1,582 research outputs found
From Ingsoc to Skynet it is not only science fiction: From novels and science fiction to quasi-reality
The contribution will provide an overview on the following side effects of tangible and intangible impact of cyber technologies with specific focus on the oversupply of information (info-obesity), resulting in its devaluation and loss of trust to professional media; monopolization in the field of communication, information and digital technologies (mainstream communication, freedom of speech); the transformation of the Internet from a space for the free exchange of ideas into a tool for supervision and management (the betrayal of IT revolution) , with Internet companies turning into digital giants, moving from digital platforms to digital ecosystems and annexing not only cyberspace, but also real sector industries (monopoly and dominant position); the massive decrease in the level of critical thinking and the emergence of waves of information epidemics of national and global levels (mainstream communication, limited contraposition, fake fake-news); post-truth in its heyday, with public perception shaped more by means of addressing feelings and personal opinion rather than actual facts, with fakes, clickbaits, hypes and other tools introduced to form post-reality in the political and media culture; changing the system of values â with the new normal (semantic shifts, etc), new ethics putting personal free will and freedom of choice under question; traditional cultural regulators of social relations (covid 19 example) and processes being displaced by automated social algorithms (increasing role of algorithms and ML); blurring the borders between the real and the digital world, wide spread of simplified virtual mock-ups and simulacra; mass collection of data for managing people's behaviour (evaporation of privacy, data protection), formation of an appropriate economic imperative to direct the development for business, society and states; increasing the level of conflict in society (between individuals and groups â haters, discrimination) and between states (XXI Century warfare, soft concerns)
HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures
This pioneering research focuses on Biomimetic Interactive Architecture using âComputationâ, âEmbodimentâ, and âBiologyâ to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960âs with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigramâs non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: âComputationâ, âEmbodimentâ, and âBiologyâ. The project aims to elucidate pioneering research combining these three topics in one discourse: âBio-inspired digital architectural designâ. These three major topics will be introduced in this Summary.
âComputationâ, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. âFormâ has always been the most critical focus in architectural design, and this focus has also been a major driver behind the application computational design in Architecture. Nonetheless, this research will interpret the term âFormâ in architecture as a continual âinformation processorâ rather than the result of information processing. In other words, âFormâ should not be perceived only as an expressive appearance based computational outcome but rather as a real-time process of information processing, akin to organic âFormationâ. Architecture embodying kinetic ability for adjusting or changing its shape with the ability to process the surroundings and feedback in accordance with its free will with an inherent interactive intelligent movement of a living body. Additionally, it is also crucial to address the question of whether computational technologies are being properly harnessed, if they are only used for form-generating purposes in architecture design, or should this be replaced with real-time information communication and control systems to produce interactive architectures, with embodied computation abilities?
âEmbodimentâ in the context of this research is embedded in Umberto Ecoâs vision on Semiotics, theories underlying media studies in Marshall McLuhanâs âBody Extensionâ (McLuhan, 1964), the contemporary philosophical thought of âBody Without Organsâ (Gilles Deleuze and FĂŠlix Guattari, 1983), the computational Logic of âSwarm Behaviorâ and the philosophical notion of âMonadologyâ proposed by Gottfried Leibniz (Leibniz, 1714). Embodied computation and design are predominant today within the wearable computing and smart living domains, which combine Virtual and Real worlds. Technical progress and prowess in VR development also contribute to advancing 3D smart architectural design and display solutions. The proposed âOrganic body-like architectural spacesâ emphasize upon the realization of a body-like interactive space. Developing Interactive Architecture will imply eliciting the collective intelligence prevalent in nature and the virtual world of Big Data. Interactive Architecture shall thus embody integrated Information exchange protocols and decision-making systems in order to possess organic body-like qualities.
âBiologyâ, in this research explores biomimetic principles intended to create purposedriven kinetic and organic architecture. This involves a detailed study/critique of organic architecture, generating organic shapes, performance optimization based digital fabrication techniques and kinetic systems. A holistic bio-inspired architecture embodies multiple performance criteria akin to natural systems, which integrate structural, infrastructure performances throughout the growth of an organic body. Such a natural morphogenesis process of architectural design explores what Janine M. Benyus described as âlearning the natural processâ. Profoundly influenced by the processes behind morphogenesis, the research further explores Evolutionary Development Biology (Evo-Devo) explaining how embryological regulation strongly affect the resulting formations. Evo-Devo in interactive architecture implies the development of architecture based on three fundamental principles: âSimple to Complexâ, âGeometric Information Distributionâ, and âOn/Off Switch and Trigger.â
The research seeks to create a relatively intelligent architectural body, and the tactile interactive spatial environment by applying the extracted knowledge from the study of the aforementioned principles of Evo-Devo in the following fashion:
A. Extract a Self-Similar Componential System based approach from the âSimple to Complexâ principle of Evo-Devo
B. Extract the idea of âCollective Intelligenceâ from âGeometric information Distributionâ principle of Evo-Devo
C. Extract the principle of âAssembly Regulationâ from âOn/Off switch and triggerâ principle of Evo-Devo
The âHyperCellâ research, through an elaborate investigation on the three aforementioned topics, develops a design framework for developing real-time adaptive spatial systems. HyperCell does this, by developing a system of transformable cubic elements which can self-organize, adapt and interact in real-time. These Hypercells shall comprise an organic space which can adjust itself in relation to our human bodies. The furniture system is literally reified and embodied to develop an intra-active space that proactively provokes human movement. The space thus acquires an emotive dimension and can become your pet, partner, or even friend, and might also involve multiple usabilities of the same space. The research and its progression were also had actively connected with a 5-year collaborative European Culture project: âMetaBodyâ.
The research thus involves exploration of Interactive Architecture from the following perspectives: architectural design, digital architectural history trajectory, computational technology, philosophical discourse related to the embodiment, media and digital culture, current VR and body-related technology, and Evolutionary Developmental Biology. âHyperCellâ will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures
HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures
This pioneering research focuses on Biomimetic Interactive Architecture using ââŹĹComputationââŹ, ââŹĹEmbodimentââŹ, and ââŹĹBiologyâ⏠to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960ââŹâ˘s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. ArchigramââŹâ˘s non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: ââŹĹComputationââŹ, ââŹĹEmbodimentââŹ, and ââŹĹBiologyââŹ. The project aims to elucidate pioneering research combining these three topics in one discourse: ââŹĹBio-inspired digital architectural designââŹ. These three major topics will be introduced in this Summary.
ââŹĹComputationââŹ, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. ââŹĹFormâ⏠has always been the most critical focus in architectural design, and this focus has also been a major driver behind the application computational design in Architecture. Nonetheless, this research will interpret the term ââŹĹFormâ⏠in architecture as a continual ââŹĹinformation processorâ⏠rather than the result of information processing. In other words, ââŹĹFormâ⏠should not be perceived only as an expressive appearance based computational outcome but rather as a real-time process of information processing, akin to organic ââŹĹFormationââŹ. Architecture embodying kinetic ability for adjusting or changing its shape with the ability to process the surroundings and feedback in accordance with its free will with an inherent interactive intelligent movement of a living body. Additionally, it is also crucial to address the question of whether computational technologies are being properly harnessed, if they are only used for form-generating purposes in architecture design, or should this be replaced with real-time information communication and control systems to produce interactive architectures, with embodied computation abilities?
ââŹĹEmbodimentâ⏠in the context of this research is embedded in Umberto EcoââŹâ˘s vision on Semiotics, theories underlying media studies in Marshall McLuhanââŹâ˘s ââŹĹBody Extensionâ⏠(McLuhan, 1964), the contemporary philosophical thought of ââŹĹBody Without Organsâ⏠(Gilles Deleuze and FĂŠlix Guattari, 1983), the computational Logic of ââŹËSwarm BehaviorââŹâ˘ and the philosophical notion of ââŹĹMonadologyâ⏠proposed by Gottfried Leibniz (Leibniz, 1714). Embodied computation and design are predominant today within the wearable computing and smart living domains, which combine Virtual and Real worlds. Technical progress and prowess in VR development also contribute to advancing 3D smart architectural design and display solutions. The proposed ââŹËOrganic body-like architectural spacesââŹâ˘ emphasize upon the realization of a body-like interactive space. Developing Interactive Architecture will imply eliciting the collective intelligence prevalent in nature and the virtual world of Big Data. Interactive Architecture shall thus embody integrated Information exchange protocols and decision-making systems in order to possess organic body-like qualities.
ââŹĹBiologyââŹ, in this research explores biomimetic principles intended to create purposedriven kinetic and organic architecture. This involves a detailed study/critique of organic architecture, generating organic shapes, performance optimization based digital fabrication techniques and kinetic systems. A holistic bio-inspired architecture embodies multiple performance criteria akin to natural systems, which integrate structural, infrastructure performances throughout the growth of an organic body. Such a natural morphogenesis process of architectural design explores what Janine M. Benyus described as ââŹĹlearning the natural processââŹ. Profoundly influenced by the processes behind morphogenesis, the research further explores Evolutionary Development Biology (Evo-Devo) explaining how embryological regulation strongly affect the resulting formations. Evo-Devo in interactive architecture implies the development of architecture based on three fundamental principles: ââŹĹSimple to ComplexââŹ, ââŹĹGeometric Information DistributionââŹ, and ââŹĹOn/Off Switch and Trigger.ââŹ
The research seeks to create a relatively intelligent architectural body, and the tactile interactive spatial environment by applying the extracted knowledge from the study of the aforementioned principles of Evo-Devo in the following fashion:
A. Extract a Self-Similar Componential Systembased approach from the ââŹĹSimple to Complexâ⏠principle of Evo-Devo
B. Extract the idea of ââŹĹCollective Intelligenceâ⏠from ââŹĹGeometric information Distributionâ⏠principle of Evo-Devo
C. Extract the principle of ââŹĹAssembly Regulationâ⏠from ââŹĹOn/Off switch and triggerâ⏠principle of Evo-Devo
The ââŹĹHyperCellâ⏠research, through an elaborate investigation on the three aforementioned topics, develops a design framework for developing real-time adaptive spatial systems. HyperCell does this, by developing a system of transformable cubic elements which can self-organize, adapt and interact in real-time. These Hypercells shall comprise an organic space which can adjust itself in relation to our human bodies. The furniture system is literally reified and embodied to develop an intra-active space that proactively provokes human movement. The space thus acquires an emotive dimension and can become your pet, partner, or even friend, and might also involve multiple usabilities of the same space. The research and its progression were also had actively connected with a 5-year collaborative European Culture project: ââŹĹMetaBodyââŹ.
The research thus involves exploration of Interactive Architecture from the following perspectives: architectural design, digital architectural history trajectory, computational technology, philosophical discourse related to the embodiment, media and digital culture, current VR and body-related technology, and Evolutionary Developmental Biology. ââŹĹHyperCellâ⏠will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures
Prediction Markets and the First Amendment
The continuing development of prediction markets is important because of their success in foretelling the future in politics, economics, and science. In this article, we identify the expressive elements inherent in prediction markets and explore how legislation such as the Unlawful Internet Gambling Enforcement Act of 2006 might harm such predictive speech. This article is the first to explore First Amendment protections for prediction markets in such depth, and in so doing, we distinguish prediction markets from other regulated areas such as gambling and securities trading. The article\u27s examination of prediction markets also illustrates the limitations of current commercial speech doctrine. We conclude by discussing how the executive, legislative, and judicial branches might resolve the First Amendment challenges of regulating prediction markets, and we propose a new legal test, modeled on existing free speech jurisprudence, which may assist courts in adjudicating any constitutional challenges
Internet... the final frontier: an ethnographic account: exploring the cultural space of the Net from the inside
The research project The Internet as a space for interaction, which completed its mission in Autumn 1998, studied the constitutive features of network culture and network organisation. Special emphasis was given to the dynamic interplay of technical and social conventions regarding both the Netâs organisation as well as its change. The ethnographic perspective chosen studied the Internet from the inside. Research concentrated upon three fields of study: the hegemonial operating technology of net nodes (UNIX) the networkâs basic transmission technology (the Internet Protocol IP) and a popular communication service (Usenet). The projectâs final report includes the results of the three branches explored. Drawing upon the development in the three fields it is shown that changes that come about on the Net are neither anarchic nor arbitrary. Instead, the decentrally organised Internet is based upon technically and organisationally distributed forms of coordination within which individual preferences collectively attain the power of developing into definitive standards. --
Intellectual Property Rights in Virtual Environments: Considering the Rights of Owners, Programmers and Virtual Avatars
A virtual environment is a computer-generated world that can be used for training, data visualization, recreation, and commerce. The visitors of virtual environments include not only humans but also virtual avatars. The avatars can take on a range of shapes, characteristics, and personalities, and can perform a variety of tasks within the virtual environment. As the behavior of avatars becomes more realistic, sophisticated and intelligent- and the avatars become more autonomous in their decision making, the question of whether virtual avatars should have legal rights separate from those of their owner, becomes an issue. This paper discusses legal rights associated with the design and use of virtual avatars, commenting on the ownership rights of the creators of virtual avatars and the rights of avatars themselves should they gain intelligence and become independent decision makers and creators of intellectual property
The Blurring of Boundaries in Bioscientific Discourse
New technologies have revealed previously unknown and invisible parts of the human body and made it visible at the molecular level, revealing in turn more detailed structures and arrangements than those which were previously available. In doing so, in many ways they refine, expand, and even completely overturn forms of contemporary knowledge. This book maps the shifts and blurring of boundaries in contemporary bioscientific discourse. The authors of its chapters trace the shifts of boundaries in terms of the gradual blurring of the validity of established concepts, interpretive frameworks, and standards of judgment, which are analysed from ontological, gnoseological, ethical, and social perspectives. At the same time, they also map the blurring of boundaries in terms of the interdisciplinary crossing of boundaries between various scientific and artistic disciplines. The shifting of boundaries ultimately forms a part of these boundariesâ definition; upon the basis of a rationally guided discussion, these shifts can be guided and corrected so as to avoid any irreversible damage. Jana TomaĹĄoviÄovĂĄ is a philosopher with a special interest in contemporary philosophy and bioethics. She analyses the impact of biotechnology on traditional social, ethical, and anthropological concepts and their relevance in new conditions. She is an associate professor at the Faculty of Arts, University of Ss. Cyril and Methodius in Trnava, Slovakia. During her bioethics research, she conducted short research stays at the universities of Bonn, Heidelberg, TĂźbingen, and ZĂźrich
Human Digital Twin: A Survey
Digital twin has recently attracted growing attention, leading to intensive
research and applications. Along with this, a new research area, dubbed as
"human digital twin" (HDT), has emerged. Similar to the conception of digital
twin, HDT is referred to as the replica of a physical-world human in the
digital world. Nevertheless, HDT is much more complicated and delicate compared
to digital twins of any physical systems and processes, due to humans' dynamic
and evolutionary nature, including physical, behavioral, social, physiological,
psychological, cognitive, and biological dimensions. Studies on HDT are
limited, and the research is still in its infancy. In this paper, we first
examine the inception, development, and application of the digital twin
concept, providing a context within which we formally define and characterize
HDT based on the similarities and differences between digital twin and HDT.
Then we conduct an extensive literature review on HDT research, analyzing
underpinning technologies and establishing typical frameworks in which the core
HDT functions or components are organized. Built upon the findings from the
above work, we propose a generic architecture for the HDT system and describe
the core function blocks and corresponding technologies. Following this, we
present the state of the art of HDT technologies and applications in the
healthcare, industry, and daily life domain. Finally, we discuss various issues
related to the development of HDT and point out the trends and challenges of
future HDT research and development
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