17 research outputs found

    Sensthetics: a crossmodal approach to the perception, and conception, of our environments

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    This dissertation counters the visual bias, and the simplistic approach to the senses, in architectural thought, by investigating the connections among different sense modalities (sight, sound, smell, taste and touch). Literature from the cognitive sciences shows that sensory modalities are connected perceptually; what we see affects what we hear, what we smell affects what we taste, and so on. This has a direct impact on the perceptual choices we make in our day-to-day lives. A case study conducted in an urban plaza investigates the perceptual choices people make (or what they attend to) as they explore their physical environment. Results show that people construct subjective and embodied mental maps of their environments where sensory impressions are integrated with cognitive concepts such as emotions or object recognition. Furthermore, when one sense is muted (such as closing the eyes) other senses are prioritized. A theoretical framework termed as the "Sensthetic Model" is developed illustrating the interdependence of sensory, kinesthetic and cognitive factors, and the hierarchical and lateral relationship between sense-modalities. The latter is the focus of studies with architecture students in abstract thinking exercises: a) Hierarchical: Students perceive a hierarchy of senses (sensory order) when they think about different places. Vision is primary, but not always. Touch, classically relegated to the bottom of the hierarchy, is often higher in the hierarchy and coupled with sound. b) Lateral: Students associate colors with different sounds, smells, textures, temperatures, emotions and objects and cross over modalities conceptually, with a degree of consistency. There are more associations with emotions and objects (which are not constrained to a single sense-modality), than with purely sensory images. Finally, the theoretical model is further developed as a tool to think "across" modalities (crossmodally) based on the identification of sensory orders and sensory correspondences. By focusing on the sensory modalities (nodes) and the relationships among them (connections), the model serves as a conceptual tool for professionals to create sensory environments. This dissertation is an initial step beyond the aesthetics of appearance, towards the Sensthetics of experience

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 2: Living, Making, Value

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 2 includes papers from Living, Making and Value tracks of the conference

    Space Station Systems: a Bibliography with Indexes (Supplement 8)

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    This bibliography lists 950 reports, articles, and other documents introduced into the NASA scientific and technical information system between July 1, 1989 and December 31, 1989. Its purpose is to provide helpful information to researchers, designers and managers engaged in Space Station technology development and mission design. Coverage includes documents that define major systems and subsystems related to structures and dynamic control, electronics and power supplies, propulsion, and payload integration. In addition, orbital construction methods, servicing and support requirements, procedures and operations, and missions for the current and future Space Station are included

    Using MapReduce Streaming for Distributed Life Simulation on the Cloud

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    Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp

    Registers of Communication

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    In any society, communicative activities are organized into models of conduct that differentiate specific social practices from each other and enable people to communicate with each other in ways distinctive to those practices. The articles in this volume investigate a series of locale-specific models of communicative conduct, or registers of communication, through which persons organize their participation in varied social practices, including practices of politics, religion, schooling, migration, trade, media, verbal art, and ceremonial ritual. Drawing on research traditions on both sides of the Atlantic, the authors of these articles bring together insights from a variety of scholarly disciplines, including linguistics, anthropology, folklore, literary studies, and philology. They describe register models associated with a great many forms of interpersonal behavior, and, through their own multi-year and multi-disciplinary collaborative efforts, bring register phenomena into focus as features of social life in the lived experience of people in societies around the world

    Technology for large space systems: A bibliography with indexes (supplement 20)

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    This bibliography lists 694 reports, articles, and other documents introduced into the NASA Scientific and Technical Information System between July, 1988 and December, 1988. Its purpose is to provide helpful information to the researcher or manager engaged in the development of technologies related to large space systems. Subject areas include mission and program definition, design techniques, structural and thermal analysis, structural dynamics and control systems, electronics, advanced materials, assembly concepts, and propulsion

    Second Annual Workshop on Space Operations Automation and Robotics (SOAR 1988)

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    Papers presented at the Second Annual Workshop on Space Operation Automation and Robotics (SOAR '88), hosted by Wright State University at Dayton, Ohio, on July 20, 21, 22, and 23, 1988, are documented herein. During the 4 days, approximately 100 technical papers were presented by experts from NASA, the USAF, universities, and technical companies. Panel discussions on Human Factors, Artificial Intelligence, Robotics, and Space Systems were held but are not documented herein. Technical topics addressed included knowledge-based systems, human factors, and robotics

    Generative Mesh Modeling

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    Generative Modeling is an alternative approach for the description of three-dimensional shape. The basic idea is to represent a model not as usual by an agglomeration of geometric primitives (triangles, point clouds, NURBS patches), but by functions. The paradigm change from objects to operations allows for a procedural representation of procedural shapes, such as most man-made objects. Instead of storing only the result of a 3D construction, the construction process itself is stored in a model file. The generative approach opens truly new perspectives in many ways, among others also for 3D knowledge management. It permits for instance to resort to a repository of already solved modeling problems, in order to re-use this knowledge also in different, slightly varied situations. The construction knowledge can be collected in digital libraries containing domain-specific parametric modeling tools. A concrete realization of this approach is a new general description language for 3D models, the "Generative Modeling Language" GML. As a Turing-complete "shape programming language" it is a basis of existing, primitv based 3D model formats. Together with its Runtime engine the GML permits - to store highly complex 3D models in a compact form, - to evaluate the description within fractions of a second, - to adaptively tesselate and to interactively display the model, - and even to change the models high-level parameters at runtime.Die generative Modellierung ist ein alternativer Ansatz zur Beschreibung von dreidimensionaler Form. Zugrunde liegt die Idee, ein Modell nicht wie üblich durch eine Ansammlung geometrischer Primitive (Dreiecke, Punkte, NURBS-Patches) zu beschreiben, sondern durch Funktionen. Der Paradigmenwechsel von Objekten zu Geometrie-erzeugenden Operationen ermöglicht es, prozedurale Modelle auch prozedural zu repräsentieren. Statt das Resultat eines 3D-Konstruktionsprozesses zu speichern, kann so der Konstruktionsprozess selber repräsentiert werden. Der generative Ansatz eröffnet unter anderem gänzlich neue Perspektiven für das Wissensmanagement im 3D-Bereich. Er ermöglicht etwa, auf einen Fundus bereits gelöster Konstruktions-Aufgaben zurückzugreifen, um sie in ähnlichen, aber leicht variierten Situationen wiederverwenden zu können. Das Konstruktions-Wissen kann dazu in Form von Bibliotheken parametrisierter, Domänen-spezifischer Modellier-Werkzeuge gesammelt werden. Konkret wird dazu eine neue allgemeine Modell-Beschreibungs-Sprache vorgeschlagen, die "Generative Modeling Language" GML. Als Turing-mächtige "Programmiersprache für Form" stellt sie eine echte Verallgemeinerung existierender Primitiv-basierter 3D-Modellformate dar. Zusammen mit ihrer Runtime-Engine erlaubt die GML, - hochkomplexe 3D-Objekte extrem kompakt zu beschreiben, - die Beschreibung innerhalb von Sekundenbruchteilen auszuwerten, - das Modell adaptiv darzustellen und interaktiv zu betrachten, - und die Modell-Parameter interaktiv zu verändern

    NATIONAL SYNCHROTRON LIGHT SOURCE ACTIVITY REPORT FOR THE PERIOD OCTOBER 1, 1996 THROUGH SEPTEMBER 30, 1997.

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