From-Trash_to_Waste-1.pdf Yvonne Volkart: From Trash to Waste]&lt;br /&gt;
&lt;br /&gt;
== Online materials ==&lt;br /&gt;
&lt;br /&gt;
* [https://dreher.netzliteratur.net/4_Medienkunst_Kybernetike.html Thomas Dreher, Cybernetics...]&lt;br /&gt;
* [https://dreher.netzliteratur.net/index.html Thomas Dreher, Intermedia Art]&lt;br /&gt;
* [https://iasl.uni-muenchen.de/links/GCA_Indexe.html Thomas Dreher, History of Computer Art]&lt;br /&gt;
* [https://dreher.netzliteratur.net/4_Medienkunst_Text.html Thomas Dreher, Der Beobachter als Akteur in Happenings]&lt;br /&gt;
* [https://www.univie.ac.at/constructivism/HvF.htm Heinz von Förster Homepage]&lt;br /&gt;
* [http://www.ruderal.com/pdf/ruderalaesthetics.pdf On &amp;quot;Ruderal Aesthetics&amp;quot; by Sarah Cowles]&lt;br /&gt;
* [https://monoskop.org/images/3/31/Software_Information_Technology_Its_New_Meaning_for_Art_catalogue.pdf Catalogue of the first Software Art exhibition]&lt;br /&gt;
* [https://vimeo.com/453951097 Am Ecology of Mind - Portrait of Gregory Bateson]&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
* [https://www.uni-weimar.de/en/architecture-and-urbanism/chairs/theorie-und-geschichte-der-modernen-architektur/atheo-l/winter-2122/in-search-of-a-pattern-that-connects/ Seminarangebot zu Bateson]&lt;br /&gt;
* [https://www.uni-weimar.de/qisserver/rds?state=verpublish&amp;amp;status=init&amp;amp;vmfile=no&amp;amp;publishid=51744&amp;amp;moduleCall=webInfo&amp;amp;publishConfFile=webInfo&amp;amp;publishSubDir=veranstaltung Seminarangebot zu Ökologie]&lt;br /&gt;
&lt;br /&gt;
== Artists ==&lt;br /&gt;
* [http://www.hehe.org/projets HeHe]&lt;br /&gt;
* [http://www.centerforforcemajeure.org The Harrisons - project Force Majeure]&lt;br /&gt;
* [https://www.cohenvanbalen.com/ Revital Cohen Tuur van Balen]&lt;br /&gt;
* [https://theharrisonstudio.net/ The Harrisons]&lt;br /&gt;
* [https://www.schuylkillcenter.org/art/?page_id=281 Betty Beaumont]&lt;br /&gt;
* [https://www.hostprods.net/work Andy Gracie]&lt;br /&gt;
* [https://brandonballengee.com/eco-actions Brandon Ballengée&#039;s Eco-Actions]&lt;br /&gt;
* [https://kow-berlin.com/artists/alice-creischer Alice Creischer]&lt;br /&gt;
* [http://www.loisweinberger.net/ Lois Weinberger]&lt;br /&gt;
* [http://www.agnesdenesstudio.com/ Agnes Denes ]&lt;br /&gt;
* [http://zhengbo.org/2015_SM1.html Zheng Bo]&lt;br /&gt;
* [http://smitesmits.com/ Rasa Smite, Raitis Smits]&lt;br /&gt;
* [http://www.publicamateur.org/?page_id=6 Claire Pentecost]&lt;br /&gt;
* [http://www.boehler-orendt.com/ Böhler Orendt]&lt;br /&gt;
* [https://martademenezes.com/ Martha de Menezes]&lt;br /&gt;
* [https://adelheidmers.org/ Adelheid Mers]&lt;br /&gt;
* [http://www.gansterer.org/ Nikolaus Gangsterer]&lt;br /&gt;
* [https://ellieirons.com/ Ellie Irons]&lt;br /&gt;
* [http://freyaxiaprobst.com/ Freya Probst]&lt;br /&gt;
&lt;br /&gt;
== Institutions ==&lt;br /&gt;
* [https://www.multispecies-salon.org/artists/ Mulitspecies Salon]&lt;br /&gt;
* [http://www.clui.org/ Center for Landuse Interpretation]&lt;br /&gt;
* [https://suespaid.info/curatorial-work/contemporary-arts-center-oh-1999-2002-2012-/ecovention-current-art-to-transform-ecologies-2002-/view/3939623/1/3939631 Sue Spaid Curatorial Work]&lt;br /&gt;
&lt;br /&gt;
== admission requirements / Voraussetzung zur Teilnahme an der Veranstaltung ==&lt;br /&gt;
Belegung von Werk- und Fachmodulen der Professur, Bewerbung mit Portfolio -&amp;gt; ursula.damm@uni-weimar.de&lt;br /&gt;
&lt;br /&gt;
=== Registration procedure / Anmeldung ===&lt;br /&gt;
Please send your application by email with the Subject &#039;&#039;{{PAGENAME}}&#039;&#039; to: ursula.damm (at) uni-weimar.de&lt;br /&gt;
* Name, Surname&lt;br /&gt;
* program and semester (Studienprogramm und Fachsemester)&lt;br /&gt;
* Valid email address @uni-weimar.de (no other mailing addresses will be accepted) [[SCC-Services#E-Mail|Why?]]&lt;br /&gt;
* portfolio of your prior works&lt;br /&gt;
Sollte es mehr als 15 Bewerber geben, entscheidet die Reihenfolge der Anmeldungen über die Aufnahme in den Kurs&lt;br /&gt;
&lt;br /&gt;
== Evaluation / Geforderte Prüfungsleistung zur Erlangung eines Leistungsnachweises ==&lt;br /&gt;
Active participation, presentation, artistic work or videodocumentation of work, text, edits in the wiki.&lt;br /&gt;
&lt;br /&gt;
== Eligible participants / Zielgruppe ==&lt;br /&gt;
Graduates enrolled in the Faculties of Media, Kunst &amp;amp; Gestaltung and in the Media Architecture program, &lt;br /&gt;
Undergraduates in Media Art &amp;amp; Design&lt;br /&gt;
&lt;br /&gt;
== Syllabus ==&lt;br /&gt;
Termine des Semesters&lt;br /&gt;
# 19.10.2021: First Meeting, Presentation of Topic&lt;br /&gt;
# 26.10.2021: Presentation of Participants&lt;br /&gt;
# 02.11.2021: ...&lt;br /&gt;
# 07.12.: Presentation by Mint Sonja Bäumel&lt;br /&gt;
# 14.12.: Presentation by Nik Domermuth Non-human centered design, Ruo Jin Yen on Pierre Huyghe, Belcim Ana Mendieta&lt;br /&gt;
# 04.01.22: Presentation by Nikolas Krewer, Bo Liu Jacob Kudsk Steensen&lt;br /&gt;
# 11.01.22: on retreat &lt;br /&gt;
# 18.01.22: Presentation by Valeriia, Performative Diagrammatics by Isabella, Andrea Geyer Franka Hörnschemeyer&lt;br /&gt;
# 25.01.22: Presentation by Carolina, Betül (Extreme Environments on Earth &amp;amp; Beyond Earth?), Juro Carl Anton Smell&lt;br /&gt;
# 01.02.22: Presentation  Timo: Living Art (natural architecture), Fei, Xinyue, Mudassir&lt;br /&gt;
# 08.02.22: (Presentation by Martin: Adriana Knouf?) / Presentation by Juan Rubiano: Luc Courchesne / Presentation by Fabian: Video Games &amp;amp; Art, Passion Asasu&lt;br /&gt;
&lt;br /&gt;
== Prior Modules relevant here ==&lt;br /&gt;
* [https://www.uni-weimar.de/kunst-und-gestaltung/wiki/GMU:Shared_Habitats last semesters module]&lt;br /&gt;
* [https://www.uni-weimar.de/kunst-und-gestaltung/wiki/GMU:Bioart_Linkliste bioart linklist]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* Up to date information in the course&#039;s page on the MediaWiki&lt;br /&gt;
&lt;br /&gt;
== People ==&lt;br /&gt;
* [[Mudassir]]&lt;br /&gt;
* [[ Xinyue Yu]]&lt;br /&gt;
* [[Timo Bechert]]&lt;br /&gt;
* [[Carolina Garcia]]&lt;br /&gt;
* [[Nicolas Krewer]]&lt;br /&gt;
*[[Mint-Chanitnanth Phadungnanonth]]&lt;br /&gt;
*[[Fah - Passion Asasu]]&lt;br /&gt;
* [[Isabella Lee Arturo]]&lt;br /&gt;
* [[Belcim Yavuz / Wise 21]]&lt;br /&gt;
* [[Andrea Geyer]]&lt;br /&gt;
* [[Fei ]]&lt;br /&gt;
* [[Fabian]]&lt;br /&gt;
* [[Betul Peker]]&lt;br /&gt;
* [[Martin Müller]]&lt;br /&gt;
* [[Juan Rubiano]]&lt;br /&gt;
* [[Peteris Silis]]&lt;br /&gt;
* [[Bo LIu]]&lt;br /&gt;
&lt;br /&gt;
[[Category:WS21]]&lt;br /&gt;
[[Category:Projektmodul]]&lt;br /&gt;
[[Category:Ursula Damm]]&lt;br /&gt;
&lt;br /&gt;
== Presentation by students ==&lt;br /&gt;
&lt;br /&gt;
* [Name Student] [Presentation title] file&lt;br /&gt;
* Fabian - Video Games &amp;amp; Art &lt;br /&gt;
* Isabella Lee Arturo -  Diagrammatic and Auto-destructive Art [[File:Presentacion_Diagramatics.pdf]]&lt;br /&gt;
* Betül Peker -  Extreme Environments and  Art [[:File:shared_habitats_2022_Presentation by Betül Peker-sıkıştırıldı.pdf]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Patterns_and_techniques_of_a_shared_habitat&amp;diff=129089</id>
		<title>GMU:Patterns and techniques of a shared habitat</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Patterns_and_techniques_of_a_shared_habitat&amp;diff=129089"/>
		<updated>2022-02-07T14:47:07Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Syllabus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:shared habits 22.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Projektmodul|Projektmodul]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Title (alt):&#039;&#039; Handlungsstrategien und Techniken für ein Shared Habitat &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Lecturer:&#039;&#039; [[Ursula Damm]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Credits/SWS:&#039;&#039; 18 [[SWS]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Maximum Number of Participants:&#039;&#039; 15 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Course Language:&#039;&#039; English&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;First meeting:&#039;&#039; 19.10.2021, 9.15 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Date:&#039;&#039; Tuesday, 9:15&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Venue:&#039;&#039; &#039;&#039;&#039;Seminarraum 214 in der Coudray 11 C&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Description (EN) ==&lt;br /&gt;
&amp;quot;Shared Habitats II&amp;quot; (as an extension and deepening of the Shared Habitats project) understands our habitat as one in which we are not alone: we share it with countless fellow beings near and far, with other living beings, things, machines, and artifacts. Our well-being is built on an atmosphere created over epic periods of time by the action of these beings, which is not divisible but shared destiny.&lt;br /&gt;
&lt;br /&gt;
In the project we align artistic action and ideological reflection with possible new forms of coexistence between human and non-human actors. In experiments, actions, interventions, artifacts, designs will be tried out and evaluated.&lt;br /&gt;
&lt;br /&gt;
In the module we want to produce construction kits, sample catalogs, istallations, manuals, recipes, action plans, apparatuses, game plans or other forms of proposals that help to make our civilization sustainable, thriving and peaceful. &lt;br /&gt;
&lt;br /&gt;
=== Description (DE) ===&lt;br /&gt;
Handlungsstrategien und Techniken für ein Shared Habitat&lt;br /&gt;
&lt;br /&gt;
“Shared Habitats II” (als Verlängerung und Vertiefung des Projektes Shared Habitats)versteht unseren Lebensraum als ein Habitat, in dem wir nicht alleine sind: wir teilen es mit unzähligen Wesensgenossen nah und fern, mit anderen Lebewesen, Dingen, Maschinen und Artefakten. Unser Wohlergehen baut auf eine Atmosphäre auf, die über epische Zeiträume durch das Wirken dieser Wesen entstanden ist, die nicht teilbar, sondern gemeinsames Schicksal ist.&lt;br /&gt;
&lt;br /&gt;
Im Projekt orientieren wir künstlerisches Handeln und weltanschauliche Reflektion an möglichen neuen Formen des Zusammenlebens von menschlichen und nicht-menschlichen Akteuren. In Experimenten, Aktionen, Eingriffen, Artefakten werden Entwürfe ausprobiert und evaluiert.&lt;br /&gt;
&lt;br /&gt;
Im Modul wollen wir Baukästen, Musterkataloge, Installationen, Handbücher, Rezepte, Aktionspläne, Apparate, Spielpläne oder andere Formen von Vorschlägen produzieren, welche helfen, unsere Zivilisation nachhaltig, gedeihlich und friedvoll zu gestalten.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Readings ==&lt;br /&gt;
* Anna Tsing: Arts of Living on a Damaged Planet: Ghosts and Monsters of the Anthropocene ISBN 978-1517902360&lt;br /&gt;
* Ursula Damm, Mindaugas Gapsevicius: Shared Habitats ISBN 978-3-8376-5647-3&lt;br /&gt;
* Sacha Kagan: Art and Sustainability - Connecting Patterns for a Culture of Complexity ISBN 978-3837618037&lt;br /&gt;
* TJ Demos, Ursula Biemann et al.: Along Ecological Lines: Contemporary Art and Climate Crisis ISBN 978-0993219252&lt;br /&gt;
* Gregory Bateson: Steps to an Ecology of Mind ISBN 978-0226039053&lt;br /&gt;
* [https://times-of-waste.ch/wp-content/uploads/2018/01/YVolkart_From-Trash_to_Waste-1.pdf Yvonne Volkart: From Trash to Waste]&lt;br /&gt;
&lt;br /&gt;
== Online materials ==&lt;br /&gt;
&lt;br /&gt;
* [https://dreher.netzliteratur.net/4_Medienkunst_Kybernetike.html Thomas Dreher, Cybernetics...]&lt;br /&gt;
* [https://dreher.netzliteratur.net/index.html Thomas Dreher, Intermedia Art]&lt;br /&gt;
* [https://iasl.uni-muenchen.de/links/GCA_Indexe.html Thomas Dreher, History of Computer Art]&lt;br /&gt;
* [https://dreher.netzliteratur.net/4_Medienkunst_Text.html Thomas Dreher, Der Beobachter als Akteur in Happenings]&lt;br /&gt;
* [https://www.univie.ac.at/constructivism/HvF.htm Heinz von Förster Homepage]&lt;br /&gt;
* [http://www.ruderal.com/pdf/ruderalaesthetics.pdf On &amp;quot;Ruderal Aesthetics&amp;quot; by Sarah Cowles]&lt;br /&gt;
* [https://monoskop.org/images/3/31/Software_Information_Technology_Its_New_Meaning_for_Art_catalogue.pdf Catalogue of the first Software Art exhibition]&lt;br /&gt;
* [https://vimeo.com/453951097 Am Ecology of Mind - Portrait of Gregory Bateson]&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
* [https://www.uni-weimar.de/en/architecture-and-urbanism/chairs/theorie-und-geschichte-der-modernen-architektur/atheo-l/winter-2122/in-search-of-a-pattern-that-connects/ Seminarangebot zu Bateson]&lt;br /&gt;
* [https://www.uni-weimar.de/qisserver/rds?state=verpublish&amp;amp;status=init&amp;amp;vmfile=no&amp;amp;publishid=51744&amp;amp;moduleCall=webInfo&amp;amp;publishConfFile=webInfo&amp;amp;publishSubDir=veranstaltung Seminarangebot zu Ökologie]&lt;br /&gt;
&lt;br /&gt;
== Artists ==&lt;br /&gt;
* [http://www.hehe.org/projets HeHe]&lt;br /&gt;
* [http://www.centerforforcemajeure.org The Harrisons - project Force Majeure]&lt;br /&gt;
* [https://www.cohenvanbalen.com/ Revital Cohen Tuur van Balen]&lt;br /&gt;
* [https://theharrisonstudio.net/ The Harrisons]&lt;br /&gt;
* [https://www.schuylkillcenter.org/art/?page_id=281 Betty Beaumont]&lt;br /&gt;
* [https://www.hostprods.net/work Andy Gracie]&lt;br /&gt;
* [https://brandonballengee.com/eco-actions Brandon Ballengée&#039;s Eco-Actions]&lt;br /&gt;
* [https://kow-berlin.com/artists/alice-creischer Alice Creischer]&lt;br /&gt;
* [http://www.loisweinberger.net/ Lois Weinberger]&lt;br /&gt;
* [http://www.agnesdenesstudio.com/ Agnes Denes ]&lt;br /&gt;
* [http://zhengbo.org/2015_SM1.html Zheng Bo]&lt;br /&gt;
* [http://smitesmits.com/ Rasa Smite, Raitis Smits]&lt;br /&gt;
* [http://www.publicamateur.org/?page_id=6 Claire Pentecost]&lt;br /&gt;
* [http://www.boehler-orendt.com/ Böhler Orendt]&lt;br /&gt;
* [https://martademenezes.com/ Martha de Menezes]&lt;br /&gt;
* [https://adelheidmers.org/ Adelheid Mers]&lt;br /&gt;
* [http://www.gansterer.org/ Nikolaus Gangsterer]&lt;br /&gt;
* [https://ellieirons.com/ Ellie Irons]&lt;br /&gt;
* [http://freyaxiaprobst.com/ Freya Probst]&lt;br /&gt;
&lt;br /&gt;
== Institutions ==&lt;br /&gt;
* [https://www.multispecies-salon.org/artists/ Mulitspecies Salon]&lt;br /&gt;
* [http://www.clui.org/ Center for Landuse Interpretation]&lt;br /&gt;
* [https://suespaid.info/curatorial-work/contemporary-arts-center-oh-1999-2002-2012-/ecovention-current-art-to-transform-ecologies-2002-/view/3939623/1/3939631 Sue Spaid Curatorial Work]&lt;br /&gt;
&lt;br /&gt;
== admission requirements / Voraussetzung zur Teilnahme an der Veranstaltung ==&lt;br /&gt;
Belegung von Werk- und Fachmodulen der Professur, Bewerbung mit Portfolio -&amp;gt; ursula.damm@uni-weimar.de&lt;br /&gt;
&lt;br /&gt;
=== Registration procedure / Anmeldung ===&lt;br /&gt;
Please send your application by email with the Subject &#039;&#039;{{PAGENAME}}&#039;&#039; to: ursula.damm (at) uni-weimar.de&lt;br /&gt;
* Name, Surname&lt;br /&gt;
* program and semester (Studienprogramm und Fachsemester)&lt;br /&gt;
* Valid email address @uni-weimar.de (no other mailing addresses will be accepted) [[SCC-Services#E-Mail|Why?]]&lt;br /&gt;
* portfolio of your prior works&lt;br /&gt;
Sollte es mehr als 15 Bewerber geben, entscheidet die Reihenfolge der Anmeldungen über die Aufnahme in den Kurs&lt;br /&gt;
&lt;br /&gt;
== Evaluation / Geforderte Prüfungsleistung zur Erlangung eines Leistungsnachweises ==&lt;br /&gt;
Active participation, presentation, artistic work or videodocumentation of work, text, edits in the wiki.&lt;br /&gt;
&lt;br /&gt;
== Eligible participants / Zielgruppe ==&lt;br /&gt;
Graduates enrolled in the Faculties of Media, Kunst &amp;amp; Gestaltung and in the Media Architecture program, &lt;br /&gt;
Undergraduates in Media Art &amp;amp; Design&lt;br /&gt;
&lt;br /&gt;
== Syllabus ==&lt;br /&gt;
Termine des Semesters&lt;br /&gt;
# 19.10.2021: First Meeting, Presentation of Topic&lt;br /&gt;
# 26.10.2021: Presentation of Participants&lt;br /&gt;
# 02.11.2021: ...&lt;br /&gt;
# 07.12.: Presentation by Mint Sonja Bäumel&lt;br /&gt;
# 14.12.: Presentation by Nik Domermuth Non-human centered design, Ruo Jin Yen on Pierre Huyghe, Belcim Ana Mendieta&lt;br /&gt;
# 04.01.22: Presentation by Nikolas Krewer, Bo Liu Jacob Kudsk Steensen&lt;br /&gt;
# 11.01.22: on retreat &lt;br /&gt;
# 18.01.22: Presentation by Valeriia, Performative Diagrammatics by Isabella, Andrea Geyer Franka Hörnschemeyer&lt;br /&gt;
# 25.01.22: Presentation by Carolina, Betül (Extreme Environments on Earth &amp;amp; Beyond Earth?), Juro Carl Anton Smell&lt;br /&gt;
# 01.02.22: Presentation  Timo: Living Art (natural architecture), Fei, Xinyue, Mudassir&lt;br /&gt;
# 08.02.22: Presentation by Martin Donna Haraway? / Presentation by Juan Rubiano: Luc Courchesne / Presentation by Fabian: Video Games &amp;amp; Art, Passion Asasu&lt;br /&gt;
&lt;br /&gt;
== Prior Modules relevant here ==&lt;br /&gt;
* [https://www.uni-weimar.de/kunst-und-gestaltung/wiki/GMU:Shared_Habitats last semesters module]&lt;br /&gt;
* [https://www.uni-weimar.de/kunst-und-gestaltung/wiki/GMU:Bioart_Linkliste bioart linklist]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* Up to date information in the course&#039;s page on the MediaWiki&lt;br /&gt;
&lt;br /&gt;
== People ==&lt;br /&gt;
* [[Mudassir]]&lt;br /&gt;
* [[ Xinyue Yu]]&lt;br /&gt;
* [[Timo Bechert]]&lt;br /&gt;
* [[Carolina Garcia]]&lt;br /&gt;
* [[Nicolas Krewer]]&lt;br /&gt;
*[[Mint-Chanitnanth Phadungnanonth]]&lt;br /&gt;
*[[Fah - Passion Asasu]]&lt;br /&gt;
* [[Isabella Lee Arturo]]&lt;br /&gt;
* [[Belcim Yavuz / Wise 21]]&lt;br /&gt;
* [[Andrea Geyer]]&lt;br /&gt;
* [[Fei ]]&lt;br /&gt;
* [[Fabian]]&lt;br /&gt;
* [[Betul Peker]]&lt;br /&gt;
* [[Martin Müller]]&lt;br /&gt;
* [[Juan Rubiano]]&lt;br /&gt;
* [[Peteris Silis]]&lt;br /&gt;
* [[Bo LIu]]&lt;br /&gt;
&lt;br /&gt;
[[Category:WS21]]&lt;br /&gt;
[[Category:Projektmodul]]&lt;br /&gt;
[[Category:Ursula Damm]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Patterns_and_techniques_of_a_shared_habitat&amp;diff=128756</id>
		<title>GMU:Patterns and techniques of a shared habitat</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Patterns_and_techniques_of_a_shared_habitat&amp;diff=128756"/>
		<updated>2022-01-14T14:14:26Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Syllabus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:shared habits 22.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Projektmodul|Projektmodul]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Title (alt):&#039;&#039; Handlungsstrategien und Techniken für ein Shared Habitat &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Lecturer:&#039;&#039; [[Ursula Damm]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Credits/SWS:&#039;&#039; 18 [[SWS]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Maximum Number of Participants:&#039;&#039; 15 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Course Language:&#039;&#039; English&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;First meeting:&#039;&#039; 19.10.2021, 9.15 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Date:&#039;&#039; Tuesday, 9:15&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Venue:&#039;&#039; &#039;&#039;&#039;Seminarraum 214 in der Coudray 11 C&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Description (EN) ==&lt;br /&gt;
&amp;quot;Shared Habitats II&amp;quot; (as an extension and deepening of the Shared Habitats project) understands our habitat as one in which we are not alone: we share it with countless fellow beings near and far, with other living beings, things, machines, and artifacts. Our well-being is built on an atmosphere created over epic periods of time by the action of these beings, which is not divisible but shared destiny.&lt;br /&gt;
&lt;br /&gt;
In the project we align artistic action and ideological reflection with possible new forms of coexistence between human and non-human actors. In experiments, actions, interventions, artifacts, designs will be tried out and evaluated.&lt;br /&gt;
&lt;br /&gt;
In the module we want to produce construction kits, sample catalogs, istallations, manuals, recipes, action plans, apparatuses, game plans or other forms of proposals that help to make our civilization sustainable, thriving and peaceful. &lt;br /&gt;
&lt;br /&gt;
=== Description (DE) ===&lt;br /&gt;
Handlungsstrategien und Techniken für ein Shared Habitat&lt;br /&gt;
&lt;br /&gt;
“Shared Habitats II” (als Verlängerung und Vertiefung des Projektes Shared Habitats)versteht unseren Lebensraum als ein Habitat, in dem wir nicht alleine sind: wir teilen es mit unzähligen Wesensgenossen nah und fern, mit anderen Lebewesen, Dingen, Maschinen und Artefakten. Unser Wohlergehen baut auf eine Atmosphäre auf, die über epische Zeiträume durch das Wirken dieser Wesen entstanden ist, die nicht teilbar, sondern gemeinsames Schicksal ist.&lt;br /&gt;
&lt;br /&gt;
Im Projekt orientieren wir künstlerisches Handeln und weltanschauliche Reflektion an möglichen neuen Formen des Zusammenlebens von menschlichen und nicht-menschlichen Akteuren. In Experimenten, Aktionen, Eingriffen, Artefakten werden Entwürfe ausprobiert und evaluiert.&lt;br /&gt;
&lt;br /&gt;
Im Modul wollen wir Baukästen, Musterkataloge, Installationen, Handbücher, Rezepte, Aktionspläne, Apparate, Spielpläne oder andere Formen von Vorschlägen produzieren, welche helfen, unsere Zivilisation nachhaltig, gedeihlich und friedvoll zu gestalten.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Readings ==&lt;br /&gt;
* Anna Tsing: Arts of Living on a Damaged Planet: Ghosts and Monsters of the Anthropocene ISBN 978-1517902360&lt;br /&gt;
* Ursula Damm, Mindaugas Gapsevicius: Shared Habitats ISBN 978-3-8376-5647-3&lt;br /&gt;
* Sacha Kagan: Art and Sustainability - Connecting Patterns for a Culture of Complexity ISBN 978-3837618037&lt;br /&gt;
* TJ Demos, Ursula Biemann et al.: Along Ecological Lines: Contemporary Art and Climate Crisis ISBN 978-0993219252&lt;br /&gt;
* Gregory Bateson: Steps to an Ecology of Mind ISBN 978-0226039053&lt;br /&gt;
* [https://times-of-waste.ch/wp-content/uploads/2018/01/YVolkart_From-Trash_to_Waste-1.pdf Yvonne Volkart: From Trash to Waste]&lt;br /&gt;
&lt;br /&gt;
== Online materials ==&lt;br /&gt;
&lt;br /&gt;
* [https://dreher.netzliteratur.net/4_Medienkunst_Kybernetike.html Thomas Dreher, Cybernetics...]&lt;br /&gt;
* [https://dreher.netzliteratur.net/index.html Thomas Dreher, Intermedia Art]&lt;br /&gt;
* [https://iasl.uni-muenchen.de/links/GCA_Indexe.html Thomas Dreher, History of Computer Art]&lt;br /&gt;
* [https://dreher.netzliteratur.net/4_Medienkunst_Text.html Thomas Dreher, Der Beobachter als Akteur in Happenings]&lt;br /&gt;
* [https://www.univie.ac.at/constructivism/HvF.htm Heinz von Förster Homepage]&lt;br /&gt;
* [http://www.ruderal.com/pdf/ruderalaesthetics.pdf On &amp;quot;Ruderal Aesthetics&amp;quot; by Sarah Cowles]&lt;br /&gt;
* [https://monoskop.org/images/3/31/Software_Information_Technology_Its_New_Meaning_for_Art_catalogue.pdf Catalogue of the first Software Art exhibition]&lt;br /&gt;
* [https://vimeo.com/453951097 Am Ecology of Mind - Portrait of Gregory Bateson]&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
* [https://www.uni-weimar.de/en/architecture-and-urbanism/chairs/theorie-und-geschichte-der-modernen-architektur/atheo-l/winter-2122/in-search-of-a-pattern-that-connects/ Seminarangebot zu Bateson]&lt;br /&gt;
* [https://www.uni-weimar.de/qisserver/rds?state=verpublish&amp;amp;status=init&amp;amp;vmfile=no&amp;amp;publishid=51744&amp;amp;moduleCall=webInfo&amp;amp;publishConfFile=webInfo&amp;amp;publishSubDir=veranstaltung Seminarangebot zu Ökologie]&lt;br /&gt;
&lt;br /&gt;
== Artists ==&lt;br /&gt;
* [http://www.hehe.org/projets HeHe]&lt;br /&gt;
* [http://www.centerforforcemajeure.org The Harrisons - project Force Majeure]&lt;br /&gt;
* [https://www.cohenvanbalen.com/ Revital Cohen Tuur van Balen]&lt;br /&gt;
* [https://theharrisonstudio.net/ The Harrisons]&lt;br /&gt;
* [https://www.schuylkillcenter.org/art/?page_id=281 Betty Beaumont]&lt;br /&gt;
* [https://www.hostprods.net/work Andy Gracie]&lt;br /&gt;
* [https://brandonballengee.com/eco-actions Brandon Ballengée&#039;s Eco-Actions]&lt;br /&gt;
* [https://kow-berlin.com/artists/alice-creischer Alice Creischer]&lt;br /&gt;
* [http://www.loisweinberger.net/ Lois Weinberger]&lt;br /&gt;
* [http://www.agnesdenesstudio.com/ Agnes Denes ]&lt;br /&gt;
* [http://zhengbo.org/2015_SM1.html Zheng Bo]&lt;br /&gt;
* [http://smitesmits.com/ Rasa Smite, Raitis Smits]&lt;br /&gt;
* [http://www.publicamateur.org/?page_id=6 Claire Pentecost]&lt;br /&gt;
* [http://www.boehler-orendt.com/ Böhler Orendt]&lt;br /&gt;
* [https://martademenezes.com/ Martha de Menezes]&lt;br /&gt;
* [https://adelheidmers.org/ Adelheid Mers]&lt;br /&gt;
* [http://www.gansterer.org/ Nikolaus Gangsterer]&lt;br /&gt;
* [https://ellieirons.com/ Ellie Irons]&lt;br /&gt;
* [http://freyaxiaprobst.com/ Freya Probst]&lt;br /&gt;
&lt;br /&gt;
== Institutions ==&lt;br /&gt;
* [https://www.multispecies-salon.org/artists/ Mulitspecies Salon]&lt;br /&gt;
* [http://www.clui.org/ Center for Landuse Interpretation]&lt;br /&gt;
* [https://suespaid.info/curatorial-work/contemporary-arts-center-oh-1999-2002-2012-/ecovention-current-art-to-transform-ecologies-2002-/view/3939623/1/3939631 Sue Spaid Curatorial Work]&lt;br /&gt;
&lt;br /&gt;
== admission requirements / Voraussetzung zur Teilnahme an der Veranstaltung ==&lt;br /&gt;
Belegung von Werk- und Fachmodulen der Professur, Bewerbung mit Portfolio -&amp;gt; ursula.damm@uni-weimar.de&lt;br /&gt;
&lt;br /&gt;
=== Registration procedure / Anmeldung ===&lt;br /&gt;
Please send your application by email with the Subject &#039;&#039;{{PAGENAME}}&#039;&#039; to: ursula.damm (at) uni-weimar.de&lt;br /&gt;
* Name, Surname&lt;br /&gt;
* program and semester (Studienprogramm und Fachsemester)&lt;br /&gt;
* Valid email address @uni-weimar.de (no other mailing addresses will be accepted) [[SCC-Services#E-Mail|Why?]]&lt;br /&gt;
* portfolio of your prior works&lt;br /&gt;
Sollte es mehr als 15 Bewerber geben, entscheidet die Reihenfolge der Anmeldungen über die Aufnahme in den Kurs&lt;br /&gt;
&lt;br /&gt;
== Evaluation / Geforderte Prüfungsleistung zur Erlangung eines Leistungsnachweises ==&lt;br /&gt;
Active participation, presentation, artistic work or videodocumentation of work, text, edits in the wiki.&lt;br /&gt;
&lt;br /&gt;
== Eligible participants / Zielgruppe ==&lt;br /&gt;
Graduates enrolled in the Faculties of Media, Kunst &amp;amp; Gestaltung and in the Media Architecture program, &lt;br /&gt;
Undergraduates in Media Art &amp;amp; Design&lt;br /&gt;
&lt;br /&gt;
== Syllabus ==&lt;br /&gt;
Termine des Semesters&lt;br /&gt;
# 19.10.2021: First Meeting, Presentation of Topic&lt;br /&gt;
# 26.10.2021: Presentation of Participants&lt;br /&gt;
# 02.11.2021: ...&lt;br /&gt;
# 07.12.: Presentation by Mint Sonja Bäumel&lt;br /&gt;
# 14.12.: Presentation by Nik Domermuth Non-human centered design, Ruo Jin Yen on Pierre Huyghe, Belcim Ana Mendieta&lt;br /&gt;
# 04.01.22: Presentation by Nikolas Krewer, Bo Liu Jacob Kudsk Steensen&lt;br /&gt;
# 11.01.22: on retreat &lt;br /&gt;
# 18.01.22: Presentation by Valeriia, Performative Diagrammatics by Isabella, Andrea Geyer Franka Hörnschemeyer&lt;br /&gt;
# 25.01.22: Presentation by Carolina, Betül (Extreme Environments on Earth &amp;amp; Beyond Earth?), Juro Carl Anton Smell, Passion Asasu (Fah)&lt;br /&gt;
# 01.02.22: Presentation  Timo: Living Art (natural architecture), Fei, Xinyue, Mudassir&lt;br /&gt;
# 08.02.22: Presentation by Martin Donna Haraway? / Presentation by Juan Rubiano: Luc Courchesne / Presentation by Fabian: Game Art (?)&lt;br /&gt;
&lt;br /&gt;
== Prior Modules relevant here ==&lt;br /&gt;
* [https://www.uni-weimar.de/kunst-und-gestaltung/wiki/GMU:Shared_Habitats last semesters module]&lt;br /&gt;
* [https://www.uni-weimar.de/kunst-und-gestaltung/wiki/GMU:Bioart_Linkliste bioart linklist]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* Up to date information in the course&#039;s page on the MediaWiki&lt;br /&gt;
&lt;br /&gt;
== People ==&lt;br /&gt;
* [[Mudassir]]&lt;br /&gt;
* [[ Xinyue Yu]]&lt;br /&gt;
* [[Timo Bechert]]&lt;br /&gt;
* [[Carolina Garcia]]&lt;br /&gt;
* [[Nicolas Krewer]]&lt;br /&gt;
*[[Mint-Chanitnanth Phadungnanonth]]&lt;br /&gt;
*[[Fah - Passion Asasu]]&lt;br /&gt;
* [[Isabella Lee Arturo]]&lt;br /&gt;
* [[Belcim Yavuz / Wise 21]]&lt;br /&gt;
* [[Andrea Geyer]]&lt;br /&gt;
* [[Fei ]]&lt;br /&gt;
* [[Fabian]]&lt;br /&gt;
* [[Betul Peker]]&lt;br /&gt;
* [[Martin Müller]]&lt;br /&gt;
* [[Juan Rubiano]]&lt;br /&gt;
* [[Peteris Silis]]&lt;br /&gt;
* [[Bo LIu]]&lt;br /&gt;
&lt;br /&gt;
[[Category:WS21]]&lt;br /&gt;
[[Category:Projektmodul]]&lt;br /&gt;
[[Category:Ursula Damm]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Patterns_and_techniques_of_a_shared_habitat&amp;diff=128144</id>
		<title>GMU:Patterns and techniques of a shared habitat</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:Patterns_and_techniques_of_a_shared_habitat&amp;diff=128144"/>
		<updated>2021-11-30T10:12:12Z</updated>

		<summary type="html">&lt;p&gt;Famk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:shared habits 22.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Projektmodul|Projektmodul]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Title (alt):&#039;&#039; Handlungsstrategien und Techniken für ein Shared Habitat &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Lecturer:&#039;&#039; [[Ursula Damm]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Credits/SWS:&#039;&#039; 18 [[SWS]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Maximum Number of Participants:&#039;&#039; 15 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Course Language:&#039;&#039; English&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;First meeting:&#039;&#039; 19.10.2021, 9.15 &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Date:&#039;&#039; Tuesday, 9:15&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Venue:&#039;&#039; &#039;&#039;&#039;Seminarraum 214 in der Coudray 11 C&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Description (EN) ==&lt;br /&gt;
&amp;quot;Shared Habitats II&amp;quot; (as an extension and deepening of the Shared Habitats project) understands our habitat as one in which we are not alone: we share it with countless fellow beings near and far, with other living beings, things, machines, and artifacts. Our well-being is built on an atmosphere created over epic periods of time by the action of these beings, which is not divisible but shared destiny.&lt;br /&gt;
&lt;br /&gt;
In the project we align artistic action and ideological reflection with possible new forms of coexistence between human and non-human actors. In experiments, actions, interventions, artifacts, designs will be tried out and evaluated.&lt;br /&gt;
&lt;br /&gt;
In the module we want to produce construction kits, sample catalogs, istallations, manuals, recipes, action plans, apparatuses, game plans or other forms of proposals that help to make our civilization sustainable, thriving and peaceful. &lt;br /&gt;
&lt;br /&gt;
=== Description (DE) ===&lt;br /&gt;
Handlungsstrategien und Techniken für ein Shared Habitat&lt;br /&gt;
&lt;br /&gt;
“Shared Habitats II” (als Verlängerung und Vertiefung des Projektes Shared Habitats)versteht unseren Lebensraum als ein Habitat, in dem wir nicht alleine sind: wir teilen es mit unzähligen Wesensgenossen nah und fern, mit anderen Lebewesen, Dingen, Maschinen und Artefakten. Unser Wohlergehen baut auf eine Atmosphäre auf, die über epische Zeiträume durch das Wirken dieser Wesen entstanden ist, die nicht teilbar, sondern gemeinsames Schicksal ist.&lt;br /&gt;
&lt;br /&gt;
Im Projekt orientieren wir künstlerisches Handeln und weltanschauliche Reflektion an möglichen neuen Formen des Zusammenlebens von menschlichen und nicht-menschlichen Akteuren. In Experimenten, Aktionen, Eingriffen, Artefakten werden Entwürfe ausprobiert und evaluiert.&lt;br /&gt;
&lt;br /&gt;
Im Modul wollen wir Baukästen, Musterkataloge, Installationen, Handbücher, Rezepte, Aktionspläne, Apparate, Spielpläne oder andere Formen von Vorschlägen produzieren, welche helfen, unsere Zivilisation nachhaltig, gedeihlich und friedvoll zu gestalten.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Readings ==&lt;br /&gt;
* Anna Tsing: Arts of Living on a Damaged Planet: Ghosts and Monsters of the Anthropocene ISBN 978-1517902360&lt;br /&gt;
* Ursula Damm, Mindaugas Gapsevicius: Shared Habitats ISBN 978-3-8376-5647-3&lt;br /&gt;
* Sacha Kagan: Art and Sustainability - Connecting Patterns for a Culture of Complexity ISBN 978-3837618037&lt;br /&gt;
* TJ Demos, Ursula Biemann et al.: Along Ecological Lines: Contemporary Art and Climate Crisis ISBN 978-0993219252&lt;br /&gt;
* Gregory Bateson: Steps to an Ecology of Mind ISBN 978-0226039053&lt;br /&gt;
* [https://times-of-waste.ch/wp-content/uploads/2018/01/YVolkart_From-Trash_to_Waste-1.pdf Yvonne Volkart: From Trash to Waste]&lt;br /&gt;
&lt;br /&gt;
== Online materials ==&lt;br /&gt;
&lt;br /&gt;
* [https://dreher.netzliteratur.net/4_Medienkunst_Kybernetike.html Thomas Dreher, Cybernetics...]&lt;br /&gt;
* [https://dreher.netzliteratur.net/index.html Thomas Dreher, Intermedia Art]&lt;br /&gt;
* [https://iasl.uni-muenchen.de/links/GCA_Indexe.html Thomas Dreher, History of Computer Art]&lt;br /&gt;
* [https://dreher.netzliteratur.net/4_Medienkunst_Text.html Thomas Dreher, Der Beobachter als Akteur in Happenings]&lt;br /&gt;
* [https://www.univie.ac.at/constructivism/HvF.htm Heinz von Förster Homepage]&lt;br /&gt;
* [http://www.ruderal.com/pdf/ruderalaesthetics.pdf On &amp;quot;Ruderal Aesthetics&amp;quot; by Sarah Cowles]&lt;br /&gt;
* [https://monoskop.org/images/3/31/Software_Information_Technology_Its_New_Meaning_for_Art_catalogue.pdf Catalogue of the first Software Art exhibition]&lt;br /&gt;
* [https://vimeo.com/453951097 Am Ecology of Mind - Portrait of Gregory Bateson]&lt;br /&gt;
&lt;br /&gt;
== Recommendations ==&lt;br /&gt;
* [https://www.uni-weimar.de/en/architecture-and-urbanism/chairs/theorie-und-geschichte-der-modernen-architektur/atheo-l/winter-2122/in-search-of-a-pattern-that-connects/ Seminarangebot zu Bateson]&lt;br /&gt;
* [https://www.uni-weimar.de/qisserver/rds?state=verpublish&amp;amp;status=init&amp;amp;vmfile=no&amp;amp;publishid=51744&amp;amp;moduleCall=webInfo&amp;amp;publishConfFile=webInfo&amp;amp;publishSubDir=veranstaltung Seminarangebot zu Ökologie]&lt;br /&gt;
&lt;br /&gt;
== Artists ==&lt;br /&gt;
* [http://www.hehe.org/projets HeHe]&lt;br /&gt;
* [http://www.centerforforcemajeure.org The Harrisons - project Force Majeure]&lt;br /&gt;
* [https://www.cohenvanbalen.com/ Revital Cohen Tuur van Balen]&lt;br /&gt;
* [https://theharrisonstudio.net/ The Harrisons]&lt;br /&gt;
* [https://www.schuylkillcenter.org/art/?page_id=281 Betty Beaumont]&lt;br /&gt;
* [https://www.hostprods.net/work Andy Gracie]&lt;br /&gt;
* [https://brandonballengee.com/eco-actions Brandon Ballengée&#039;s Eco-Actions]&lt;br /&gt;
* [https://kow-berlin.com/artists/alice-creischer Alice Creischer]&lt;br /&gt;
* [http://www.loisweinberger.net/ Lois Weinberger]&lt;br /&gt;
* [http://www.agnesdenesstudio.com/ Agnes Denes ]&lt;br /&gt;
* [http://zhengbo.org/2015_SM1.html Zheng Bo]&lt;br /&gt;
* [http://smitesmits.com/ Rasa Smite, Raitis Smits]&lt;br /&gt;
* [http://www.publicamateur.org/?page_id=6 Claire Pentecost]&lt;br /&gt;
* [http://www.boehler-orendt.com/ Böhler Orendt]&lt;br /&gt;
* [https://martademenezes.com/ Martha de Menezes]&lt;br /&gt;
* [https://adelheidmers.org/ Adelheid Mers]&lt;br /&gt;
* [http://www.gansterer.org/ Nikolaus Gangsterer]&lt;br /&gt;
* [https://ellieirons.com/ Ellie Irons]&lt;br /&gt;
* [http://freyaxiaprobst.com/ Freya Probst]&lt;br /&gt;
&lt;br /&gt;
== Institutions ==&lt;br /&gt;
* [https://www.multispecies-salon.org/artists/ Mulitspecies Salon]&lt;br /&gt;
* [http://www.clui.org/ Center for Landuse Interpretation]&lt;br /&gt;
* [https://suespaid.info/curatorial-work/contemporary-arts-center-oh-1999-2002-2012-/ecovention-current-art-to-transform-ecologies-2002-/view/3939623/1/3939631 Sue Spaid Curatorial Work]&lt;br /&gt;
&lt;br /&gt;
== admission requirements / Voraussetzung zur Teilnahme an der Veranstaltung ==&lt;br /&gt;
Belegung von Werk- und Fachmodulen der Professur, Bewerbung mit Portfolio -&amp;gt; ursula.damm@uni-weimar.de&lt;br /&gt;
&lt;br /&gt;
=== Registration procedure / Anmeldung ===&lt;br /&gt;
Please send your application by email with the Subject &#039;&#039;{{PAGENAME}}&#039;&#039; to: ursula.damm (at) uni-weimar.de&lt;br /&gt;
* Name, Surname&lt;br /&gt;
* program and semester (Studienprogramm und Fachsemester)&lt;br /&gt;
* Valid email address @uni-weimar.de (no other mailing addresses will be accepted) [[SCC-Services#E-Mail|Why?]]&lt;br /&gt;
* portfolio of your prior works&lt;br /&gt;
Sollte es mehr als 15 Bewerber geben, entscheidet die Reihenfolge der Anmeldungen über die Aufnahme in den Kurs&lt;br /&gt;
&lt;br /&gt;
== Evaluation / Geforderte Prüfungsleistung zur Erlangung eines Leistungsnachweises ==&lt;br /&gt;
Active participation, presentation, artistic work or videodocumentation of work, text, edits in the wiki.&lt;br /&gt;
&lt;br /&gt;
== Eligible participants / Zielgruppe ==&lt;br /&gt;
Graduates enrolled in the Faculties of Media, Kunst &amp;amp; Gestaltung and in the Media Architecture program, &lt;br /&gt;
Undergraduates in Media Art &amp;amp; Design&lt;br /&gt;
&lt;br /&gt;
== Syllabus ==&lt;br /&gt;
Termine des Semesters&lt;br /&gt;
# 19.10.2021: First Meeting, Presentation of Topic&lt;br /&gt;
# 26.10.2021: Presentation of Participants&lt;br /&gt;
# 02.11.2021: ...&lt;br /&gt;
# 07.12.: Presentation by N.N.&lt;br /&gt;
# 14.12.: Presentation by N.N.&lt;br /&gt;
# 04.01.22: Presentation by N.N.&lt;br /&gt;
# 11.01.22: on retreat&lt;br /&gt;
# 18.01.22: Presentation by N.N.&lt;br /&gt;
# 25.01.22: Presentation by Fabian&lt;br /&gt;
# 01.02.22: Presentation by N.N.&lt;br /&gt;
# 08.02.22: Presentation by N.N.&lt;br /&gt;
There is an excursion planned for 4 days (workshop at Schieferpark) in January (10.1.-14.1.)&lt;br /&gt;
&lt;br /&gt;
== Prior Modules relevant here ==&lt;br /&gt;
* [https://www.uni-weimar.de/kunst-und-gestaltung/wiki/GMU:Shared_Habitats last semesters module]&lt;br /&gt;
* [https://www.uni-weimar.de/kunst-und-gestaltung/wiki/GMU:Bioart_Linkliste bioart linklist]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* Up to date information in the course&#039;s page on the MediaWiki&lt;br /&gt;
&lt;br /&gt;
== People ==&lt;br /&gt;
* [[Your name here]]&lt;br /&gt;
* [[ Xinyue Yu]]&lt;br /&gt;
* [[Timo Bechert]]&lt;br /&gt;
* [[Carolina Garcia]]&lt;br /&gt;
* [[Nicolas Krewer]]&lt;br /&gt;
*[[Mint-Chanitnanth Phadungnanonth]]&lt;br /&gt;
*[[Fah - Passion Asasu]]&lt;br /&gt;
* [[Isabella Lee Arturo]]&lt;br /&gt;
* [[Belcim Yavuz / Wise 21]]&lt;br /&gt;
* [[Andrea Geyer]]&lt;br /&gt;
* [[Fei ]]&lt;br /&gt;
* [[Fabian]]&lt;br /&gt;
* [[Betul Peker]]&lt;br /&gt;
* [[Martin Müller]]&lt;br /&gt;
* [[Juan Rubiano]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:WS21]]&lt;br /&gt;
[[Category:Projektmodul]]&lt;br /&gt;
[[Category:Ursula Damm]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128126</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128126"/>
		<updated>2021-11-29T10:23:01Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* A New Idea In Between */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;November 25, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;A New Idea In Between&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
MetaHumans can also be animated manually by hand. In doing so, facial parts behave realistically to each other and one can go into enormous detail. However, to create realistic animations this way, much more time is needed to also understand human facial expressions and their connection to feelings you want to express. In a self-experiment that could be a small artistic work during my further research, I would like to experiment with this manual animation and document the process. In addition to &amp;quot;finished&amp;quot; emotions, one would also see the process in time-lapse and real-time on other screens. In doing so, one would see the rig of the face as well as my mouse movements. Accompanying the visual work, a concise written reflection on the complexity of human emotions , personalities and artificial intelligence is conceivable.&lt;br /&gt;
&lt;br /&gt;
[[File:MetahumanRig.jpg|800px|center]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128125</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128125"/>
		<updated>2021-11-29T10:22:23Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* A New Idea In Between */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;November 25, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;A New Idea In Between&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
MetaHumans can also be animated manually by hand. In doing so, facial parts behave realistically to each other and one can go into enormous detail. However, to create realistic animations this way, much more time is needed to also understand human facial expressions and their connection to feelings you want to express. In a self-experiment that could be a small artistic work during my further research, I would like to experiment with this manual animation and document the process. In addition to &amp;quot;finished&amp;quot; emotions, one would also see the process in time-lapse and real-time on other screens. In doing so, one would see the rig of the face as well as my mouse movements. Accompanying the visual work, a concise written reflection on the complexity of human emotions , personalities and artificial intelligence is conceivable.&lt;br /&gt;
&lt;br /&gt;
[[File:MetahumanRig.jpg|400px]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:MetahumanRig.jpg&amp;diff=128124</id>
		<title>File:MetahumanRig.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:MetahumanRig.jpg&amp;diff=128124"/>
		<updated>2021-11-29T10:21:50Z</updated>

		<summary type="html">&lt;p&gt;Famk: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128123</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128123"/>
		<updated>2021-11-29T10:21:07Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* A New Idea In Between */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;November 25, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;A New Idea In Between&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
MetaHumans can also be animated manually by hand. In doing so, facial parts behave realistically to each other and one can go into enormous detail. However, to create realistic animations this way, much more time is needed to also understand human facial expressions and their connection to feelings you want to express. In a self-experiment that could be a small artistic work during my further research, I would like to experiment with this manual animation and document the process. In addition to &amp;quot;finished&amp;quot; emotions, one would also see the process in time-lapse and real-time on other screens. In doing so, one would see the rig of the face as well as my mouse movements. Accompanying the visual work, a concise written reflection on the complexity of human emotions , personalities and artificial intelligence is conceivable.&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128122</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128122"/>
		<updated>2021-11-29T10:20:47Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* A New Idea In Between */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;November 25, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;A New Idea In Between&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
MetaHumans can also be animated manually by hand. In doing so, facial parts behave realistically to each other and one can go into enormous detail. However, to create realistic animations this way, much more time is needed to also understand human facial expressions and their connection to feelings you want to express. In a self-experiment that could be a small artistic work during my further research, I would like to experiment with this manual animation and document the process. In addition to &amp;quot;finished&amp;quot; emotions, one would also see the process in time-lapse and real-time on other screens. In doing so, one would see the rig of the face as well as my mouse movements. Accompanying the visual work, a concise written reflection on the complexity of human emotions , personalities and artificial intelligence is conceivable.&lt;br /&gt;
&lt;br /&gt;
[[Bild:Metahuman FacialRig.jpg]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128121</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128121"/>
		<updated>2021-11-29T10:20:36Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* A New Idea In Between */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;November 25, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;A New Idea In Between&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
MetaHumans can also be animated manually by hand. In doing so, facial parts behave realistically to each other and one can go into enormous detail. However, to create realistic animations this way, much more time is needed to also understand human facial expressions and their connection to feelings you want to express. In a self-experiment that could be a small artistic work during my further research, I would like to experiment with this manual animation and document the process. In addition to &amp;quot;finished&amp;quot; emotions, one would also see the process in time-lapse and real-time on other screens. In doing so, one would see the rig of the face as well as my mouse movements. Accompanying the visual work, a concise written reflection on the complexity of human emotions , personalities and artificial intelligence is conceivable.&lt;br /&gt;
&lt;br /&gt;
[[Bild:Metahuman FacialRig.jpg|Beschreibung]]&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128120</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128120"/>
		<updated>2021-11-29T10:17:30Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* A New Idea In Between */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;November 25, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;A New Idea In Between&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
MetaHumans can also be animated manually by hand. In doing so, facial parts behave realistically to each other and one can go into enormous detail. However, to create realistic animations this way, much more time is needed to also understand human facial expressions and their connection to feelings you want to express. In a self-experiment that could be a small artistic work during my further research, I would like to experiment with this manual animation and document the process. In addition to &amp;quot;finished&amp;quot; emotions, one would also see the process in time-lapse and real-time on other screens. In doing so, one would see the rig of the face as well as my mouse movements. Accompanying the visual work, a concise written reflection on the complexity of human emotions , personalities and artificial intelligence is conceivable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File:Metahuman FacialRig.jpg&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Metahuman_FacialRig.jpg&amp;diff=128119</id>
		<title>File:Metahuman FacialRig.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Metahuman_FacialRig.jpg&amp;diff=128119"/>
		<updated>2021-11-29T10:16:31Z</updated>

		<summary type="html">&lt;p&gt;Famk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{subst:nld}}&lt;br /&gt;
== Source: ==&lt;br /&gt;
https://duckduckgo.com/?t=ffab&amp;amp;q=MetaHuman+Facial+Rig&amp;amp;iax=images&amp;amp;ia=images&amp;amp;iai=https%3A%2F%2Fi2.wp.com%2Ftva.onscreenasia.com%2Fwp-content%2Fuploads%2F2021%2F02%2Fimage005.jpg%3Fresize%3D624%252C351%26ssl%3D1&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128118</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128118"/>
		<updated>2021-11-29T10:10:44Z</updated>

		<summary type="html">&lt;p&gt;Famk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;November 25, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;A New Idea In Between&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
MetaHumans can also be animated manually by hand. In doing so, facial parts behave realistically to each other and one can go into enormous detail. However, to create realistic animations this way, much more time is needed to also understand human facial expressions and their connection to feelings you want to express. In a self-experiment that could be a small artistic work during my further research, I would like to experiment with this manual animation and document the process. In addition to &amp;quot;finished&amp;quot; emotions, one would also see the process in time-lapse and real-time on other screens. In doing so, one would see the rig of the face as well as my mouse movements. Accompanying the visual work, a concise written reflection on the complexity of human emotions , personalities and artificial intelligence is conceivable.&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128117</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128117"/>
		<updated>2021-11-29T10:08:35Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* A new idea in between */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;November 25, 2021&#039;&#039;&lt;br /&gt;
== &#039;&#039;&#039;A new idea in between&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
MetaHumans can also be animated manually by hand. In doing so, facial parts behave realistically to each other and one can go into enormous detail. However, to create realistic animations this way, much more time is needed to also understand human facial expressions and their connection to feelings you want to express. In a self-experiment that could be a small artistic work during my further research, I would like to experiment with this manual animation and document the process. In addition to &amp;quot;finished&amp;quot; emotions, one would also see the process in time-lapse and real-time on other screens. In doing so, one would see the rig of the face as well as my mouse movements. Accompanying the visual work, a concise written reflection on the complexity of human emotions , personalities and artificial intelligence is conceivable.&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128116</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128116"/>
		<updated>2021-11-29T10:08:26Z</updated>

		<summary type="html">&lt;p&gt;Famk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;A new idea in between&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
MetaHumans can also be animated manually by hand. In doing so, facial parts behave realistically to each other and one can go into enormous detail. However, to create realistic animations this way, much more time is needed to also understand human facial expressions and their connection to feelings you want to express. In a self-experiment that could be a small artistic work during my further research, I would like to experiment with this manual animation and document the process. In addition to &amp;quot;finished&amp;quot; emotions, one would also see the process in time-lapse and real-time on other screens. In doing so, one would see the rig of the face as well as my mouse movements. Accompanying the visual work, a concise written reflection on the complexity of human emotions , personalities and artificial intelligence is conceivable.&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128115</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128115"/>
		<updated>2021-11-29T10:07:38Z</updated>

		<summary type="html">&lt;p&gt;Famk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;November 25, 2021&#039;&#039;&lt;br /&gt;
== &#039;&#039;&#039;A new idea in between&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
MetaHumans can also be animated manually by hand. In doing so, facial parts behave realistically to each other and one can go into enormous detail. However, to create realistic animations this way, much more time is needed to also understand human facial expressions and their connection to feelings you want to express. In a self-experiment that could be a small artistic work during my further research, I would like to experiment with this manual animation and document the process. In addition to &amp;quot;finished&amp;quot; emotions, one would also see the process in time-lapse and real-time on other screens. In doing so, one would see the rig of the face as well as my mouse movements. Accompanying the visual work, a concise written reflection on the complexity of human emotions , personalities and artificial intelligence is conceivable.&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128114</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128114"/>
		<updated>2021-11-29T10:06:52Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* A new idea in between */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;A new idea in between&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MetaHumans can also be animated manually by hand. In doing so, facial parts behave realistically to each other and one can go into enormous detail. However, to create realistic animations this way, much more time is needed to also understand human facial expressions and their connection to feelings you want to express. In a self-experiment that could be a small artistic work during my further research, I would like to experiment with this manual animation and document the process. In addition to &amp;quot;finished&amp;quot; emotions, one would also see the process in time-lapse and real-time on other screens. In doing so, one would see the rig of the face as well as my mouse movements. Accompanying the visual work, a concise written reflection on the complexity of human emotions , personalities and artificial intelligence is conceivable.&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128113</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128113"/>
		<updated>2021-11-29T10:04:54Z</updated>

		<summary type="html">&lt;p&gt;Famk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;A new idea in between&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MetaHumans can also be animated manually by hand. In doing so, facial parts behave realistically to each other and one can go into enormous detail. However, to create realistic animations this way, much more time is needed to also understand human facial expressions and their connection to feelings you want to express. In a self-experiment that could be small little artistic work, I would like to experiment with this manual animation and document the process. In addition to &amp;quot;finished&amp;quot; emotions, one would also see the process in time-lapse and real-time on other screens. In doing so, one would see the rig of the face as well as my mouse movements. Accompanying the visual work, a concise written reflection on the complexity of human emotions , personalities and artificial intelligence is conceivable.&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128112</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128112"/>
		<updated>2021-11-29T10:04:18Z</updated>

		<summary type="html">&lt;p&gt;Famk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;==A new idea in between==&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MetaHumans can also be animated manually by hand. In doing so, facial parts behave realistically to each other and one can go into enormous detail. However, to create realistic animations this way, much more time is needed to also understand human facial expressions and their connection to feelings you want to express. In a self-experiment that could be small little artistic work, I would like to experiment with this manual animation and document the process. In addition to &amp;quot;finished&amp;quot; emotions, one would also see the process in time-lapse and real-time on other screens. In doing so, one would see the rig of the face as well as my mouse movements. Accompanying the visual work, a concise written reflection on the complexity of human emotions , personalities and artificial intelligence is conceivable.&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128111</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128111"/>
		<updated>2021-11-29T10:03:56Z</updated>

		<summary type="html">&lt;p&gt;Famk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;== A new idea in between ==&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MetaHumans can also be animated manually by hand. In doing so, facial parts behave realistically to each other and one can go into enormous detail. However, to create realistic animations this way, much more time is needed to also understand human facial expressions and their connection to feelings you want to express. In a self-experiment that could be small little artistic work, I would like to experiment with this manual animation and document the process. In addition to &amp;quot;finished&amp;quot; emotions, one would also see the process in time-lapse and real-time on other screens. In doing so, one would see the rig of the face as well as my mouse movements. Accompanying the visual work, a concise written reflection on the complexity of human emotions , personalities and artificial intelligence is conceivable.&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128110</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128110"/>
		<updated>2021-11-29T09:50:41Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But then&#039;&#039;&#039; I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128109</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128109"/>
		<updated>2021-11-29T09:49:54Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* INTRODUCTION */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
But then I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128108</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128108"/>
		<updated>2021-11-29T09:49:11Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, I wanted to experiment with this new simplicity and develop a narrative around a person who lives &amp;quot;in the screen&amp;quot;. I wanted to develop a dialog system that offered choices for questions and answers I defined, which could then be used to converse with the &amp;quot;person in the screen.&amp;quot; Depending on the selected question or answer, the &amp;quot;story&amp;quot; would take a different course and hold surprises. Another idea was to place the work in public space. Accordingly, it would not be about speech recognition or generative questions and answers generated by an AI. Instead, I wanted to have a lot of conversations with people here in Weimar, interview them about certain topics, have good talks and then incorporate all of these realistic conversations into the dialog system and record the respective people and their facial expressions with performance capture. In this way, I thought, with enough material, the conversations would be far more realistic and, above all, more personal than those created with well-known chatbots. &lt;br /&gt;
&lt;br /&gt;
But then I looked at some examples on the Internet of MetaHumans, which disappointed me more and more the more I looked into them: &lt;br /&gt;
&lt;br /&gt;
Even though the performance capture results were impressive, unfortunately it was precisely the high realism of the 3D models that overemphasized, to my mind, every little flaw in the facial expressions, speed and movement of the animated heads. &lt;br /&gt;
I am sure that this software solution will quickly improve, as it is still in Early Access. For this semester, however, it seems to me that far too much fine-tuning and time is needed to get the movements as realistic as they are shown in the trailer for MetaHuman Creator. &lt;br /&gt;
&lt;br /&gt;
For me it&#039;s mainly about the content, the idea of talking to a human being who is convinced that his or her world is in the screen. I don&#039;t think it&#039;s necessary to have photorealistic faces as interlocutors for that, if the narrative is coherent. While I don&#039;t want to rule out the use of MetaHumans at this point, I will definitely focus on a style that tries less to visually mimic reality. Instead, the goal is to create a different reality with its own believable rules.&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128107</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128107"/>
		<updated>2021-11-29T09:20:58Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created and are fully rigged. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128106</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128106"/>
		<updated>2021-11-29T09:18:48Z</updated>

		<summary type="html">&lt;p&gt;Famk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 2, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128105</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128105"/>
		<updated>2021-11-29T09:17:56Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* INTRODUCTION */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 2nd, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128072</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128072"/>
		<updated>2021-11-28T12:45:12Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 28th, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128071</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128071"/>
		<updated>2021-11-28T12:44:58Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 28th, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Metahuman_Trailer_GIF.gif&amp;diff=128070</id>
		<title>File:Metahuman Trailer GIF.gif</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Metahuman_Trailer_GIF.gif&amp;diff=128070"/>
		<updated>2021-11-28T12:33:12Z</updated>

		<summary type="html">&lt;p&gt;Famk: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128069</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128069"/>
		<updated>2021-11-28T12:30:05Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 28th, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6):&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128068</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128068"/>
		<updated>2021-11-28T12:29:53Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 28th, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces (result around minute 6:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128067</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128067"/>
		<updated>2021-11-28T12:29:27Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 28th, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?|640|center|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128066</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128066"/>
		<updated>2021-11-28T12:28:46Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 28th, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?start=375|640|center|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128065</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128065"/>
		<updated>2021-11-28T12:28:17Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 28th, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4?start=375&lt;br /&gt;
|640|center|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128064</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128064"/>
		<updated>2021-11-28T12:27:26Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 28th, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;iframe width=&amp;quot;560&amp;quot; height=&amp;quot;315&amp;quot; src=&amp;quot;https://www.youtube.com/embed/lDFLrzZy2R4?start=375&amp;quot; title=&amp;quot;YouTube video player&amp;quot; frameborder=&amp;quot;0&amp;quot; allow=&amp;quot;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&amp;quot; allowfullscreen&amp;gt;&amp;lt;/iframe&amp;gt;&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128063</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128063"/>
		<updated>2021-11-28T12:26:47Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 28th, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4375|640|center|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128062</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128062"/>
		<updated>2021-11-28T12:26:34Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 28th, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|center|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4375|640|left|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128061</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128061"/>
		<updated>2021-11-28T12:25:44Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 28th, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|left|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4375|640|left|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128060</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128060"/>
		<updated>2021-11-28T12:25:22Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 28th, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
 {{#ev:youtube|watch?v=S3F1vZYpH8c|640|left|}}&lt;br /&gt;
&lt;br /&gt;
Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4375|640|left|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128059</id>
		<title>Fabian</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=Fabian&amp;diff=128059"/>
		<updated>2021-11-28T12:24:10Z</updated>

		<summary type="html">&lt;p&gt;Famk: /* Starting Point */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;INTRODUCTION&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;November 28th, 2021&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point I would like to document in which areas I am currently researching, which tools I would like to acquire and finally: what artistic work it will amount to this semester and what the development process behind it is. Basically, it&#039;s important to me to have fun and to have a nice sense of achievement on a regular basis. My overall goal is at least to acquire a good workflow in Unreal Engine 4 and ideally also basics in 3D modeling in Blender and / or procedural 3D modeling in Houdini. The background is that I am currently in the founding phase of an unusual studio for striking game design and interaction in Weimar with good friends. The studio also asks questions about the common good and critically reflects on (digital) society. As a first step, we were already able to receive the fellowship of the Gründerwerkstatt neudeli in Weimar in the summer of 2021.&lt;br /&gt;
&lt;br /&gt;
It is essential for me to understand said software to a certain degree in order to be able to work even better with my team and create prototypes quickly. Nevertheless, I don&#039;t want to simply learn tools, but also develop artistic works this semester that reflect my current thematic interests in general. It&#039;s important to me for my work to be fun, to encourage interaction, and ideally to draw attention to issues that I feel are very important but don&#039;t get enough attention. &lt;br /&gt;
&lt;br /&gt;
The last thing I want this semester is to achieve a fixed result based on a fixed concept. I will be working very dynamically, in small rather than large steps and probably always modifying, revising ideas and prototypes and also sometimes looking at ideas from the past with a new perspective. It will be about creating many prototypes quickly in a space I have already roughly marked out, which will begin to manifest itself more and more precisely for outsiders in the course of this documentation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Starting Point&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=S3F1vZYpH8c|640|left|}}&lt;br /&gt;
&lt;br /&gt;
 Like many people on the internet, I was very impressed by the trailer of the cloud application &amp;quot;MetaHuman  Creator&amp;quot; from Feb. 10, 2021, which can already be tested in an early access version. As seen in the video above, highly realistic 3D models of humans can be created, and fully rigged to boot. With various performance capture solutions, facial expressions can be transferred live to the 3D faces:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|watch?v=lDFLrzZy2R4375|640|left|}}&lt;/div&gt;</summary>
		<author><name>Famk</name></author>
	</entry>
</feed>