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Breeding Units
For the breeding-units we developed software that generates artificial organisms measuring one pixel. Each organism is made up of
thirteen genes that together determine how the organism will behave on the screen. The genes read the properties of their eight surrounding pixels
and, based on the value that they find, tell the organism what to do with the pixel on which it stands and to which pixel it should move to next.
In this way, each of the organisms leaves its individual traces on the screen. The colourful and dynamic animations that arrise, make one think of
microscopic observations, geological processes, cloud formations, fungus cultures, organ tissues or satellite photos, but ultimately they still avoid
any definitive identification.
The behaviour of the organisms that create the patterns is influenced by the scientists working in the Research Labs. The software allows
people to interact with the visual patterns that are being displayed. By tapping on the touch-screen they can deactivate one of the four animations.
Voting out the least exciting animation, devalues those particular genes and, simultaneously, upgrades the genes of the three surviving animations.
In other words: on the basis of personal preferences, the selection process evolves a group of organisms that generate the most intruiging animation.
That is, until the computer resets, which happens when a predetermined number of votes has been cast. And then the whole process begins again.
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