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By BBC News Online's Alfred Hermida

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A new video game inspired by the abstract artist Kandinsky aims to overload the senses with its psychedelic visuals and pulsating dance beats.

Rez for the Playstation 2 seeks to create a sense of synaesthesia, literally a crossing of the senses, so that you can "see" sounds or "taste" colours.

"Rez is an experience, a fusion of light, vibration and sound completely immersed in synaesthesia," said its creator, Tetsuya Mizuguchi of Japanese game developers United Game Artists.

The game takes place in a virtual world inside a computer. You play a hacker of sorts, flying through six levels of cyberspace in search of the artificial intelligence at the heart of this world.

But there is a twist to the traditional shoot-em approach that makes Rez stand out.

Virtual DJ

Every time you destroy one of the insect-like enemies, a sound is generated. This sound becomes a form in the scrolling, flashing 3D computer world rushing past.

In Rez you have to fight insect-like enemies

Enemies create sounds when destroyed

Destroying enemies in patterns results in more elaborate sounds and effects, literally creating the music and the graphics on the fly.

"We worked closely with the artists within the game, breaking down the tracks to the most basic of notes then putting them all back together to fit in with the game structure," Mr Mizuguchi told BBC News Online.

"We tried to create a game that was true to the concept of synaesthesia, as nothing has ever been done like this before I guess you could say we tried to be different."

Artistic influence

Tetsuya Mizuguchi drew much of his inspiration for Rez from the concepts of Kandinsky, whose own paintings were influenced by music.

Kandinsky was fascinated with power of expression in music and the freedom of imagination it gave the listener.

While one person is playing Rez, the others can watch the visuals and listen to the music


 

Tetsuya Mizuguchi, United Game Artists

Mr Mizuguchi was thinking along similar lines when the idea for Rez came to him at a club, seeing the lights, feeling the vibrations and hearing the music all around him.

He sought to capture some of Kandinsky's ideas by using wireframe graphics that are reminiscent of the 1980s film, Tron.

The look of the Rez brings to mind the neon-charged cyberspace envisaged in William Gibson's bible of cyberpunk fiction, Neuromancer.

By flying through the virtual world of Rez, players are bombarded with colour, form, movement and sound.

"We have a vision that people will be chilling out with friends," said Mr Mizuguchi.

"While one person is playing Rez the others can watch the visuals and listen to the music."

Rez for the Playstation 2 and Sega Dreamcast is out now

  

 

March 1, 2002

 

Looking for Life in Cosmic Corners

By JOHN NOBLE WILFORD

 

AMNH/SDSC/NCSA

The “Hayden Nebula” is a model of the interstellar birthplace of our own solar system generated by the combined computing resources of the Hayden Planetarium and its partners, the National Center for Supercomputer Applications (NCSA) and the San Diego Supercomputing Center (SDSC), part of the new show at the Rose Center Planetarium called "The Search for Life: Are We Alone?" at the American Museum of Natural History.

 

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Anew space show, another of those wraparound experiences with the universe brought indoors, is opening tomorrow at the Hayden Planetarium of the American Museum of Natural History.

The show this time, though, is less about the universe itself — the merry-go-rounds of planets orbiting stars, the cascades of galaxies spilling through the heavens and almost into your lap, the tumult of creation, destruction and regeneration. All this is here: what would a planetarium show be without cosmic splendor? But it is only the setting for the real subject, which is life.

As promised by the title, "The Search for Life: Are We Alone?," the 23-minute show is a fast-paced survey of one of the most provocative pursuits of modern astronomy. The title question goes unanswered, and may even be unanswerable in the immediate future. Nonetheless, the show could not be more timely.

Thinking about life beyond Earth is no longer the stuff of idle speculation and science fiction. Serious scientists are devoting careers to the search, encouraged by recent discoveries to raise their sights and stretch their imaginations.

A rock that may or may not bear traces of microbial life and increasing evidence of an aqueous history has renewed interest in Mars as an abode of life in some simple forms, at least in the past if not now. Life is found thriving in the most perverse environments on Earth, suggesting that it could adapt to unsuspected extraterrestrial niches. And, of greatest importance, more than 80 planets have recently been detected around nearby stars other than the Sun, raising expectations that there are many places in the universe where life might abound.

Dr. Michael Shara, an astrophysicist at the American Museum, cited the developments as major influences in the selection of the show's subject. It also happens that museum scientists are active in the field, with surveys of all nearby stars that could have planets, simulations of star and planet formation, and various theoretical studies of life in the universe.

More than a year in the making, with help from the National Aeronautics and Space Administration, the show combines the latest scientific knowledge with the boldly creative use of computer simulations and visualizations. The script was written by Dr. Steven Soter of the museum and Ann Druyan, widow of the astronomer and author Carl Sagan and an accomplished author in her own right. The actor Harrison Ford is the narrator.

As the house lights dim, there are sounds of life on Earth, of gulls and monkeys, dogs barking and people chattering in many languages, a train whistle and the crack of a baseball bat, a baby crying and children singing to hopscotch. This beginning was conceived after the terrorist attacks of Sept. 11 as a way to celebrate life where it is known to exist, troubles and all, before moving on to look for it in other worlds.

Then the music soars and stars flood the planetarium ceiling. The universe holds billions of galaxies, each with billions of stars. And many of these stars could have planets, some of which could be Earthlike and — who knows? — could harbor some kinds of life.

"Is there someone out there lying awake wondering if we exist?" the narrator asks. "What would they be like? We have no idea. It's hard enough to imagine life on Earth. If you have never seen one, could you imagine an elephant or a lobster?"

One has hardly had time to wrap the mind around these questions before the scene shifts again, from the heavens into the depths of the sea. In a brief voyage through virtual reality, black sulfide smoke belches from cracks on the sea floor and supports bizarre forms of life that require no sunlight. If life can thrive under such extreme terrestrial conditions, the reasoning goes, it must be sufficiently adaptable and tenacious to spring up in what once would have been thought the most unlikely places.

Suddenly, a rumble fills the room and one senses an ascent from the deep and the breaching of the sea surface, back to a world warmed by sunlight. It comes as a surprise and is the most visceral sensation of the show.

A similar feeling comes when one seems to be plunked down on the russet surface of Mars, at a site recreated after the Pathfinder spacecraft landing place in 1997. Mars was and still is the other planet most likely to harbor some life, though not the little green men of yore. In any event, the visuals of the Martian landscape surround the audience and create the feeling that, with a step or two, one could be out strolling among the rocks and dust of another world. The illusion is stunning.

The show moves on to the fundamentals of life and how it emerged on Earth, the astronomers who listen for possible radio signals from intelligent beings elsewhere and the rush of discoveries of planets around other stars. The most arresting observation from the show is that "planets could well outnumber the stars."

"At this very moment, the same process that made our world is making new ones throughout our Milky Way," the narrator says. "Making worlds is what galaxies do."

What is one to conclude after seeing the spectacular show and being introduced to the ideas and evidence behind the surge in research about life elsewhere in the universe? Is it a realistic quest?

The producers and their scientific advisers said that they sought only to present reasons for thinking there might be life out there and how and where it might be. They are optimistic enough to think it's worth a look and to encourage others to imagine that extraterrestrial life is at least possible. These very thoughts make the universe seem grander still.

The scientists exercised care not to inflate the results or prospects of the search for life beyond Earth. "We don't want people leaving with the idea that we've found extra terrestrials," Dr. Shara said. "We leave the doors open."

Information

The American Museum of Natural History's Rose Center for Earth and Space is at Central Park West at 81st Street. The center's Hayden Planetarium includes the Space Theater, where, beginning tomorrow, the new space show, ``The Search for Life: Are We Alone?,'' will be screened. Museum hours: daily, 10 a.m. to 5:45 p.m. (The Rose Center stays open Fridays until 8:45 p.m. for ``Starry Nights: Fridays Under the Sphere,'' with music, cash bar and tapas; this month, Valerie Capers Ensemble, from 5:45 to 8:15.)

Space shows run every half-hour all day. Suggested admission to the museum, which includes the Rose Center: $10; students and 60+, $7.50; children 2 to 12, $6; under 2, free. Admission to the museum, the Rose Center and the Hayden Planetarium space show: $19; students and 60+, $14; children 2 to 12, $11.50; under 2, free. Information: (212)769-5100. Reservations: (212)769-5200.

 

 

 

 

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Natives to Canada: Broadband Now
By Michelle Delio

2:00 a.m. Nov. 9, 2001 PST

 

Canada's native people want to create a "First Nations Broadband Network" to bring high-speed Internet access to all indigenous communities across Canada, and are calling on the government to make the construction of the network a high priority.

"We missed the Industrial Revolution. We will not miss the Information Technology Revolution," said Matthew Coon Come, head of the Assembly of First Nations, the national organization of native people in Canada.

The primary purpose of the high-speed connection would be to provide health and education services to communities that cannot support full-time doctors, nurses or teachers, Coon Come said. Health professionals could examine patients by using teleconferencing technology, and teachers can hold classes online.

 

 

 

 

See also:
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Appalachia: Where Net Trails Off
Everybody's got issues in Politics
Infostructure strengthens your backbone

The system will also open new economic opportunities for isolated communities. About two-thirds of the First Nation communities are located in remote areas of Canada. Teleconferencing would facilitate business during winter months when many communities are unreachable and E-commerce would provide new revenue for artisans and craftspeople.

"In remote areas of our country such as the Nishnabe-Aski Nation territory (in Northern Ontario), the advanced communication services and infrastructure necessary to support full participation in this new economy is severely restricted," said Stan Beardy, the grand chief of the Nishnabe-Aski Nation.

The assembly's network plan hinges on a hybrid satellite and terrestrial infrastructure that would provide Internet and videoconferencing services to all 633 First Nations communities by 2004.

The network is designed for use only by the First Nations communities, but Coon Come said the infrastructure, once built, could be adapted to serve all Canadians who live or work in remote communities.

"If done properly, this will not be a handout. It will be a hand up, and an investment by Canada in itself. It will be 'inter-national' development between First Nations and the Canadian nation," Coon Come said.

The AFN has estimated the cost of building the network at between $400 and $500 million. The AFN has committed to raising $112 million for the project.

A report from Canada's National Broadband Task Force last June stated that the project could cost as much as $4 billion, but Canadian Industry Minister Brian Tobin believes the project could cost as little as $1.5 billion, a sum Tobin thinks is "workable."

AFN drafted the plan in response to the current rnment's election promise to make the Internet accessible in every part of Canada.

Coon Come said he wants to hold the federal government to its pledge to make Canada "the most-connected country in the world by 2004" and ensure that First Nations communities will have equal access to jobs, health care and education.

"We are tired of being perceived as whiners with a grievance agenda," Coon Come said during an address to the Budget Committee. "Our objective as First Nations is self-sufficiency. In economic terms, self-sufficiency translates into the need to have our own source of revenue. There is no other way to obtain self-sufficiency, and one does not have to be a corporate CEO, an economist or a chartered accountant to know this."


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