8,915 research outputs found

    AmI Systems as Agent-Based Mirror Worlds: Bridging Humans and Agents through Stigmergy

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    In this chapter we introduce a vision of agent-oriented AmI systems that is extended to integrate ideas inspired by MirrorWorlds as introduced by Gelernter at the beginning of the eighties. In this view, AmI systems are actually a digital world mirroring but also augmenting the physical world with capabilities, services and functionalities.We then discuss the value of stigmergy as background reference conceptual framework to define and understand interactions occurring between the physical environments and its digital agent-based extension. The digital world augments the physical world so that traces left by humans acting in the physical world are represented in the digital one in order to be perceived by software agents living there and, viceversa, actions taken by software agents in the mirror can have an effect on the connected physical counterpart

    The Incompleteness of Looking

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    Augmented reality is fundamentally different from virtual reality: it does not map a real world environment into a digital one, as a virtual experience. Instead, it locates both reality and virtual within the same experiential frame. Through it, our interactions with reality are mediated via the fantasy of an augmented experience. Thus, augmented reality supplements what we see with the the purpose of trying to maintain our attention. What is most fascinating about augmented reality is how reality itself becomes a part of, rather than distinct from, digital information. It is in this sense that the very notion of seeing is fundamentally challenged. Since when augmented technology is not deployed, what is left is an apparent incompleteness of simply looking. But what are the consequences of confronting this incompleteness or blind spot? In this article I examine how augmented reality simply renders a structure that has always sustained the visual field

    Agent Street: An Environment for Exploring Agent-Based Models in Second Life

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    Urban models can be seen on a continuum between iconic and symbolic. Generally speaking, iconic models are physical versions of the real world at some scaled down representation, while symbolic models represent the system in terms of the way they function replacing the physical or material system by some logical and/or mathematical formulae. Traditionally iconic and symbolic models were distinct classes of model but due to the rise of digital computing the distinction between the two is becoming blurred, with symbolic models being embedded into iconic models. However, such models tend to be single user. This paper demonstrates how 3D symbolic models in the form of agent-based simulations can be embedded into iconic models using the multi-user virtual world of Second Life. Furthermore, the paper demonstrates Second Life\'s potential for social science simulation. To demonstrate this, we first introduce Second Life and provide two exemplar models; Conway\'s Game of Life, and Schelling\'s Segregation Model which highlight how symbolic models can be viewed in an iconic environment. We then present a simple pedestrian evacuation model which merges the iconic and symbolic together and extends the model to directly incorporate avatars and agents in the same environment illustrating how \'real\' participants can influence simulation outcomes. Such examples demonstrate the potential for creating highly visual, immersive, interactive agent-based models for social scientists in multi-user real time virtual worlds. The paper concludes with some final comments on problems with representing models in current virtual worlds and future avenues of research.Agent-Based Modelling, Pedestrian Evacuation, Segregation, Virtual Worlds, Second Life

    Designing the Organizational Metaverse for Effective Socialization

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    The metaverse is a virtual world that merges physical, virtual, and augmented reality, enabling collaboration between online users and offering limitless opportunities for connectivity and integration. While the metaverse has gained significant attention in organizations, it presents social challenges as organizations have unprecedented insight and influence over individuals\u27 thoughts and beliefs. Our review is based on a theoretical framework and examines the impact of the environment, collaboration, avatars, and individual behavior on organizational socialization. We develop a conceptual model for the socialization process in the metaverse, contributing to a deep understanding of this emerging field and providing a research agenda for future work

    Videogame Urbanism: A Visual Manifesto

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    System upgrade: realising the vision for UK education

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    A report summarising the findings of the TEL programme in the wider context of technology-enhanced learning and offering recommendations for future strategy in the area was launched on 13th June at the House of Lords to a group of policymakers, technologists and practitioners chaired by Lord Knight. The report – a major outcome of the programme – is written by TEL director Professor Richard Noss and a team of experts in various fields of technology-enhanced learning. The report features the programme’s 12 recommendations for using technology-enhanced learning to upgrade UK education

    Birthing pains: How cyborgs refigure medical bodies, technologies, and objectives

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    Cyborgs are polymorphic and not yet visibly different from humans in part because cyborgic technologies have just been developed, in part because we are not trained to see how the post human arises. The birth of cyborgs alters the core of medicine from disease-containment and death-assessment to enhancement of function and image, to transgression of previous natural bounds as established by the possibility of space and oceanic travel. Cyborgs, as postmodern/ posthuman products of medicine, make visible the current shift in the construction of medical bodies, technologies, and objectives. Medical bodies have been determined by a conception of patienthood or diseased body. The connection of body and disease as distinct species happened in the medical enclosure: the hospital-clinic, during mid-late 19th century. In the hospital-clinic, the medical body has been clearly mapped in terms of disease identity or malfunction, and it has encountered medical technologies used to aid in diagnosis. The patient-doctor relationship has shifted because of the revolution in instrumentation at the turn of the century. Another shift can be discerned, as it is again mirrored in the relations of doctor-patient, as it has been re-structured through cyberspace and expert systems. Clearly, the revolution or scientification of medicine has been fueled by the tuberculosis crisis as it challenged medical and political institutions. A similar crisis has occurred with AIDS: is cyborg-technology the fulfillment of the modem dream of immortality and total control in the face of the epidemic? An easy answer to such question cannot be produced. Cyborgs are a product of the meeting of natural and human sciences through cybernetics. Their existence and proliferation destabilize assumptions at the philosophical foundations of knowledge and medicine as well as our conceptions of identity and rights, through an unsettling of the connection between community-individuality, of the distinction between private and public domains
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