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A contagious living fluid: objectification and assemblage in the history of virology
This article deals with the birth of `the virus' as an object of technoscientific analysis. The aim is to discuss the process of objectification of pathogen virulence in virological and medical discourses. Through a short excursion into the history of modern virology, it will be argued that far from being a matter of fact, pathogen virulence had to be `produced', for example in petri-dishes, test-kits and hyper-real signification-practices. The now commonly accepted objective status of `the virus' has been an accomplishment of a complex ensemble of actors. Indeed, this illustrates why objectification rather than objectivity has become the main focus of science and technology studies. The objectification of `the' virus was by no means a smooth process. It involved more than five decades of highly speculative and fragmented research projects before it became actualized as a separate discipline under the heading of virology. The specific objectification of viruses took place through an inter-disciplinary de-differentiation of research questions, methodologies, techniques and technologies. The main argument of this article is that viruses only became intelligible after the establishment of a virology-assemblage. Its inauguration in the early 1950s was radical and sudden because only then could the various substrands of virological technoscience affect each other through deliberate enrolment, and engender a universal intelligibility
Planning Support Systems: Progress, Predictions, and Speculations on the Shape of Things to Come
In this paper, we review the brief history of planning support systems, sketching the way both the fields of planning and the software that supports and informs various planning tasks have fragmented and diversified. This is due to many forces which range from changing conceptions of what planning is for and who should be involved, to the rapid dissemination of computers and their software, set against the general quest to build ever more generalized software products applicable to as many activities as possible. We identify two main drivers â the move to visualization which dominates our very interaction with the computer and the move to disseminate and share software data and ideas across the web. We attempt a brief and somewhat unsatisfactory classification of tools for PSS in terms of the planning process and the software that has evolved, but this does serve to point up the state-ofthe- art and to focus our attention on the near and medium term future. We illustrate many of these issues with three exemplars: first a land usetransportation model (LUTM) as part of a concern for climate change, second a visualization of cities in their third dimension which is driving an interest in what places look like and in London, a concern for high buildings, and finally various web-based services we are developing to share spatial data which in turn suggests ways in which stakeholders can begin to define urban issues collaboratively. All these are elements in the larger scheme of things â in the development of online collaboratories for planning support. Our review far from comprehensive and our examples are simply indicative, not definitive. We conclude with some brief suggestions for the future
Mapping Tasks to Interactions for Graph Exploration and Graph Editing on Interactive Surfaces
Graph exploration and editing are still mostly considered independently and
systems to work with are not designed for todays interactive surfaces like
smartphones, tablets or tabletops. When developing a system for those modern
devices that supports both graph exploration and graph editing, it is necessary
to 1) identify what basic tasks need to be supported, 2) what interactions can
be used, and 3) how to map these tasks and interactions. This technical report
provides a list of basic interaction tasks for graph exploration and editing as
a result of an extensive system review. Moreover, different interaction
modalities of interactive surfaces are reviewed according to their interaction
vocabulary and further degrees of freedom that can be used to make interactions
distinguishable are discussed. Beyond the scope of graph exploration and
editing, we provide an approach for finding and evaluating a mapping from tasks
to interactions, that is generally applicable. Thus, this work acts as a
guideline for developing a system for graph exploration and editing that is
specifically designed for interactive surfaces.Comment: 21 pages, minor corrections (typos etc.
When Windmills Turn Into Giants: The Conundrum of Virtual Places
While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory
Intelligent Management and Efficient Operation of Big Data
This chapter details how Big Data can be used and implemented in networking
and computing infrastructures. Specifically, it addresses three main aspects:
the timely extraction of relevant knowledge from heterogeneous, and very often
unstructured large data sources, the enhancement on the performance of
processing and networking (cloud) infrastructures that are the most important
foundational pillars of Big Data applications or services, and novel ways to
efficiently manage network infrastructures with high-level composed policies
for supporting the transmission of large amounts of data with distinct
requisites (video vs. non-video). A case study involving an intelligent
management solution to route data traffic with diverse requirements in a wide
area Internet Exchange Point is presented, discussed in the context of Big
Data, and evaluated.Comment: In book Handbook of Research on Trends and Future Directions in Big
Data and Web Intelligence, IGI Global, 201
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