1,828 research outputs found
Guppie: A Coordination Framework for Parallel Processing Using Shared Memory Featuring A Master-Worker Relationship
Most programs can be parallelized to some extent. The processing power available in computers today makes parallel computing more desirable and attainable than ever before. Many machines today have multiple processors or multiple processing cores making parallel computing more available locally, as well as over a network. In order for parallel applications to be written, they require a computing language, such as C++, and a coordination language (or library), such as Linda. This research involves the creation and implementation of a coordination framework, Guppie, which is easy to use, similar to Linda, but provides more efficiency when dealing with large amounts of messages and data. Greater efficiency can be achieved in coarse-grained parallel computing through the use of shared memory managed through a master-worker relationship
Code and its image: the functions of text and visualisation in a code-based design studio
Traditionally, design learning in the architecture studio has taken place through a combination of individual work and joint projects. The introduction of code-based design practices in the design studio has altered this balance, introducing new models of joint authorship and new ways for individuals to contribute to co-authored projects. This paper presents a case study describing four design studios in a higher education setting that used code as a tool for generating architectural geometry. The format of the studios encouraged the students to reflect critically on their role as authors and to creatively address the multiple opportunities for shared authorship available with code-based production. The research question addressed in this study involved the role of code-based practices in altering the model of architectural education in the design studio, in particular the role of visual representations of a code-based design process in the production of shared knowledge
Product Advanced Design: A Cultural Intermediation Between Knowledge and Information Authors
"Digital transformation (DX) drives transversal change, breaking disciplinary silos to transition to more sustainable paradigms through new ontological and epistemological frameworks. This has consequences on product design and development too: since DX concerns cultural and meaning shifts, it enhances product development as a high-intensity knowledge-based process. Thus, product design shifts into its "Advanced" stage, enacting transcendence and translation of different kinds of knowledge into future-oriented artefacts. This highlights new needs in the generation and transmission of Advanced Design knowledge stemming from future artefact production instances.
By focusing on recent challenges rising in product design and development, this paper aims to discuss the cultural intermediation enacted by Advanced Design knowledge through the results of an applied research experience.
Virtual Valcamonica: collaborative exploration of prehistoric petroglyphs and their surrounding environment in multi-user virtual reality
In this paper, we present a novel, multi-user, virtual reality environment for the interactive, collaborative 3D analysis of large 3D scans and the technical advancements that were necessary to build it: a multi-view rendering system for large 3D point clouds, a suitable display infrastructure and a suite of collaborative 3D interaction techniques. The cultural heritage site of Valcamonica in Italy with its large collection of prehistoric rock-art served as an exemplary use case for evaluation. The results show that our output-sensitive level-of-detail rendering system is capable of visualizing a 3D dataset with an aggregate size of more than 14 billion points at interactive frame rates. The system design in this exemplar application results from close exchange with a small group of potential users: archaeologists with expertise in rock-art and allows them to explore the prehistoric art and its spatial context with highly realistic appearance. A set of dedicated interaction techniques was developed to facilitate collaborative visual analysis. A multi-display workspace supports the immediate comparison of geographically distributed artifacts. An expert review of the final demonstrator confirmed the potential for added value in rock-art research and the usability of our collaborative interaction techniques
ARCHITECTURAL MODELS AS LEARNING TOOLS
This book shows a variety of educational experiments that explore the use and meaning of âArchitectural models as learning tools in educationâboth practically and theoretically
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Responsive Open Learning Environments: Outcomes of Research from the ROLE Project
This book presents the outcomes of four years of educational research in the EU-supported project called ROLE (Responsive Online Learning Environments). ROLE technology is centered around the concept of self-regulated learning that creates responsible learners, who are capable of critical thinking and able to plan their own learning processes. ROLE allows learners to independently search for appropriate learning resources and then reflect on their own learning process and progress. To accomplish this, ROLEÂŽs main objective is to support the development of open personal learning environments (PLE's). ROLE provides a framework consisting of âenabler spacesâ on the one hand and tools, content, and services on the other. Utilizing this framework, learners are invited to create their own controlled and preferred learning environments to trigger and motivate self-regulated learning.
Authors of this book are researchers, developers and teachers who have worked in the ROLE project and belong to the ROLE partner consortium consisting of 16 internationally renowned research institutions, including those from 6 EU countries and China. Chapters include numerous practical tutorials to guide the reader in creating innovative and useful learning widgets and present the best practices for the development of PLE's
Transdisciplinarity seen through Information, Communication, Computation, (Inter-)Action and Cognition
Similar to oil that acted as a basic raw material and key driving force of
industrial society, information acts as a raw material and principal mover of
knowledge society in the knowledge production, propagation and application. New
developments in information processing and information communication
technologies allow increasingly complex and accurate descriptions,
representations and models, which are often multi-parameter, multi-perspective,
multi-level and multidimensional. This leads to the necessity of collaborative
work between different domains with corresponding specialist competences,
sciences and research traditions. We present several major transdisciplinary
unification projects for information and knowledge, which proceed on the
descriptive, logical and the level of generative mechanisms. Parallel process
of boundary crossing and transdisciplinary activity is going on in the applied
domains. Technological artifacts are becoming increasingly complex and their
design is strongly user-centered, which brings in not only the function and
various technological qualities but also other aspects including esthetic, user
experience, ethics and sustainability with social and environmental dimensions.
When integrating knowledge from a variety of fields, with contributions from
different groups of stakeholders, numerous challenges are met in establishing
common view and common course of action. In this context, information is our
environment, and informational ecology determines both epistemology and spaces
for action. We present some insights into the current state of the art of
transdisciplinary theory and practice of information studies and informatics.
We depict different facets of transdisciplinarity as we see it from our
different research fields that include information studies, computability,
human-computer interaction, multi-operating-systems environments and
philosophy.Comment: Chapter in a forthcoming book: Information Studies and the Quest for
Transdisciplinarity - Forthcoming book in World Scientific. Mark Burgin and
Wolfgang Hofkirchner, Editor
Technocrats of the Imagination
Technocrats of the Imagination traces the rise of collaborative art and technology labs in the U.S. from WWII to the present. Ryan Bishop and John Beck reveal the intertwined histories of the avant-garde art movement and the military-industrial complex, showing how radical pedagogical practices traveled from Germanyâs Bauhaus movement to the U.S. art world and interacted with government-funded military research and development in university laboratories. During the 1960s both media labs and studio labs leaned heavily on methods of interdisciplinary collaboration and the power of American modernity to model new modes of social organization. In light of revived interest in Black Mountain College and other 1960s art and technology labs, this book draws important connections between the contemporary art world and the militarized lab model of research that has dominated the sciences since the 1950s
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