Goals

To implement projects that more deeply and widely spread familiarity with scientific insights and the natural history of our planet, furthering our ability as a society to understand the context of the climatic and ecological crisis, and to further our ability to make informed plans, decisions and actions towards living on the planet in an ecologically sustainable way.

Projects/Programs

●  Data Visualization and Expression Group 

●  Globo Earth Science   

●  Globo Earth History   

●  Globo Human History

●  Gaming Environments

●  Augmented Reality Field Data Interface

●  Media Projects: Children’s Books, Film, Other


Project Introductions

Natural Science Visualization and Communication

Data Visualization and Expression Group (DVEG)

DVEG will produce graphics and other media towards effectively communicating and disseminating scientific findings and projections to the broad public, particularly science relevant to current issues and crises. With a distinct AE style, DVEG products will aim to penetrate the full range of media markets from scientific publications to television news to Instagram posts and elsewhere. [FP [1] ]

DVEG will also delve into more pure artistic expression of data. An example is the “Dja Forest Multivariate Music Project.” One of the ways results from the 1994 Cameroon rainforest tree plot study (see above) were depicted was a 3D scatterplot- an ordination- of the 32 plots, with the 240+ tree species plotted in the same statistical space. A musical motif would be written for each tree species depicting its character in the forest. Navigating a cursor through the ordination, your mix is dictated by the statistical strength of the species in your vicinity. Compose- learn the sonic environment of the ordination and record passages through it. Write new species motifs.  Learn- click on species while you explore to hear its motif and view photos and information about the species. Click on a plot and see the species it is comprised of swell to representative size while hearing the pure representative mix for the plot.

Globo Earth Science

Through an interactive onscreen globe, Globo Earth Science will provide a tool to explore broadly meaningful depictions of planetary science data, studies and understanding. The globe essentially spans from its core to the outer edge of the atmosphere and can be viewed by horizontal surface projections and/or manipulated in cross section. Data and projections are accumulated primarily in two ways: 1) productions by AE, and 2) as an open source platform for projection of past and current earth sciences research and data. Premiums are put on quality, ease of use, ease and breadth of understandability, and stylistic consistency and recognizability. Along with being a website through which to explore planetary science, Globo Earth Science will also be a media entity, producing and regularly releasing video sequences and other depictions of current scientific findings, especially those relevant to the climate crisis, and classic earth science. [FP]

Globo Earth History

A digital globe project, Globo Earth History is an interactive onscreen globe through which to explore the history of the earth. The planet’s formation, the movement of continents, the epochs of life. Zoom into ground views of biomes interpreted and reconstructed from paleontological data; move through an explorable world filled in by sophisticated computing and AI. Slide back through time, exploring the story of where you live. Watch the continents in reverse as you go from any fossil site known today to its time and its world. An exploratory site but also a limitless gaming environment. [FP]

Globo Human History

lobo Human History is similar to Globo Earth History. Conceptually, it is just a period of time within it. However, the scope of the task of assembling the physical manifestations of human history within such a geo-spatial tool calls for its own focus of development and will most likely be a crowd sourced endeavor. From the evolution of the human species, to the world of the present; from streets of Babylon, to those of Inca cities, from the streets of mid-1700’s Amsterdam, to a trip to the Ming Dynasty, the user will be able to explore  the landscapes and details of the span of human history. [FP]

Gaming Environments

Globo Earth History and Globo Human History offer rich environments through which to stage almost limitless settings for games. While just browsing through and exploring will provide a rich learning experience, perhaps gaming has the potential for the deepest and widest learning, as the gamer will need to learn and know aspects of the worlds in order to advance. While AE may develop its own games, providing these worlds and opening them up to game developers could lead to greater and longer lasting success, both monetarily and in AE’s mission.


Other game environment concepts include Particle- where the player can reduce to any size and needs to deal with and use atomic interactions, etc. at their size scale to navigate the game(s). Galaxy Explorer, where the real configuration of stars and growing knowledge of exoplanets in our galactic neighborhood provide the basis for exploration, for conquest, or any number of endeavors. A potential massive multiplayer game would involve virtual colonization of the galaxy, building outposts, cities, etc. from scratch and then having cooperation, conflicts, etc. evolve over the long term. [FP]

Augmented Reality Field Data Interface

Many biological and ecological study and monitoring types are strongly geospatially based. Applicable studies and monitoring span natural habitats, managed habitats, ecological restorations, tracking of erosion and change, and documenting landscape constraints such as wetlands. Similar geospatial components extend to things that people design and set in the natural world- planning of buildings, of infrastructure, of landscape design. The data and available data resources involved in these endeavors is often abundant and complex, and for scientists, land managers and land planners, often difficult to fully bring to consideration when reviewing or communicating in the field. With tablet in hand and glasses on nose, the Augmented Reality Field Data Interface will provide a powerful tool for visualizing, interpreting and understanding the wealth of data for a site in the field in its geospatial context as well as visualizing change over time.

Media Projects

Children’s Books

Non-fiction science-based picture books aimed at communicating humanity’s profound scientific insights through simple minimalistic storytelling of limited text and uncluttered beautiful graphics. A few books presently in development include:

My Galaxy- an imaginative leap from backyard stargazing to floating outside our galaxy, pondering it in perspective; How to Build a Tyrannosaurus Rex- starting with a prehistoric human looking puzzled at a huge bone sticking out of a cliff face, the book tells the story of how we figured out what these creatures were, what they looked like and how they lived. Outside In Inside Out- a trip into our body, with a reductionist zoom in, arriving at the level of subatomic particles, and a holistic zoom out, seeing the emergent properties as atoms become molecules become cells become organs become them. While designed for children, the approach to these books aims to provoke moments of clarity and insight for pretty much anyone and everyone. [FP]

Ecotopia Redux (Film)


“Maxilian stood lightly grasping the railing, looking out from the greenhouse terrace of his home on the 102nd floor of the tallest of central Oakland’s five Towers. Across the Bay to the west, he could see the San Francisco Towers glimmered in the morning light as the sun rose behind him. Between the groups of SF towers, a flowing patchwork of dunes and forested creeks, grasslands and woodlands were visible amongst swaths of fog pouring over Twin Peaks and the adjacent hills. He could make out one of the Mission District market areas nestled between bands of dunes and forest, a festive isle of streets and shops.


Looking down from his balcony, he gazed upon parks, gardens, cafes and sports areas occupying the roofs of the spreading staircase of lower floors forming the base of his tower. Beyond the base extended the tower’s food gardens, a patchwork of vegetable gardens and orchards and pathways encircling the tower complex, with an occasional café, stage, or other surprise nestled here or there. Beyond the garden fence, crossing the grassland separating the tower from the wooded Sausal Creek riparian corridor, Maxilian observed a band of people from the towers, bows and quivers hung over their shoulders, walking toward the estuary to take advantage of the healthy size of this year’s avian migration. They were approaching one of many native Ohlone villages ringing the San Francisco Bay and would probably be joined by friends from the village…”

Ecotopia Redux is film concept set in a positive vision of the future where humans have figured out how to live evolving modern lives in concert with an intact and thriving natural world; how to live with respect, continuation, and evolution of a full range of cultures and lifestyles; how to positively channel and satisfy a large range of human compulsions and aspirations.

While a compelling story would of course need to be written, much attention would be given initially to detailed development of the world that the story takes place in. A team would be assembled including technologists, futurists, designers, architects and others, pulling together visions of ideal  technologies, urban design, transportation systems and other aspects of highest tech, but ecologically benevolent, urban and rural habitation within landscapes. The visions assembled would be futuristic but based in the possible, and with the conceptual freedom allowed by creating a work of science fiction. Equal effort would be given to ecologists and biologists developing the ecological particulars of the world, essentially figuring out the details of a restored continent-wide natural environment encompassing the film’s human habitations. Completing the effort would be anthropologists, sociologists, and indigenous peoples building the societal aspects of the film’s world. The team would include pre-eminent known leaders in their fields, with the development process planned and publicized to begin building buzz for the project.


Along with providing the setting for the film, the project could provide the setting or basis for other media projects including additional films and gaming environments, even things such as crowd-participation development of a virtual planet based on the film’s principles. While just a film, these aspects of developing its setting could provide vision and insight applicable to the direction of real-world development and progress.

Story

Stories of origins span history, cultures and religions. These stories stimulate imagination and wonder, providing bedrock to belief systems.  A new story of origins has emerged over the last few centuries based on the human desire to seek truth, and the human ability to observe and interpret deeply, with reason and logic, what we see in our world and universe. And what a wonderous story it is. “Story” is a film concept that shows the richness of the evolutionary story of the planet and of life in incredible detail with an exceptional soundtrack and no narrative. A stop and click version would be available for the computer at home to learn the meaning of images on the screen (millions of years of easter eggs for the finding...). 



[1] NP= Non-Profit, FP= For-Profit


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