EllaZ Systems is an artificial intelligence software company whose natural language chatbot Ella took first prize in the 2002 Loebner Prize Contest.
EllaZ Systems labels itself a cooperative effort to explore the limits of natural language interaction with methods including conventional stimulus-response (chatbot), expert systems, and various programmatic processes. The result is a type of AI that EllaZ calls "Artful Intelligence."
Another development of EllaZ Systems' technology is an audio-only version that uses text-to-speech (TTS) and automatic voice recognition tools (not available on-line).
They have also developed a chatbot based on George W. Bush called AI Bush.
Ella
In international contests, Ella tied for 2nd in the 2001 Loebner Prize Contest, and won 1st in the 2002 Loebner Prize Contest. She also placed third overall and third in the functional category in the 2004 Chatterbox Challenge.
Features
EllaZ Systems claims to have developed the most advanced natural language robot. The intended effect of this large variety of possible natural language interaction is to make a User feel that a human-like conversation is being had with the system.
The following features are all accessed with ordinary English input.
Functional abilities
(relying on static data in the system)
* Book Library and Reader
::. . . "Show your book list."
::. . . "Please open Steep Trails."
::. . . "I need to go. Note that I am at the beginning of chapter 22."
* Crossword puzzle help
::. . . "What words match the pattern szy?"
* Country Information (CIA World Factbook)
::. . . "Where is Zimbabwe?"
::. . . "Tell me about the United Kingdom."
::. . . "What is the capital of Georgia?"
* Note Taking
::. . . "Take a note: Must remember to debug state issues in EllaTalk.aspx"
::. . . "Update my notes with the changes I made."
* Trick Questions & Comments
::. . . "Black is white."
::. . . "How much is a billion divided by zero?"
::. . . "Calculate the square root of minus two."
::. . . "What color is purple rice?"
* Unit Conversions
::. . . "Convert 35 C into F."
::. . . "Convert 4 light-years into miles."
::. . . "How many gills are in a hogshead?"
* Word Math
::. . . "Calculate twelve to the power of minus two-thirds."
::. . . "What is ten bakers dozen plus half a gross?"
::. . . "Calculate seventy-seven over pi!"
::. . . "How much is twenty fives?"
* WordNet
::. . . "What is the meaning of life?"
::. . . "What words end with ant?"
::. . . "Tell me the hyponyms of flower."
::. . . "What are the hypernyms of fuchsia?"
Games
* Chess - next move suggestion, famous chess quotes (only for AI Bush)
* Blackjack - an expert systems dispenses advice as a human dealer would
* Rock-Paper-Scissors - also known as "Roshambo"
* Guess-the-Number - even simple games show the power of natural language interaction
* Slot Machine - sound effects include calling out the symbols with appropriate intonations
* I Ching (Yi Jing) - ancient source of fortune telling and advice
Convuns
(conversational units)
* Fables . . . Do you have any fables about goats?"
* Images . . . "I would like to see a picture of a yellow flower."
* Jokes . . . "Tell me a joke about snakes and lawyers."
* Limericks . . . "I want to hear one of your limericks."
* Maxims & Proverbs . . . "Do you have any sayings about glory?"
* Music . . . "Let me hear some music by Robby Garner."
* Poetry . . . "Do you have another Emily Dickinson poem?"
* Quotes . . . "How about one of your quotes?"
* Tongue . . . Twisters "Let me hear a tongue twister."
* Trivia . . . "I would like to hear some trivia about fish."
Interface
(web browser access)
* 88 "Ella" images used to express over 20 emotions
* Audio player for Jokes, Limericks, and Poems
* Change background tile color, or use default light blue
* Citations and links to Convun content as available
* Image captions
* View selected operating variables, via button mouseover
* Lyrics and descriptions for music, as available
* Random talking tips, via button mouseover
* Optionally remove large image display for slower connections
* Screen saver mode - as requested or after being ignored
Learning
* Allows repeat when User includes "again" or "repeat" in input
* Avoids repeating comments, Convuns, images via DB records
* Remembers User information, notes, dialog on return (registered User)
* Solicits and stores User name, age, marital status, career, interests
* Uses recent conversation and User information to display images
Personality
* Based on the real-life Zhang Ying of Tianjin, China
* Side-steps inevitable profane and sexual conversation
* Utilize emotional expresses for game play results and elsewhere
* Uses her unique functions and knowledge to converse smoothly
Web Services
(results displayed conversationally and in detailed tables)
* Global Weather
::. . . "What is it like in Paris, Texas?"
::. . . "What is the temp in Tianjin?"
* Currency Exchange Rates
::. . . "How much Canadian money can I get with 2,000 Yuan?"
* Precious Metal Prices
::. . . "How much Platinum can $10,000 buy?"
* Stock Values
::. . . "What is the price of 200 shares of Microsoft, 200 GE, and 700 Xerox?"
Utilities
(miscellaneous conversation tools)
* Correct common misspellings and typos in input
* Normalize input by expanding contractions and abbreviations
* Normalize input by translating emoticons
* Recognize ALL-CAPS input and comment accordingly
* Recognize non-English input
* Recognize Pig Latin input, and reply in Pig Latin
* Respond appropriately to knock-knock jokes from user
In addition to direct Convun requests, Convuns are used to stimulate and assist conversation, as in "Should I tell you a great joke about a father and son?" After presenting a Convun, Ella may ask if the User approves. The answers are used to build a profile of the User's interests, as in "Do you enjoy this type of joke? I'd like to know." More detailed suggestions are possible also, such as "Would you like me to play a track entitled 'Beryllium Zinc 2.0' -- that was created by Black Monolith, with Robby Garner?"
EllaZ Systems labels itself a cooperative effort to explore the limits of natural language interaction with methods including conventional stimulus-response (chatbot), expert systems, and various programmatic processes. The result is a type of AI that EllaZ calls "Artful Intelligence."
Another development of EllaZ Systems' technology is an audio-only version that uses text-to-speech (TTS) and automatic voice recognition tools (not available on-line).
They have also developed a chatbot based on George W. Bush called AI Bush.
Ella
In international contests, Ella tied for 2nd in the 2001 Loebner Prize Contest, and won 1st in the 2002 Loebner Prize Contest. She also placed third overall and third in the functional category in the 2004 Chatterbox Challenge.
Features
EllaZ Systems claims to have developed the most advanced natural language robot. The intended effect of this large variety of possible natural language interaction is to make a User feel that a human-like conversation is being had with the system.
The following features are all accessed with ordinary English input.
Functional abilities
(relying on static data in the system)
* Book Library and Reader
::. . . "Show your book list."
::. . . "Please open Steep Trails."
::. . . "I need to go. Note that I am at the beginning of chapter 22."
* Crossword puzzle help
::. . . "What words match the pattern szy?"
* Country Information (CIA World Factbook)
::. . . "Where is Zimbabwe?"
::. . . "Tell me about the United Kingdom."
::. . . "What is the capital of Georgia?"
* Note Taking
::. . . "Take a note: Must remember to debug state issues in EllaTalk.aspx"
::. . . "Update my notes with the changes I made."
* Trick Questions & Comments
::. . . "Black is white."
::. . . "How much is a billion divided by zero?"
::. . . "Calculate the square root of minus two."
::. . . "What color is purple rice?"
* Unit Conversions
::. . . "Convert 35 C into F."
::. . . "Convert 4 light-years into miles."
::. . . "How many gills are in a hogshead?"
* Word Math
::. . . "Calculate twelve to the power of minus two-thirds."
::. . . "What is ten bakers dozen plus half a gross?"
::. . . "Calculate seventy-seven over pi!"
::. . . "How much is twenty fives?"
* WordNet
::. . . "What is the meaning of life?"
::. . . "What words end with ant?"
::. . . "Tell me the hyponyms of flower."
::. . . "What are the hypernyms of fuchsia?"
Games
* Chess - next move suggestion, famous chess quotes (only for AI Bush)
* Blackjack - an expert systems dispenses advice as a human dealer would
* Rock-Paper-Scissors - also known as "Roshambo"
* Guess-the-Number - even simple games show the power of natural language interaction
* Slot Machine - sound effects include calling out the symbols with appropriate intonations
* I Ching (Yi Jing) - ancient source of fortune telling and advice
Convuns
(conversational units)
* Fables . . . Do you have any fables about goats?"
* Images . . . "I would like to see a picture of a yellow flower."
* Jokes . . . "Tell me a joke about snakes and lawyers."
* Limericks . . . "I want to hear one of your limericks."
* Maxims & Proverbs . . . "Do you have any sayings about glory?"
* Music . . . "Let me hear some music by Robby Garner."
* Poetry . . . "Do you have another Emily Dickinson poem?"
* Quotes . . . "How about one of your quotes?"
* Tongue . . . Twisters "Let me hear a tongue twister."
* Trivia . . . "I would like to hear some trivia about fish."
Interface
(web browser access)
* 88 "Ella" images used to express over 20 emotions
* Audio player for Jokes, Limericks, and Poems
* Change background tile color, or use default light blue
* Citations and links to Convun content as available
* Image captions
* View selected operating variables, via button mouseover
* Lyrics and descriptions for music, as available
* Random talking tips, via button mouseover
* Optionally remove large image display for slower connections
* Screen saver mode - as requested or after being ignored
Learning
* Allows repeat when User includes "again" or "repeat" in input
* Avoids repeating comments, Convuns, images via DB records
* Remembers User information, notes, dialog on return (registered User)
* Solicits and stores User name, age, marital status, career, interests
* Uses recent conversation and User information to display images
Personality
* Based on the real-life Zhang Ying of Tianjin, China
* Side-steps inevitable profane and sexual conversation
* Utilize emotional expresses for game play results and elsewhere
* Uses her unique functions and knowledge to converse smoothly
Web Services
(results displayed conversationally and in detailed tables)
* Global Weather
::. . . "What is it like in Paris, Texas?"
::. . . "What is the temp in Tianjin?"
* Currency Exchange Rates
::. . . "How much Canadian money can I get with 2,000 Yuan?"
* Precious Metal Prices
::. . . "How much Platinum can $10,000 buy?"
* Stock Values
::. . . "What is the price of 200 shares of Microsoft, 200 GE, and 700 Xerox?"
Utilities
(miscellaneous conversation tools)
* Correct common misspellings and typos in input
* Normalize input by expanding contractions and abbreviations
* Normalize input by translating emoticons
* Recognize ALL-CAPS input and comment accordingly
* Recognize non-English input
* Recognize Pig Latin input, and reply in Pig Latin
* Respond appropriately to knock-knock jokes from user
In addition to direct Convun requests, Convuns are used to stimulate and assist conversation, as in "Should I tell you a great joke about a father and son?" After presenting a Convun, Ella may ask if the User approves. The answers are used to build a profile of the User's interests, as in "Do you enjoy this type of joke? I'd like to know." More detailed suggestions are possible also, such as "Would you like me to play a track entitled 'Beryllium Zinc 2.0' -- that was created by Black Monolith, with Robby Garner?"
Segma is a first/third-person shooter video game developed by Ken Beaulieu director of 2020 Vision Studios for the PlayStation 3, Xbox 360, PC. The game is being published by Ubisoft, and was first announced at E³ 2007.
. Gameplay
N/A to be announced
Weapons
Segma will include weapons such as Pistols, Assault Rifles, Mini Guns, Shotguns, Sniper Rifles, Laser guns, flamethrowers and Rocket Launchers. The game will also include knives and grenades.
Multiplayer
Segma is planned to feature a four-player split screen co-op mode as well as a four-player online co-op mode. At Ubidays, it was revealed that all four squad members were player enabled and could be played co-operatively by joining the game. Multiplayer can be played with one to three extra players through combinations of online, split-screen, or LAN. Multiplayer games will also include narrative-based missions to complete, and the game will accommodate up to 32-player online battles. One of the new modes on the game for multiplayer is PS3 vs. Xbox 360 vs. PC. Basically its like if you have a PS3 for example you are on the PS3 side. Same goes with Xbox 360 and PC. Segma will feature up to four person co-op play.
Plot
It’s 2032 AD in the game and it revolves around Segma (Planet X). That planet orbits by the sun and earth every 3600 years. It’s coming back again 2048; that’s a bad thing , On Segma lives intelligent being other then humans, that are having a civil war. One is on the human side Mazuri and on the other side is the Arons the actual bad guys. Long ago on earth before humans became the dominate species of the planet. An alien civilization lived here; they didn’t like earth so they moved to Segma during the orbit. Before they left they Genetically cloned themselves into making us humans. Because of the civil war the Arons want earth back and use us as slaves. The game is called segma for a reason. The arons call their homeworld Segma.
The main character Jason is a regular civilian, used to work with the swat, has a family. On one night in the spring Jason and his family were getting ready to eat out. Explosions everywhere Jason tries to evacuate the city with but his family ends up dead. (So he thinks). The key part of the game is now Jason must get his revenge on the arons and discover many more secrets than I just told you about.
Development
Segma was first announced at E³ 2007. It makes use of a proprietary graphics engine that was developed specifically for the game. Though purchasing an engine would reduce the development time, the team chose to create their own in order to have more freedom in the features and game design. The engine provides various graphical effects. Lighting is mainly baked but the Id Tech 5 also has support for Real Time Lighting and has a high-dynamic range. Particle and fire effects help give the illusion of volume along with motion blur and real time depth fields, the engine supports color Specular maps, Normal Mapping and Parallax Mapping technologies. The game runs at 30 fps because the team felt that 60 fps was not needed for the pacing of the game. The AI system, "ConspireTM", is designed to allow enemies to dynamically react to other characters and the environment.
Promotional photo for Andrew Smith "Segma"
The game was originally set to be released simultaneously on the PC in Summer 2007. However, the release date was pushed back to early 08’, and it was announced that Sony's E³ 2007 press conference that Segma would be for the PlayStation 3, Xbox 360, PC. The game has since been delayed further, and is now set for unknown release date. However, 2020 Vision Studios have stated that the delays have allowed them to include several new features into the game.
On December 14th, 2007 Ubisoft announced that alternative keyboard player Andrew Smith lead designer had written and recorded an original song inspired by Planet X. The song, which is also entitled "Segma", is due for release to coincide with the game's launch TBA. "Segma" will be released and promoted as a full-fledged single and music video, not just as an exclusive download with the video game. Segma will support the PlayStation 3's new Dualshock 3 rumble controller.
. Gameplay
N/A to be announced
Weapons
Segma will include weapons such as Pistols, Assault Rifles, Mini Guns, Shotguns, Sniper Rifles, Laser guns, flamethrowers and Rocket Launchers. The game will also include knives and grenades.
Multiplayer
Segma is planned to feature a four-player split screen co-op mode as well as a four-player online co-op mode. At Ubidays, it was revealed that all four squad members were player enabled and could be played co-operatively by joining the game. Multiplayer can be played with one to three extra players through combinations of online, split-screen, or LAN. Multiplayer games will also include narrative-based missions to complete, and the game will accommodate up to 32-player online battles. One of the new modes on the game for multiplayer is PS3 vs. Xbox 360 vs. PC. Basically its like if you have a PS3 for example you are on the PS3 side. Same goes with Xbox 360 and PC. Segma will feature up to four person co-op play.
Plot
It’s 2032 AD in the game and it revolves around Segma (Planet X). That planet orbits by the sun and earth every 3600 years. It’s coming back again 2048; that’s a bad thing , On Segma lives intelligent being other then humans, that are having a civil war. One is on the human side Mazuri and on the other side is the Arons the actual bad guys. Long ago on earth before humans became the dominate species of the planet. An alien civilization lived here; they didn’t like earth so they moved to Segma during the orbit. Before they left they Genetically cloned themselves into making us humans. Because of the civil war the Arons want earth back and use us as slaves. The game is called segma for a reason. The arons call their homeworld Segma.
The main character Jason is a regular civilian, used to work with the swat, has a family. On one night in the spring Jason and his family were getting ready to eat out. Explosions everywhere Jason tries to evacuate the city with but his family ends up dead. (So he thinks). The key part of the game is now Jason must get his revenge on the arons and discover many more secrets than I just told you about.
Development
Segma was first announced at E³ 2007. It makes use of a proprietary graphics engine that was developed specifically for the game. Though purchasing an engine would reduce the development time, the team chose to create their own in order to have more freedom in the features and game design. The engine provides various graphical effects. Lighting is mainly baked but the Id Tech 5 also has support for Real Time Lighting and has a high-dynamic range. Particle and fire effects help give the illusion of volume along with motion blur and real time depth fields, the engine supports color Specular maps, Normal Mapping and Parallax Mapping technologies. The game runs at 30 fps because the team felt that 60 fps was not needed for the pacing of the game. The AI system, "ConspireTM", is designed to allow enemies to dynamically react to other characters and the environment.
Promotional photo for Andrew Smith "Segma"
The game was originally set to be released simultaneously on the PC in Summer 2007. However, the release date was pushed back to early 08’, and it was announced that Sony's E³ 2007 press conference that Segma would be for the PlayStation 3, Xbox 360, PC. The game has since been delayed further, and is now set for unknown release date. However, 2020 Vision Studios have stated that the delays have allowed them to include several new features into the game.
On December 14th, 2007 Ubisoft announced that alternative keyboard player Andrew Smith lead designer had written and recorded an original song inspired by Planet X. The song, which is also entitled "Segma", is due for release to coincide with the game's launch TBA. "Segma" will be released and promoted as a full-fledged single and music video, not just as an exclusive download with the video game. Segma will support the PlayStation 3's new Dualshock 3 rumble controller.
Multimedia Esperanto is a formal artificial language for the modeling of multimedia content. The name derives from Esperanto and emphasizes the ambition to foster accessibility and semantic understanding of multimedia contents for every human independently on sensual or cognitive deficiencies and disabilities or cultural origin. It allows to provide every human with a uniform semantic and artistic impression of an arbitrary multimedia content.
The grammar and vocabulary are based on multimedia structures like certain color sequences and specific pattern arrangements (Visual Archetypes). As an artificial language, Multimedia Esperanto is not genealogically related to any ethnic language.
Originally defined by Philipp E. Haindl and further developed by a group of French and Austrian students, Multimedia Esperanto now is a versatile and universally applicable modeling language, which harnesses the human's individualities for its constant enhancement and expansion.
History
The foundations of Multimedia Esperanto go back to the theory of archetypes of the Swiss psychiatrist Carl Gustav Jung and picture theory of language, which became known as propositions 1-3 of his famous work Tractatus logico-philosophicus.
Both theories are mainly based upon visual symbols for prototypes of ideas and are linked with the semantics of observed information. Following Jung's theory they subsequently become involved in the semantic interpretation of information, whereas L. Wittgenstein's theory expects visual symbols to possess the same logical structure as the semantics being associated with the related visual information.
By 2004, a prototype of a visual alphabet for the computation of visual symbols was developed, which combined the aspects of both theories to evaluate if images follow a visual grammar similar to their semantics. This prototype was intended to ease the computation of classifiers for machine learning applications allowing the computer to grasp the meaning and implication of an image (machine image understanding).
The visual symbols being computed with the prototype were evaluated for their mathematical uniqueness in the full set of possible symbols and the proband's unambiguous connection between the symbol and the regarding semantics with the ambition to trace single visual symbols in imagery. Assuming that a single image incorporates multiple visual symbols following a logical order, the prototype was later improved to also detect multiple symbols in images, which are jointly associated with the images' semantics.
In spring 2005, the prototype was extended to also regard the geometrical dependencies of visual symbols in an image as well as the correlation between proper recognition of visual symbols and surrounding color situation. In contrast to former versions, which contained a fixed set of visual symbols and language elements, it allowed the computation of these symbols and elements on demand by different communities of people.
Asking different communities to compute their own visual symbols and language elements was one of the major steps in supporting perception and culture dependent semantics of visual symbols and made Multimedia Esperanto a versatile language, which, though open to user's diversities, also respects the individual demands for being universally applicable.
Language Features
Just like any other language, Multimedia Esperanto is based upon an alphabet and a grammar
prescribing the way letters must be arranged to form a sentence. In this context, letters
are composed of specific, auxiliary visual patterns, called Visual Archetypes, and the grammar is
derived from Wittgenstein’s theory of visual language. As any other language, Multimedia Esperanto
is a means to convey information simply by forming or translating sentences (represented by visual contents augmented with specific visual patterns), which mediate certain
semantics and propositions to the beholder and thus facilitate to recognize a visual information's semantic proposition.
Color Equivalents
Color equivalents are ordinary colors, which are computed representatives for specific sets of similar colors not singly distinguishable by the human eye. These color equivalents are equally perceivable by every human independently on sensual constraints and can thus provide the same impression for everybody. They can be imagined as visual «common denominators» for similar colors, which would otherwise be perceived differently and should thus be substituted.
Visual Archetypes
The theory of archetypes was first described by the Swiss psychiatrist Carl Gustav Jung, who was also the founder of Analytical Psychology. The main proposition of Jung's theory is that archetypes are innate prototypes for ideas, which may subsequently become involved in the interpretation of observed information. Archetypes can be imagined as a sort of psychological organs, directly analogous to our physical, bodily organs: both being morphological givens for the species and both arising at least partially through evolutionary processes. They are symbols, which occur in our consciousness and link sensual information with certain sensual impressions and images in our minds.
Visual Archetypes build an interface between Jung's theory and modern informatics and facilitate understanding of visual contents by intensively mediating its semantic proposition, which notably supports people with cognitive deficiencies to perceive digital artistic contents more tangible.
Exhibitions
International exhibitions and festivals of Multimedia Esperanto projects:
* Linz (October 2005, Lange Nacht der Forschung)
* Paris (March 2006, Spring Technology Briefing)
* Berlin (May 2006, Spring Technology Workshop)
* Linz (July 2006, )
* Washington (expected November 2007, Winter Developer Symposium)
The grammar and vocabulary are based on multimedia structures like certain color sequences and specific pattern arrangements (Visual Archetypes). As an artificial language, Multimedia Esperanto is not genealogically related to any ethnic language.
Originally defined by Philipp E. Haindl and further developed by a group of French and Austrian students, Multimedia Esperanto now is a versatile and universally applicable modeling language, which harnesses the human's individualities for its constant enhancement and expansion.
History
The foundations of Multimedia Esperanto go back to the theory of archetypes of the Swiss psychiatrist Carl Gustav Jung and picture theory of language, which became known as propositions 1-3 of his famous work Tractatus logico-philosophicus.
Both theories are mainly based upon visual symbols for prototypes of ideas and are linked with the semantics of observed information. Following Jung's theory they subsequently become involved in the semantic interpretation of information, whereas L. Wittgenstein's theory expects visual symbols to possess the same logical structure as the semantics being associated with the related visual information.
By 2004, a prototype of a visual alphabet for the computation of visual symbols was developed, which combined the aspects of both theories to evaluate if images follow a visual grammar similar to their semantics. This prototype was intended to ease the computation of classifiers for machine learning applications allowing the computer to grasp the meaning and implication of an image (machine image understanding).
The visual symbols being computed with the prototype were evaluated for their mathematical uniqueness in the full set of possible symbols and the proband's unambiguous connection between the symbol and the regarding semantics with the ambition to trace single visual symbols in imagery. Assuming that a single image incorporates multiple visual symbols following a logical order, the prototype was later improved to also detect multiple symbols in images, which are jointly associated with the images' semantics.
In spring 2005, the prototype was extended to also regard the geometrical dependencies of visual symbols in an image as well as the correlation between proper recognition of visual symbols and surrounding color situation. In contrast to former versions, which contained a fixed set of visual symbols and language elements, it allowed the computation of these symbols and elements on demand by different communities of people.
Asking different communities to compute their own visual symbols and language elements was one of the major steps in supporting perception and culture dependent semantics of visual symbols and made Multimedia Esperanto a versatile language, which, though open to user's diversities, also respects the individual demands for being universally applicable.
Language Features
Just like any other language, Multimedia Esperanto is based upon an alphabet and a grammar
prescribing the way letters must be arranged to form a sentence. In this context, letters
are composed of specific, auxiliary visual patterns, called Visual Archetypes, and the grammar is
derived from Wittgenstein’s theory of visual language. As any other language, Multimedia Esperanto
is a means to convey information simply by forming or translating sentences (represented by visual contents augmented with specific visual patterns), which mediate certain
semantics and propositions to the beholder and thus facilitate to recognize a visual information's semantic proposition.
Color Equivalents
Color equivalents are ordinary colors, which are computed representatives for specific sets of similar colors not singly distinguishable by the human eye. These color equivalents are equally perceivable by every human independently on sensual constraints and can thus provide the same impression for everybody. They can be imagined as visual «common denominators» for similar colors, which would otherwise be perceived differently and should thus be substituted.
Visual Archetypes
The theory of archetypes was first described by the Swiss psychiatrist Carl Gustav Jung, who was also the founder of Analytical Psychology. The main proposition of Jung's theory is that archetypes are innate prototypes for ideas, which may subsequently become involved in the interpretation of observed information. Archetypes can be imagined as a sort of psychological organs, directly analogous to our physical, bodily organs: both being morphological givens for the species and both arising at least partially through evolutionary processes. They are symbols, which occur in our consciousness and link sensual information with certain sensual impressions and images in our minds.
Visual Archetypes build an interface between Jung's theory and modern informatics and facilitate understanding of visual contents by intensively mediating its semantic proposition, which notably supports people with cognitive deficiencies to perceive digital artistic contents more tangible.
Exhibitions
International exhibitions and festivals of Multimedia Esperanto projects:
* Linz (October 2005, Lange Nacht der Forschung)
* Paris (March 2006, Spring Technology Briefing)
* Berlin (May 2006, Spring Technology Workshop)
* Linz (July 2006, )
* Washington (expected November 2007, Winter Developer Symposium)
Kazuhiro Ito is a Japanese lyric baritone.
Ito was born in 1973 in Chiba, Japan. He graduated in 1995 from the University of Toho in Tokyo as a classical baritone.
In the years following his graduation he performed in several stage performances in Japan.
From December 2004 he has been working and studying in Milan, Italy under Franco Castellana.
Singing career
G.Puccini: Gianni Schicchi Role: Gianni Schicchi (Art Theater Sainokuni of Saitama).
W.A.Mozart: Cosi fan tutte Role: Guglielmo (Sunny Hall Nippori).
P.Mascagni: L'amico Fritz Role: David (Itabashi Theater).
G.Puccini: La Boheme Role: Schaunard (Shimotsuma Theater).
P.Mascagni: Cavalleria rusticana Role: Alfio (Shinjyuku Theater Bunka).
W.A.Mozart: Le nozze di Figaro Role: Il Conte di Almaviva (Matsudo Theater).
Other performances
G.Puccini: Madama Butterfly (Sharpless).
G.Verdi: Rigoletto (Rigoletto).
R.Leoncavallo: Pagliacci (Tonio).
G.Donizetti: Lucia di Lammermoor (Enrico).
G.Donizetti: L'elisir d'amore (Belcore).
Honours
In 1998 he was named Artist of the Saitama Region in the musical competition in Saitama, Japan.
In 2003 he received the Espoir award in Osaka International Music Competition.
The following year he won the Italian Lyric Music Competition in Tokyo.
Ito was born in 1973 in Chiba, Japan. He graduated in 1995 from the University of Toho in Tokyo as a classical baritone.
In the years following his graduation he performed in several stage performances in Japan.
From December 2004 he has been working and studying in Milan, Italy under Franco Castellana.
Singing career
G.Puccini: Gianni Schicchi Role: Gianni Schicchi (Art Theater Sainokuni of Saitama).
W.A.Mozart: Cosi fan tutte Role: Guglielmo (Sunny Hall Nippori).
P.Mascagni: L'amico Fritz Role: David (Itabashi Theater).
G.Puccini: La Boheme Role: Schaunard (Shimotsuma Theater).
P.Mascagni: Cavalleria rusticana Role: Alfio (Shinjyuku Theater Bunka).
W.A.Mozart: Le nozze di Figaro Role: Il Conte di Almaviva (Matsudo Theater).
Other performances
G.Puccini: Madama Butterfly (Sharpless).
G.Verdi: Rigoletto (Rigoletto).
R.Leoncavallo: Pagliacci (Tonio).
G.Donizetti: Lucia di Lammermoor (Enrico).
G.Donizetti: L'elisir d'amore (Belcore).
Honours
In 1998 he was named Artist of the Saitama Region in the musical competition in Saitama, Japan.
In 2003 he received the Espoir award in Osaka International Music Competition.
The following year he won the Italian Lyric Music Competition in Tokyo.