12 research outputs found
Symmetry in Chaotic Systems and Circuits
Symmetry can play an important role in the field of nonlinear systems and especially in the design of nonlinear circuits that produce chaos. Therefore, this Special Issue, titled “Symmetry in Chaotic Systems and Circuits”, presents the latest scientific advances in nonlinear chaotic systems and circuits that introduce various kinds of symmetries. Applications of chaotic systems and circuits with symmetries, or with a deliberate lack of symmetry, are also presented in this Special Issue. The volume contains 14 published papers from authors around the world. This reflects the high impact of this Special Issue
Machine Performers: Agents in a Multiple Ontological State
In this thesis, the author explores and develops new attributes for machine
performers and merges the trans-disciplinary fields of the performing arts and artificial
intelligence. The main aim is to redefine the term “embodiment” for robots on the
stage and to demonstrate that this term requires broadening in various fields of
research. This redefining has required a multifaceted theoretical analysis of
embodiment in the field of artificial intelligence (e.g. the uncanny valley), as well as
the construction of new robots for the stage by the author. It is hoped that these
practical experimental examples will generate more research by others in similar
fields.
Even though the historical lineage of robotics is engraved with theatrical
strategies and dramaturgy, further application of constructive principles from the
performing arts and evidence from psychology and neurology can shift the perception
of robotic agents both on stage and in other cultural environments. In this light, the
relation between representation, movement and behaviour of bodies has been further
explored to establish links between constructed bodies (as in artificial intelligence)
and perceived bodies (as performers on the theatrical stage). In the course of this
research, several practical works have been designed and built, and subsequently
presented to live audiences and research communities. Audience reactions have been
analysed with surveys and discussions. Interviews have also been conducted with
choreographers, curators and scientists about the value of machine performers.
The main conclusions from this study are that fakery and mystification can be
used as persuasive elements to enhance agency. Morphologies can also be applied that
tightly couple brain and sensorimotor actions and lead to a stronger stage presence. In
fact, if this lack of presence is left out of human replicants, it causes an “uncanny”
lack of agency. Furthermore, the addition of stage presence leads to stronger
identification from audiences, even for bodies dissimilar to their own. The author
demonstrates that audience reactions are enhanced by building these effects into
machine body structures: rather than identification through mimicry, this causes them
to have more unambiguously biological associations. Alongside these traits,
atmospheres such as those created by a cast of machine performers tend to cause even
more intensely visceral responses.
In this thesis, “embodiment” has emerged as a paradigm shift – as well as
within this shift – and morphological computing has been explored as a method to
deepen this visceral immersion. Therefore, this dissertation considers and builds
machine performers as “true” performers for the stage, rather than mere objects with
an aura. Their singular and customized embodiment can enable the development of
non-anthropocentric performances that encompass the abstract and conceptual patterns
in motion and generate – as from human performers – empathy, identification and
experiential reactions in live audiences
Classification and detection of Critical Transitions: from theory to data
From population collapses to cell-fate decision, critical phenomena are abundant in complex real-world systems. Among modelling theories to address them, the critical transitions framework gained traction for its purpose of determining classes of critical mechanisms and identifying generic indicators to detect and alert them (“early warning signals”). This thesis contributes to such research field by elucidating its relevance within the systems biology landscape, by providing a systematic classification of leading mechanisms for critical transitions, and by assessing the theoretical and empirical performance of early warning signals. The thesis thus bridges general results concerning the critical transitions field – possibly applicable to multidisciplinary contexts – and specific applications in biology and epidemiology, towards the development of sound risk monitoring system
Playful Materialities
Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization
Playful Materialities: The Stuff That Games Are Made Of
Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization
Playful Materialities
Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization