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"Am-I-Able Mobile Engineering Design Workshop" : [agenda]

File consists of two copies of an agenda for the workshop held November 6-9, 2004. The program description reads: "This workshop provided a framework for underlying technology development for a number of projects being funded through the Canadian Heritage New Media Research Networks as well as other funding sources at The Banff Centre, Concordia, Simon Fraser University and TRLabs. We invited additional researchers to join us in these discussions in order to contribute to these projects or benefit from parallel research, including researchers and companies who have been discussing new sports technology research and medical applications."

"Artificial Stupidity / Artificial Intelligence" : [agenda]

File consists of two copies of the agenda for the summit, held August 1-4, 2002. The program description reads: "Although limited by computational capacity, Artificial Intelligence (AI) is ultimately only as stupid or intelligent as we choose to make it. AI is best at the fast analysis of large bodies of data, but we seem to want it to do much more. AI is used in computer programs to play games, form plans, understand speech and natural language, interpret images, reason, and map learning. There is no intelligence, artificial or otherwise, to data if its quantitative mass is not shaped into qualitative experiences. How much can the machine do for us, and how much is left to our own representational devices? How can we negotiate the interface as boundary and inspiration? A hybrid of engineering and philosophy, of cognitive science, psychology, and physiology, the field of AI is constantly metamorphosing, generating fuzzy, blurred, generative forms through the indeterminacy of software and hardware, mechanism, and interpretation. The machine is who we imagine it to be. What are the boundaries of human and machine consciousness? What are the capabilities of affective computing? Where do nanotechnology and AI link? This event paid particular attention to games and visualization tools and to agent systems, perhaps the most advanced applications of artificial intelligence, considering the power with which they command our emotional and physical attention."

"Avatar! Avatar! Wherefore Art Thou? Art, Software Design and the Science of Identity" : [agenda]

File consists of two copies of the agenda for the workshop (one contains handwritten annotations). The summit ran July 25-27, 1998. The program description reads: "This summit explored the future of virtual world design on the World Wide Web. The event brought together leading-edge designers, social scientists, engineers, scientists and cultural theorists. With a cross-cultural focus, the event examined the ways that we design our identities on the Web and the Internet, and the emerging complexity of virtual worlds and spaces. The workshop considered models by Digital Village, Canal Plus, Worlds Away and Fujitsu, as well as avatars and artist spaces from Brazil, Canada, India, Mexico, the United States, Asia and Europe. This seminar was one of three follow-up events to Banff’s successful 1997 Summer Summit at the Summit- a think tank on the future of interactive media piloted in association with Peter Gabriel’s company, Real World."

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