VIPULAMATI: AMPLE INTELLIGENCE Soc. supports and initiates cultural, artistic and scientific interdisciplinary projects
in the field of the so called New Media technologies, applications and theory.
Main interests are lying in intercultural and interdisciplinary works.
It also supports educational projects which helps to reduce the future "media illiteracy" of less privileged areas and countries.
Research on implications of the analogue and the digital are promoted.

mean the actual new tools and applications in communication and information matters such as multimedia (combinations out of different media like text, sound, image, moving images, video, music stored as cd-roms, dvd-roms or other), internet (emailing, interactive applications, video streaming, internet conferences etc.), computer games, virtual reality (computer generated environments with interfaces for the possibility of interactivity with the visitor), augmented reality (combination out of computer generated environments and "real" elements)

developed because the New Media implicate various philosophical and sociological aspects (beside medical, ecological, economical and more!). The vision of a complete failureless and extensive communication for example, the wish of being able to substitute the "reality" by virtual reality for several reasons (medical treatments, war games, schools...) lead again to questions about the relation between body and brain, the natural and the artificial, the abtract and the concrete, the analogous and the digital way of solving problems, the individual and the network.

require a new dramaturgy to achieve that all their possibilities can be used. The aspects of non-linearity, interactivity, length independency, private usability, worldwide publicity, immersivity and so on open a wide space for creativity and research input. Beside that not even the subjects and contents suitable for New Media Applications are fully explored yet.
describe a lot of computer based software and hardware, but include also discussions about norms, interchangeable formats, visionary interfaces, software or work spaces and so on.
their power of manipulation as well as their skills for communication make the New Media to a dangerous and at the same time to a wonderful tool. To know and understand the techniques of creating multi-media environments with images, sounds, films, smells and more will be same important for the status of living in society than knowledge in reading, writing and interpreting texts and images years ago. people who do not get the access and knowledge for the use of these media have therefore to be considered as illiterate.
nowadays many people discovered leonardo da vinci again, the one who was supposed to be the last scientist, artist and in one person. But eventhough the "leonardo-age" is proclaimed, many difficulties appear in interdisciplinary works. It seems not easy to develop a talk between a scientist, a designer, a programmer, an author and a film maker in order that they are really accepting and understanding each other. New Media productions therefore are lacking quite often under either an insufficient scientific, aethetical, technological or dramaturgical approach. This situation can only approve if the restriction barrier between the discplines decreases by getting trained through various projects and finding a common communication level.
artistic projects are a good chance for the development of intercultural understanding. They can become prototypes for global communication and information transfers.
The word "analog" implies an analogy between cause and effect, voltage in and voltage out, current in and current out, sound in and frequency out.
Source: WordNet (r) 1.7

analog
adj : (electronics) of a circuit or device having an output that
is proportional to the input; "analogue device";
"linear amplifier" [syn: analogue, linear] [ant: digital]
n : something having the property of being analogous to
something else [syn: analogue, parallel]

Source: The Free On-line Dictionary of Computing (09 FEB 02)

An analog (or analogue, non-US spelling) signal is any continuously variable signal. It differs from a digital signal in that small fluctuations in the signal are meaningful.
These "small fluctuations" i.e. "continuously variable" make the difference between digital worlds and natural ones. If the results of digital computer works are meant to explain life, the informations in between have to be regarded...which is not the case (yet).
describes any system based on discontinuous data or events.
digital describes blurred and therefore cannot represent reality. Blurriness appears if informations are missed. A sound cd recorded without noise appears artificial to the human ear, so noise is recorded in order to fill the gap between the "discontinuous data" (see above). If more value is set on the significance of the analogue while creating digital generated productions the results will improve.
a brush helps to paint the wall, a brush can as well be used to create images. New Media and Technologies can be seen as tools in the same manner. It is not the software which makes the painter vice versa it should not be the software which sets the limits to the work. This refers also to standards, hardware, programs and common application fields of digital media.
installation of laboratories and investigating time and energy in answering specific questions or following ideas or inventing and trying out - with passion.