The Bush Soul (#2), 1998
       
     
  The Bush Soul (#2)  is the first work to be created with the Emergence Engine, a PC-based, real-time 3D software system that supports an active, responsive, networked, virtual world. This engine was co-developed by me, with Loren McQuade, under the guidance of Rebecca Allen.
       
     
  The Emergence system includes a unique 3D engine, which handles the rendering, and display of three-dimensional, texture-mapped characters and environments and a physics based behavior system that enables complex behaviors and interactions between all objects in the environment. In addition, high-level behavior scripting allows for the specification and manipulation of behaviors and relationships between characters. Sounds, such as voice, music, and ambient effects are attached to objects and characters to enhance the sense of life and space.
       
     
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 Created in collaboration with Rebecca Allen, Loren McQuade, Pete Conolly, Jino Ok, Damon Seeley, Daniel Shiplacoff.
       
     
The Bush Soul (#2), 1998
       
     
The Bush Soul (#2), 1998

The Bush Soul (#2) is an interactive artwork that explores the role of humans in a world populated with artificial life. The world's inhabitants are brought to life through behavior-based artificial intelligence. Complex social environments emerge from the interaction of simple behaviors. An avatar carries one's "bush soul" into the "virtual bush" by following the guidance of a human participant, but, like a wild animal, the avatar is "alive" with is own set of behaviors (e.g. avoidance, wandering, resting).

  The Bush Soul (#2)  is the first work to be created with the Emergence Engine, a PC-based, real-time 3D software system that supports an active, responsive, networked, virtual world. This engine was co-developed by me, with Loren McQuade, under the guidance of Rebecca Allen.
       
     

The Bush Soul (#2) is the first work to be created with the Emergence Engine, a PC-based, real-time 3D software system that supports an active, responsive, networked, virtual world. This engine was co-developed by me, with Loren McQuade, under the guidance of Rebecca Allen.

  The Emergence system includes a unique 3D engine, which handles the rendering, and display of three-dimensional, texture-mapped characters and environments and a physics based behavior system that enables complex behaviors and interactions between all objects in the environment. In addition, high-level behavior scripting allows for the specification and manipulation of behaviors and relationships between characters. Sounds, such as voice, music, and ambient effects are attached to objects and characters to enhance the sense of life and space.
       
     

The Emergence system includes a unique 3D engine, which handles the rendering, and display of three-dimensional, texture-mapped characters and environments and a physics based behavior system that enables complex behaviors and interactions between all objects in the environment. In addition, high-level behavior scripting allows for the specification and manipulation of behaviors and relationships between characters. Sounds, such as voice, music, and ambient effects are attached to objects and characters to enhance the sense of life and space.

4.jpg
       
     
5.jpg
       
     
6.jpg
       
     
7.jpg
       
     
 Created in collaboration with Rebecca Allen, Loren McQuade, Pete Conolly, Jino Ok, Damon Seeley, Daniel Shiplacoff.
       
     

Created in collaboration with Rebecca Allen, Loren McQuade, Pete Conolly, Jino Ok, Damon Seeley, Daniel Shiplacoff.