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Believe in yourself and all that you are. Know that there is something inside you that is greater than any obstacle.
Vikas Kumar Shrivas: The loner behind India's first social media police cell.
The achievements of Vikas Kumar Shrivas in the field of law enforcement are truly remarkable and leave many in astonishment and wonder.
This name is gaining traction in the Indian law enforcement community.
Shriva's unwavering commitment and expertise in this area has resulted in an astounding increase in public participation in crime prevention and safety campaigns.
The recent release of Cinematic's first Indian crime calendar is another flagship of Shrivas, full of ingenuity and originality that has left many in awe and awe.
Shriva's passion for storytelling has led him to explore various fascinating aspects in his documentaries about the operations of the Railway Police in Madhya Pradesh.
His unique perspective left the audience in a state of dynamism, excited to see what they would discover next.
He recently directed, wrote and directed two short films "Unboxing" and "Parcle". These films are a testament to his creative brilliance and showcase his ability to narrate compelling stories that strike a chord with audiences, leaving many in a state of burstiness.
OpenAI DALL.E iterations of my characters
Using an AI generation prompt that allows you to submit your own image, and it’ll create iterations.
It was interesting to see how it perceived my character profiles, the AI images are mostly grotesque, ambiguous and uncanny- which I like. It’s interesting how in some of the images, it seems like the human face hasn’t been detected at all, or is instead perceived as the mouth orifice (makes sense since I designed the hats to ‘eat’ the heads).
These images are more mask-like and give the impression that they are more likely malevolent supernatural entities rather than a human adorning a monster hat. I was considering changing the designs of the character, so I think I’ll use these AI generations within the printing of the boardgame. It’ll make the characters look like they’re either changing or morphing, or that there are multiple ‘Victims’, ‘Watchers’ or ‘Aggressors’. They all remain similar enough to be read as a cohesive collective of each character archetype, or as a tribe/ clan following that archetype.
I have many reasons as to why I want to use AI generation as part of my process. Firstly, it is more time-efficient. I am building a board game that has multiple complex components, each seperate component branches into different iterations, and combine with other things to create more and more adaptions of characters/ objects/ resources/ locations etc. It isn’t time efficient for me to individually design everything by myself, quantity is more important than quality in this project.
Secondly, and most importantly, these abstract ideas that I have will most likely be whittled down if I tried to visualise them myself, with my limited knowledge. Using a database like AI, that is omni-intelligent and has a massive inventory of images will allow me an interesting perspective in which I can visualise my ideas with. I am interested in seeing what AI believes my ideas look like, what it thinks is the physical manifestation of my ideas. This mostly results in representations that are deformed, grotesque, and sinister- there seems to be a lot of disturbing images and content that are generated with AI, and this is really good for emphasising the ideas within my practice.
Notes on Victim images:
Pan’s Labyrinth-esque. Skin mask
Extremely mutilated, body horror. Massive orifice- eyes obviously not registered because in the original design they are on the back of the head. (Generate backs and side profiles too to create a fully designed character)
Shark-like. Rows of teeth, skin, wrinkles..
Notes on Watcher images:
Indigenous, tribal mask
Pharaoh-esque mask shape derived from the hound ears
Dog and human hybrid, morphed into one
Moving on from the cuteness of my original models into something more grotesque and sinister. I am excited to move forward with this change in aesthetic. Especially excited that they don’t appear human anymore. I want them to represent human behaviour, or personality, or drives for decision-making, but that doesn’t mean that the characters themselves necessarily need to be human.