Artificial Nature: Immersive World Making

Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 5484)


Artificial Nature is a trans-disciplinary research project drawing upon bio-inspired system theories in the production of engaging immersive worlds as art installations. Embodied world making and immersion are identified as key components in an exploration of creative ecosystems toward art-as-it-could-be. A detailed account of the design of a successfully exhibited creative ecosystem is given in these terms, and open questions are outlined.


Creative Ecosystems Generative Art Aesthetics Bio- inspired Art-as-it-could-be Computational Sublime 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    California nano systems institute allosphere,
  2. 2.
    Bourke, P.: Geometry, surface, curves, polyhedra,
  3. 3.
    De Landa, M.: A Thousand Years of Nonlinear History. Zone Books (2000)Google Scholar
  4. 4.
    De Landa, M.: Intensive Science & Virtual Philosophy. Continuum International Publishing Group (2005)Google Scholar
  5. 5.
    Dorin, A.: A survey of virtual ecosystems in generative electronic art. In: Romero, J., Machado, P. (eds.) The Art of Artificial Evolution: A Handbook on Evolutionary Art and Music, pp. 289–309. Springer, Heidelberg (2007)Google Scholar
  6. 6.
    Etxeberria, A.: Artificial evolution and lifelike creativity. Leonardo 35(3), 275–281 (2002)CrossRefGoogle Scholar
  7. 7.
    Kumar, S., Bentley, P.: On Growth, Form and Computers. Academic Press, London (2003)Google Scholar
  8. 8.
    Langton, C.J.: Artificial Life: An Overview. MIT Press, Cambridge (1995)Google Scholar
  9. 9.
    McCormack, J.: Open problems in evolutionary music and art. In: Rothlauf, F., et al. (eds.) EvoWorkshops 2005. LNCS, vol. 3449, pp. 428–436. Springer, Heidelberg (2005)CrossRefGoogle Scholar
  10. 10.
    Prigogine, I., Stengers, I.: Order Out of Chaos. Bantam (1984)Google Scholar
  11. 11.
    Smith, W., Wakefield, G.: Computational audiovisual composition using lua. In: Adams, R., Gibson, S., Arisona, S.M. (eds.) Transdisciplinary Digital Art. Sound, Vision and the New Screen, pp. 213–228. Springer, Heidelberg (2008)CrossRefGoogle Scholar
  12. 12.
    Stam, J.: Real-time fluid dynamics for games. In: Proceedings of the Game Developer Conference (January 2003)Google Scholar
  13. 13.
    Sternberg, R.J.: Handbook of Creativity. Cambridge University Press, Cambridge (1998)CrossRefGoogle Scholar
  14. 14.
    Weyns, D., Schumacher, M., Ricci, A., Viroli, M., Holvoet, T.: Environments in multiagent systems. The Knowledge Engineering Review 20(02), 127–141 (2005)CrossRefGoogle Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2009

Authors and Affiliations

  1. 1.Media Arts and TechnologyUniversity of California Santa BarbaraSanta BarbaraUSA

Personalised recommendations