573 research outputs found

    Mass collaboration problem solving: A new approach to wicked problems

    Full text link

    Autopoietic-extended architecture: can buildings think?

    Get PDF
    To incorporate bioremedial functions into the performance of buildings and to balance generative architecture's dominant focus on computational programming and digital fabrication, this thesis first hybridizes theories of autopoiesis into extended cognition in order to research biological domains that include synthetic biology and biocomputation. Under the rubric of living technology I survey multidisciplinary fields to gather perspective for student design of bioremedial and/or metabolic components in generative architecture where generative not only denotes the use of computation but also includes biochemical, biomechanical, and metabolic functions. I trace computation and digital simulations back to Alan Turing's early 1950s Morphogenetic drawings, reaction-diffusion algorithms, and pioneering artificial intelligence (AI) in order to establish generative architecture's point of origin. I ask provocatively: Can buildings think? as a question echoing Turing's own "Can machines think?" Thereafter, I anticipate not only future bioperformative materials but also theories capable of underpinning strains of metabolic intelligences made possible via AI, synthetic biology, and living technology. I do not imply that metabolic architectural intelligence will be like human cognition. I suggest, rather, that new research and pedagogies involving the intelligence of bacteria, plants, synthetic biology, and algorithms define approaches that generative architecture should take in order to source new forms of autonomous life that will be deployable as corrective environmental interfaces. I call the research protocol autopoietic-extended design, theorizing it as an operating system (OS), a research methodology, and an app schematic for design studios and distance learning that makes use of in-field, e-, and m-learning technologies. A quest of this complexity requires scaffolding for coordinating theory-driven teaching with practice-oriented learning. Accordingly, I fuse Maturana and Varela's biological autopoiesis and its definitions of minimal biological life with Andy Clark's hypothesis of extended cognition and its cognition-to-environment linkages. I articulate a generative design strategy and student research method explained via architectural history interpreted from Louis Sullivan's 1924 pedagogical drawing system, Le Corbusier's Modernist pronouncements, and Greg Lynn's Animate Form. Thus, autopoietic-extended design organizes thinking about the generation of ideas for design prior to computational production and fabrication, necessitating a fresh relationship between nature/science/technology and design cognition. To systematize such a program requires the avoidance of simple binaries (mind/body, mind/nature) as well as the stationing of tool making, technology, and architecture within the ream of nature. Hence, I argue, in relation to extended phenotypes, plant-neurobiology, and recent genetic research: Consequently, autopoietic-extended design advances design protocols grounded in morphology, anatomy, cognition, biology, and technology in order to appropriate metabolic and intelligent properties for sensory/response duty in buildings. At m-learning levels smartphones, social media, and design apps source data from nature for students to mediate on-site research by extending 3D pedagogical reach into new university design programs. I intend the creation of a dialectical investigation of animal/human architecture and computational history augmented by theory relevant to current algorithmic design and fablab production. The autopoietic-extended design dialectic sets out ways to articulate opposition/differences outside the Cartesian either/or philosophy in order to prototype metabolic architecture, while dialectically maintaining: Buildings can think

    Interim research assessment 2003-2005 - Computer Science

    Get PDF
    This report primarily serves as a source of information for the 2007 Interim Research Assessment Committee for Computer Science at the three technical universities in the Netherlands. The report also provides information for others interested in our research activities

    Augmented Reality

    Get PDF
    Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning

    Second Life : representation and remediation of social space

    Get PDF
    Ao longo da última década os jogos online e as plataformas sociais têm-se tornado cada vez mais populares, tendo vindo a contribuir para o desenvolvimento da internet. Os jogos online multiplayer têm conquistado cada vez mais utilizadores. Estes têm como locus a realidade virtual e como objetivo a recriação de um novo mundo. Um exemplo deste tipo de jogos é o Second Life, um jogo social que conta com um elevado número de utilizadores – cerca de 31 milhões de utilizadores registados. Esta plataforma foi desenvolvida pela Linden Lab e reúne as características de um mundo virtual: é um cenário digital tridimensional, no qual utilizadores de todo o mundo, representados por avatares, interagem em tempo real formando diversos tipos de redes sociais. Uma das suas características distintivas é o facto de 99% do conteúdo existente dentro do espaço virtual ter sido desenvolvido pelos utilizadores. Os jogadores, denominados residentes, estão a contribuir não só na construção do espaço, mas também para o desenvolvimento social deste mundo virtual. Para além disto, existem mais quatro características que tornam o Second Life um objeto de estudo interessante: todos os avatares são controlados por seres humanos em tempo real; o reconhecimento de direitos de propriedade intelectual; a existência de uma micro-moeda – o Linden Dollar; e o facto de todos os jogadores terem acesso a ferramentas básicas de construção, e à linguagem de programação desenvolvida pela Linden Lab, a Linden Scripting Language, essenciais para criar objetos. O Second Life é um espaço colaborativo e participativo que, apesar de ser um jogo, oferece aos seus utilizadores uma experiência muito diferente da vivida nos videojogos tradicionais. Por ser um jogo do tipo caixa de areia os jogadores podem estabelecer uma relação diferente com esta plataforma, pois podem contribuir para as diversas dimensões da vida dentro do jogo. Devido às suas características, este mundo virtual tem despertado o interesse de investigadores de diferentes áreas que têm procurado perceber o seu impacto para a interação social, educação, economia, lei, e indústrias criativas. No entanto, tendo em conta que o ‘espaço’ é um elemento fulcral na investigação em Ciências Humanas e uma das áreas priveligiadas pela European Science Foundation para a investigação em Ciências Sociais e Humanas, há, ainda, a necessidade de perceber como é que este espaço digital está a ser desenvolvido, e que narrativas culturais o estão a moldar. Uma vez que o Second Life reflete a importância dos mundos virtuais para a interação online, torna-se fundamental compreender que impacto a virtualização das relações sociais pode ter para a interação interpessoal e para o desenvolvimento de um novo tipo de ‘comunidades imaginadas’. A presente investigação centra-se no Second Life e procura perceber de que forma poderá este novo espaço de interação estar a contribuir para o aparecimento de uma nova dimensão social. Uma dimensão resultante das possibilidades oferecidas por uma plataforma tecnológica apenas disponível através da internet, combinadas com o potencial criativo dos seus utilizadores. Com o intuito de contribuir para um melhor entendimento do potencial sociocultural deste mundo virtual, este estudo tem como base uma investigação empírica desenvolvida a partir de uma metodologia qualitativa específica para o estudo de comunidades online, a netnografia. Os métodos de recolha de dados adotados são: observação participante, auto-netnografia, entrevista e análise de conteúdo dos perfis dos utilizadores entrevistados. Os dados são analisados seguindo uma abordagem indutiva. A principal hipótese deste estudo centra-se na premissa que se o Second Life é um mundo virtual que está a ser coproduzido pela Linden Lab e pelos utilizadores, é provável que o envolvimento dos residentes com a realidade virtual resulte na criação de um sistema de representação re-mediado. Partindo desta hipótese, os objetivos principais desta investigação são confirmar se de facto os mundos virtuais estão a ser usados para representar e re-mediar o espaço social, e perceber que efeito isto tem nos jogadores. Uma das principais conclusões retiradas prende-se com o facto de os utilizadores estarem a tirar partido deste mundo virtual para renegociarem os modelos socioculturais que informam as suas ‘primeiras vidas’. Após a análise da relação que os utilizadores estabelecem com o espaço virtual, com os seus próprios avatares e entre si, concluiu-se que são três as principais narrativas culturais que estão a resultar das experiências vividas pelos residentes deste mundo virtual. As primeiras intrinsecamente relacionadas com a organização geográfica da vida humana – narrativas de espaço; as segundas, com a necessidade de nos compreendermos a nós mesmos, narrativas identitárias; e as terceiras, com o facto de os seres humanos serem na sua essência seres sociais, narrativas resultantes da interação social com outros residentes. A ‘re-mediação’ de narrativas culturais dentro de um ambiente online, anónimo e flexível evidencia a necessidade que os seres humanos têm de reconhecer os espaços sociais que frequentam, de modo a envolverem-se e atribuírem significado às experiências digitais vividas.Over the past decade online games and social platforms became very popular and contributed to the internet development. The massive multiplayer online games have conquered a high number of users. The locus of these games is virtual reality, and the main goal is the recreation of a new world. Second Life is one of these games, a tridimensional social platform which counts with a high number of users – around 31 million registered users. It was developed by Linden Lab and it assembles the main characteristics of a virtual worlds: it is a tridimensional digital setting where users from all over the world represented by avatars interact in real time, and develop diversified social networks. One of its main characteristics is the prevalence of prodused content – 99 per cent of the content existing in-world was created by residents. Players, designated residents, are not only contributing to the space construction, but also to the social development of this virtual world. Apart from this, there are four more characteristics that make this multiuser environment interesting as an object of study: all the avatars existent in-world are playing characters controlled by human beings in real time; the recognition of intellectual property rights; the existence of a micro-currency – the Linden Dollar; and all the players have access to simple building tools, and to the Linden Scripting Language, which are essential to create objects. Second Life is a collaborative and participative space that, despite being a game, offers its users a very different experience from that lived within traditional video games. Because it is a sandbox game players are able to establish a different kind of relationship with the platform, once they can contribute to the different dimensions of the life in-world. Due to its intrinsic characteristics, this virtual world has caught the attention of researchers from several areas that showed interest in understanding the impact this virtual world may have in social interaction, education, economy, law and creative industries. Notwithstanding, considering that ‘space’ is a key element in the Humanities, and one of the privileged areas by the European Science Foundation for the research in Social Sciences and Humanities, it is necessary to better understand how this digital space is being developed, and which cultural narratives are shaping it. Since Second Life reflects the relevance of virtual worlds to online interaction, it is essential to comprehend the impact that the ‘virtualization’ of social relationships may have for interpersonal interaction, and for the emergence of a new type of ‘imagined communities’. The present research is centered on Second Life and looks forward to understand how this new interaction space could be contributing to the emergence of a new social dimension. A dimension resulting from the possibilities offered by a technology platform only available through the internet, combined with the creative potential of its users. In order to contribute to a better understanding of the sociocultural potential of this virtual world, this study is grounded on an empirical research based on a specific qualitative methodology for studying online communities, the netnography. The methods adopted for data collection are: participant observation, auto-netnography, interview, and content analysis of the interviewees’ profiles. The data collected is analyzed through an inductive approach. The main hypothesis framing this research is the premise that if Second Life is a virtual world that is being prodused by its residents, it is probable that users’ involvement with the virtual reality would result in the creation of a remediated system of representation. Based on this hypothesis, the main goals then are to confirm if virtual worlds are indeed representing and remediating social space, and to understand the effect this has on players. One of the main conclusions reached is that the users are taking advantage of the affordances of this virtual world to renegotiate the sociocultural models that frame their first lives. Through the analysis of the relationship users are establishing with the virtual space, with their own avatars, and with each other, it is concluded that there are three main cultural narratives emerging from the in-world experience lived by the residents. The first intrinsically related with the geographical organization of human life – spatial narratives; the second, with the need to make sense of oneself – narratives of identity; and the third, with the fact that humans are social beings in essence – social interaction narratives resulting from the interaction with other residents. The remediation of cultural narratives into an online, anonymous, and flexible environment evinces the need humans have for recognizable social spaces in order to be able to get involved and attribute meaning to the lived digital experiences

    Advances in Supply Chain Management Decision Support Systems: Potential for Improving Decision Support Catalysed by Semantic Interoperability between Systems

    Get PDF
    Globalization has catapulted ‘cycle time’ as a key indicator of operational efficiency [1] in processes such as supply chain management (SCM). Systems automation holds the promise to augment the ability of supply chain operations or supply networks to rapidly adapt to changes, with minimal human intervention, under ideal conditions. Business communities are emerging as loose federations or organization of networks that may evolve to act as infomediaries in global SCM. These changes, although sluggish, are likely to impact process knowledge and in turn may be stimulated or inhibited by the availability or lack of process interoperability, respectively. The latter will determine operational efficiencies of supply chains. Currently “community of systems” or organization of networks (aligned by industry or business focus) contribute minimally in SCM decisions because true collaboration remains elusive. Convergence and maturity of multiple advances offers the potential for a paradigm shift in interoperability. It may evolve hand-in-hand with [a] the gradual adoption of the semantic web [2] with concomitant development of ontological frameworks, [b] increase in use of multi-agent systems and [c] advent of ubiquitous computing enabling near real-time access to identification of objects and analytics [4]. This paper examines some of these complex trends and related technologies. Irrespective of the characteristics of information systems, the development of various industry-contributed ontologies for knowledge and decision layers, may spur self-organizing networks of business communities and systems to increase their ability to sense and respond, more profitably, through better enterprise and extraprise exchange. In order to transform this vision into reality, systems automation must be weaned from the syntactic web and integrated with the organic growth of the semantic web. Understanding of process semantics and incorporation of intelligent agents with access to ubiquitous near real-time data “bus” are pillars for “intelligent” evolution of decision support systems. Software as infrastructure may integrate plethora of agent colonies through improved architectures (such as, service oriented architecture or SOA) and business communities aligned by industry or service focus may emerge as hubs of such agent empires. However, the feasibility of the path from exciting “pilots” in specific areas toward an informed convergence of systemic real-world implementation remains unclear and fraught with hurdles related to gaps in knowledge transfer from experts in academia to real-world practitioners. The value of interoperability between systems that may catalyse real-time intelligent decision support is further compromised by the lack of clarity of approach and tools. The latter offers significant opportunities for development of tools that may segue to innovative solutions approach. A critical mass of such solutions may spawn the necessary systems architecture for intelligent interoperability, essential for sustainable profitability and productivity in an intensely competitive global economy. This paper addresses some of these issues, tools and solutions that may have broad applicability in several operations including the management of adaptive supply-demand networks [7]

    Survey of the State of the Art in Natural Language Generation: Core tasks, applications and evaluation

    Get PDF
    This paper surveys the current state of the art in Natural Language Generation (NLG), defined as the task of generating text or speech from non-linguistic input. A survey of NLG is timely in view of the changes that the field has undergone over the past decade or so, especially in relation to new (usually data-driven) methods, as well as new applications of NLG technology. This survey therefore aims to (a) give an up-to-date synthesis of research on the core tasks in NLG and the architectures adopted in which such tasks are organised; (b) highlight a number of relatively recent research topics that have arisen partly as a result of growing synergies between NLG and other areas of artificial intelligence; (c) draw attention to the challenges in NLG evaluation, relating them to similar challenges faced in other areas of Natural Language Processing, with an emphasis on different evaluation methods and the relationships between them.Comment: Published in Journal of AI Research (JAIR), volume 61, pp 75-170. 118 pages, 8 figures, 1 tabl
    corecore