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ALL PERSPECTIVES
ARE ALTERNATE REALITIES
ALL PERSPECTIVES ARE ALTERNATE REALITIES
ALL PERSPECTIVES
ARE ALTERNATE REALITIES
An essay presented by Martini, R.
14-18 OCTOBER, Pavilhão das Culturas Brasileiras - Parque do Ibirapuera
PROJECT ESTUFA / SP FASHION WEEK
14-18 OCTOBER, Pavilhão das Culturas
Brasileiras - Parque do Ibirapuera
PROJECT ESTUFA / SP FASHION WEEK
Truth is a concept of impossible absolute agreement between humans, who interpret their realities through the lens of their repertoires. The exponential acceleration of computational processing power adds complexity to these interpretations by also presenting new and infinite layers of alternative realities as possible as our present reality.

The imbalance between the increasing speed of new realities presented and our relatively stable processing capacity of these realities influences critical thinking and stresses the natural social search for agreements of interpretation of prevailing contexts.
HUMANX is an essay that challenges us to interpret the concept of what is real, what is true, what is human.
01/20
Complementary argument and research
FROM MULTI-REALITIES
TO VIRTUALITIES
By Lydia Caldana
What is necessary for reality to exist? Reality starts from perception of someone who lives it.This experience comes through the human senses: when we open our eyes or feel a touch, we believe we are living something real. We are inserted into a reality through a sense. As much as two people experience the same event, each one will see, hear, feel or perceive it in a unique way.

Everyone has different life repertoires, making that reality exist only for them. This is what makes you enjoy certain things and not others. Reality is always individual and personal because it combines visible and invisible elements that accumulate layers - of opinions, morals and understandings - with an event.
What is necessary for reality to exist? Reality starts from perception of someone who lives it.This experience comes through the human senses: when we open our eyes or feel a touch, we believe we are living something real. We are inserted into a reality through a sense. As much as two people experience the same event, each one will see, hear, feel or perceive it in a unique way.

Everyone has different life repertoires, making that reality exist only for them. This is what makes you enjoy certain things and not others. Reality is always individual and personal because it combines visible and invisible elements that accumulate layers - of opinions, morals and understandings - with an event.
If everyone has its own reality, multiple realities exist simultaneously. Because they have a personal character, there is no wholly false or correct reality: only true realities to themselves. This scenario becomes more complex when one person lives overlapping layers of realities, most often, this process mediated by technology. Technology comes in as a new lens that broadens the field of vision about something, bringing perspectives and access to previously unattainable information and experiences.
The world's largest companies are particularly devoting to facilitating these processes: augmented reality, with investments that are expected to reach $ 60 billion by 2020 ("Why Every Organization Needs an Augmented Reality Strategy", Harvard Business Review).
"I REGARD IT [AUGMENTED REALITY] AS A BIG IDEA, LIKE THE SMARTPHONE. (...) I THINK THAT AUGMENTED REALITY IS GREAT, GIANT. I GET EXCITED BECAUSE OF THE THINGS THAT COULD BE DONE THAT COULD IMPROVE A LOT OF LIVES. AND BE ENTERTAINING.
Tim Cook, CEO of Apple in interview
to The Verge
From escapist applications like Pokémon Go to new virtual worlds such as the newly released Horizon, by Oculus (from Facebook’s umbrella), the limits of expression that technology can bring are still untold.

Both Apple and Google have kits for software developers to build augmented reality applications. The use of technology as selfie filters in Snapchat, Facebook and Instagram popularised the tool because they are present in the device that is no longer separable from humans: the smartphone.
A higher level of technology accuracy and immersion can be observed with the use of other devices such as headsets. Leading these experiences, Microsoft and its still-evolving HoloLens uses the device to blend the physical world with digital and interactive images superimposed on it. HoloLens also utilizes motion sensors, advanced cameras and a signal system that allow projecting images to the user's field of view. Another leader is the Magic Leap, which produces, for example, content for the NBA augmented reality app. Through the app, the fan can feel physically present at the stadium and even on the court, along with the players.
For now access to these layers is tied to appliances, but as technology is seamlessly integrated into our lives, all layers will coexist. We are moving towards the invisibility of technology, with technology being part of every aspect of our lives and acting almost autonomously in the background without us noticing.
One of the most relevant names at the forefront of this movement is Michael Abrash, chief scientist at Oculus. At the last Oculus Connect conference, Michael provided insights into technology developments, areas of interest and investment, and prospects for the near future (2022) that include assertive eye tracking technology and human avatars.
Technological advances like these make room for theories like the simulation hypothesis. Inspired by Descartes (1596–1650) and explored in depth by Nick Bostrom from 2003, the theory dissociates mind or consciousness from the body through technological stages that allow consciousness to be physically present on one plane and lives on another - a virtual plan.
Rizwan Virk, MIT computer scientist, game designer and author of the book "The Simulation Hypothesis" claims He believes "that there is a good chance that we are actually living in a simulation, although we can't say that 100%. But there is a lot of evidence pointing in that direction." Virk indicates that we are in stage five of technological evolution, which also encompasses augmented reality. And big names like Tesla founder Elon Musk and astrophysicist Neil Degrasse Tyson are adherents of the theory that predicts a future that cannot distinguish virtual from "real".
“SO MY GUESS IS WITHIN A FEW DECADES TO 100 YEARS FROM NOW, WE WILL REACH THE SIMULATION POINT."
Rizwan Virk, MIT computer scientist,
game designer and author of the book
“The Simulation Hypothesis”.
Even today we have examples that question the most essential human characteristics, such as creativity. The Next Rembrandt project, a collaboration between Microsoft, ING, TU Delft, The Mauritshuis and the Rembrandt House Museum, created a 3D printed painting based on data from 346 original works by the artist. The painting took 18 months to be completed and used a face recognition algorithm when analyzing Rembrandt techniques, pixel data and 3D printing with 13 layers of ink.
The result is a painting that is almost indistinguishable from an original work of the artist. Another case is a conversation between musician SOPHIE and Sophia the Robot, which illustrates the intellectual ability of an artificial intelligence to treat abstract and complex subjects such as dreams and creativity.

If we thought that in the midst of technological revolutions what would be left for humans would be skills like these, the advances are already proving that we cannot be sure for long. The power of creation is no longer only in humans, who start losing control of technology as it makes associations not imputed by a biological brain. In this way, technology also becomes responsible for creating the essence of life.
Similarly, projects that rescue people from death contest the power of creation as only human. An image of Salvador Dalí was built virtually from artificial intelligence to provide the opportunity for visitors to the Dali Museum (Florida) to hear about his life by himself. In Brazil, the first letter of posthumous original music was developed in partnership with artificial intelligence, who drank from Sabotage references to create new phrases within the standards that the artist composed in life.
Not always rescued from the past, people and their characteristics can be entirely created by technology. Imma defines herself as a virtual girl, and is a model for beauty and fashion brands in Japan and around the world. Having been developed by a CGI company behind several other realistic interfaces, such as Kingsglaive Final Fantasy XV, Shin Godzilla, and The Legend of Zelda: Breath of the Wild, the existence of the model is undeniable. Her posts build a consistent personality, interested in Japanese culture, film, fashion and youth, like many of the non-virtual Japanese girls.
Lil Miquela is another example that became popular given the mystery of its existence. For months people wondered if she was physically real or not, not seeing that that mattered the least. Fact is that Miquela is extremely influential whether she is digital or not because her positions, aesthetics and language have created a sense of identification with thousands of young people in the world.
"THE DISTINCTION BETWEEN VIRTUAL REALITY AND "REAL” REALITY MIXES WHEN CLOUDS ARE COMMUALLY PRESENT, ALLOWING MATERIALIZATION OR DEMATERIALIZATION OF ALL TYPES OF PHYSICAL OBJECTS."
When intellectually it is already hard to tell the difference between something created by a computer and something created by a human being, the scenario can take another proportion by bringing such tenuities into physical resemblance. Uncanny Valley, a term coined by Japanese robotics professor Masahiro Mori in 1970, hypothesizes that humans reject or repulse robotic replicas that look and behave much like humans.
As technological advances make it possible to create aesthetics and mimic human attitudes (or even feelings), the human observer's first reactions are positive and empathic, but escalate rapidly to strong revulsion at any given time. In 2008, an application made by the Japanese company MotionPortrait, popularised by the Brazilian agency CUBOCC, brought a woman created by the computer on the browser screen that followed the cursor with its eyes. Numerous reaction videos regarding the discomfort and fascination about how realistic it seemed to be took over the Internet.
CONCLUSION
The confusion between creator and servant, or agent and simulated, will be increasing. The difficulty of telling which universe we are operating in increases while invisible technologies dematerialize layers of reality. According to Michael Abrash, virtual humans will still exist in the uncanny valley, and convincingly human avatars are more than 5 years away - but they are a goal we are heading towards. We lose our own sense of awareness when the agents we interact with also belong to both layers, indistinguishable from each other.

However, if each perspective of the same event is already a true reality, any and all perspectives are alternative realities. What technology increases is the number of simultaneous and ubiquitous layers that serve as multiple perspectives.
"WHEN BIG TRANSFORMATIONS HAPPEN, A NEW WORLD IS PRESENT. THIS GENERATES ANXIETY AND FEAR, ENABLING AGGRESSIVITY AS AN INTUITIVE PROTECTION REACTION. CHAOS OPERATES BECAUSE IT IS DIFFICULT TO PROCESS THE EXPONENTIAL INCREASE OF NEW CONTEXTS WITH OUR CURRENT BIOLOGICAL “HARDWARE". IT IS NECESSARY TO UPDATE THE WAY OF THINKING AND RELATING TO WHAT IS PRESENT, SO THE BODY AND MIND FIND A NEW BALANCE. THE ANSWER IS NOT ALWAYS COMING FROM A NEW ARCHITECTURE; MANY TIMES THEY COME FROM THE RESCUE OF ESSENCIAL ELEMENTS THAT CHARACTERIZE THE HUMAN BEING."
Conception and Creative Direction
Martini, R. (FLAGCX)
Executive Direction
Antonio Curti &
Felipe Sztutman (Aya Studio)
Complementary Argument and RESEARCH
Lydia Caldana
Production Coordinator
Ana Chun
Production Assistant
Nathalia Mastrobiso
Software Development
VR Glass Consultoria
Technical Consultant
Boo Aguilar
Design
Caio Sartori (FLAGCX)
Cenography
EPROM
Models
Loic Koutana, Nathalia Mastrobiso,
Alma Negrot, Valenttina Luz,  Tate Iizuka, Lídia Thays
Styling
Ana Wainer
Make Up
Alma Negrot & Francisco Ramos
3D Scan
Print Me
Photography
Junior Vianna
Video
Chips & Johl
Equipments
Aya Studio