We therefore describe the enactive co-presence in terms of a triadic model, consisting of the
The historic playback allows real second-order authoring….
Enactive co-presence is our term to describe the condition of two agents experiencing a narratively contextualized situation together.
the Other, who experiences the world determined by 3) narrative Context as the condition of experientially meaningful co-presence.
algorithmic devices in which the Other is modeled with an algorithmic entity, and dynamical storytelling that allows the modification of the context on the fly based on the holistic behavior of the Experiencer – > with enough historical data, the Other could be modelled using causal AI principles which would allow the author to ask counter-factual questions such as how would the collective respond, implicitly, to situations that were never presented to them in reality. or simulate how certain sub-populations would react. Such understandings could grow into building blocks of a truly general AI, or EI (enactive intelligence) for affective computing.
While the author is editing the experience by observing the collective emotional experience, simulatenously the symbiotic creative AI is observing the author’s implicit reactions to further modulate the final edit as a combination of first, second and third order authoring.
The symbiotic EI could also utilize the Author’s reactions to the reactions of the collective experience. That is, it could build models of the sympathic experience of the experience of others”. This process could bootstrap the process of empathic imagination for the EI, allowing it to self-learn the principles of sympathy. The collective experience would lay the ground for the EI’s ability to ask such human questions as “how would I feel if this happened to me?” And by subsampling the collective based on demographic information, it could ask questions such as “How would I feel if this happened to me, an elderly caucasian male with a bad hip.”
# sod1
The future cinema in immersive virtual reality (VR) allows real-time interaction between the viewer and screen characters, thus expanding the potential of cinematic narratives and their design to new dimensions.
In accordance with the phenomenological inquiry to human embodiment and situatedness [31,34,52], the theory of enactive mind [55,56], and the biocultural paradigm of film studies [15,46], the project assumes that socio-cultural dynamics shaping human experience cannot be separated from the biological body-brain system. Here, the key attribute of ‘enactive’ [45…50] coined by Francisco Varela and colleagues in 1991 refers to a human agent that is continuously monitoring other people’s intentions based on one’s previous experience (theory of mind) [19] and by means of unconscious imitation of other’s actions [5,13,19].
Previous studies have demonstrated the possibility of inferring the affective and cognitive state of a person from the implicit psychophysiological signals in real-time. These states range from basic emotions to more abstract concepts such as relevance [cite], humor [cite] and even trust into virtual characters [cite].
We combine these into real-time creative VR experience with several novel ideas. Firstly, we use the technique of