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SOUND ON!

2021-05-03 20.25.14.jpg

the illusion game
 

andrea geremicca

&

Francesco Laterza

3.05.2021

What is the line between human intelligence and artificial intelligence? Who is able to distinguish real and virtual creativity?

 

Any illusion or presumed such is made up of three parts. 
The first part is called "hooking".
We talked about an ordinary cultural tool: poetry.


The second part is called “the promise.” In this phase, that something ordinary has been taken and we will transform it into something extraordinary, a new experience that has nothing to do with poetry, or almost.
Two poems told by images, two authors who have told their emotions through elegant words, but only one of the two is human, the other is an artificial intelligence.

Is it possible to recognize the emotions generated by a human heart and those generated by 0 and 1?


The third part is the choice, the blue token tells us that the poet is human: A or B.
We sought the secret that makes us so different, we human beings compared to machines. But it wasn't always found, because we weren't really looking. We didn't want to know. We wanted to be deceived.

A journey through the maze of creativity on the border with technology and beyond.

Andrea Geremicca

General Manager Eiis

Director of the European Institute for Innovation and Sustainability (Eiis) and professor at LUISS. He attended Harvard Business School Executive in 2018 studying how to drive innovation in large companies and / or organizations. In 2016 he attended Singularity University at NASA Research Park in Silicon Valley, exploring the impacts of emerging technologies on our society. Andrea is the director of the Master in Innovation and Entreprneurship of the Rome Business School, advisor and angel investor of several international startups.

Francesco Laterza

Chief Technology Officer Eiis

Passionate about technology since the age of 5, when his parents gave him an Olivetti PC1, he is particularly fascinated by digital manufacturing and virtual and augmented reality. In 2014 he founded fablab with the belief that in the future digital manufacturing will revolutionize the way we design and make objects. He also works as an industrial designer and 3d modeling and virtual environments have been the common thread of his professional life. in 2015 he founded a startup with the aim of applying VR and AR to our cultural heritage and beyond. Since 2014 he has been involved in training with lessons that focus on digital manufacturing, VR and AR, Gaming and gamification, Graphic design and coding. Since 2019 he has been dealing with innovative teaching and technological innovation in EIIS.

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