46,936 research outputs found

    Software agents in music and sound art research/creative work: Current state and a possible direction

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    Composers, musicians and computer scientists have begun to use software-based agents to create music and sound art in both linear and non-linear (non-predetermined form and/or content) idioms, with some robust approaches now drawing on various disciplines. This paper surveys recent work: agent technology is first introduced, a theoretical framework for its use in creating music/sound art works put forward, and an overview of common approaches then given. Identifying areas of neglect in recent research, a possible direction for further work is then briefly explored. Finally, a vision for a new hybrid model that integrates non-linear, generative, conversational and affective perspectives on interactivity is proposed

    Digitalization and Innovation

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    Developments in digital technology offer new opportunities to design new products and services. However, creating such digitalized products and services often creates new problems and challenges to firms that are trying to innovate. In this essay, we analyze the impact of digitalization of products and services on innovations. In particular, we argue that digitalization of products will lead to an emergence of new layered product architecture. The layered architecture is characterized by its generative design rules that connect loosely coupled heterogeneous layers. It is pregnant with the potential of unbounded innovations. The new product architecture will require organizations to adopt a new organizing logic of innovation that we dubbed as doubly distributed innovation network. Based on this analysis, we propose five key issues that future researchers need to explore.innovation, innovation, product architecture, design rules

    Towards a model of how designers mentally categorise design information

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    This study aims to explore how designers mentally categorise design information during the early sketching performed in the generative phase. An action research approach is particularly appropriate for identifying the various sorts of design information and the cognitive operations involved in this phase. Thus, we conducted a protocol study with eight product designers based on a descriptive model derived from cognitive psychological memory theories. Subsequent protocol analysis yielded a cognitive model depicting the mental categorisation of design information processing performed by designers. This cognitive model included a structure for design information (high, middle, and low levels) and linked cognitive operations (association and transformation). Finally, this paper concludes by discussing directions for future research on the development of new computational tools for designers

    Towards homeostatic architecture: simulation of the generative process of a termite mound construction

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    This report sets out to the theme of the generation of a ‘living’, homeostatic and self-organizing architectural structure. The main research question this project addresses is what innovative techniques of design, construction and materials could prospectively be developed and eventually applied to create and sustain human-made buildings which are mostly adaptive, self-controlled and self-functioning, without option to a vast supply of materials and peripheral services. The hypothesis is that through the implementation of the biological building behaviour of termites, in terms of collective construction mechanisms that are based on environmental stimuli, we could achieve a simulation of the generative process of their adaptive structures, capable to inform in many ways human construction. The essay explicates the development of the 3-dimensional, agent-based simulation of the termite collective construction and analyzes the results, which involve besides physical modelling of the evolved structures. It finally elucidates the potential of this emerging and adaptive architectural performance to be translated to human practice and thus enlighten new ecological engineering and design methodologies

    PIWeCS: enhancing human/machine agency in an interactive composition system

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    This paper focuses on the infrastructure and aesthetic approach used in PIWeCS: a Public Space Interactive Web-based Composition System. The concern was to increase the sense of dialogue between human and machine agency in an interactive work by adapting Paine's (2002) notion of a conversational model of interaction as a ‘complex system’. The machine implementation of PIWeCS is achieved through integrating intelligent agent programming with MAX/MSP. Human input is through a web infrastructure. The conversation is initiated and continued by participants through arrangements and composition based on short performed samples of traditional New Zealand Maori instruments. The system allows the extension of a composition through the electroacoustic manipulation of the source material
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