9,558 research outputs found
Towards Autopoietic Computing
A key challenge in modern computing is to develop systems that address
complex, dynamic problems in a scalable and efficient way, because the
increasing complexity of software makes designing and maintaining efficient and
flexible systems increasingly difficult. Biological systems are thought to
possess robust, scalable processing paradigms that can automatically manage
complex, dynamic problem spaces, possessing several properties that may be
useful in computer systems. The biological properties of self-organisation,
self-replication, self-management, and scalability are addressed in an
interesting way by autopoiesis, a descriptive theory of the cell founded on the
concept of a system's circular organisation to define its boundary with its
environment. In this paper, therefore, we review the main concepts of
autopoiesis and then discuss how they could be related to fundamental concepts
and theories of computation. The paper is conceptual in nature and the emphasis
is on the review of other people's work in this area as part of a longer-term
strategy to develop a formal theory of autopoietic computing.Comment: 10 Pages, 3 figure
Setting the stage â embodied and spatial dimensions in emerging programming practices.
In the design of interactive systems, developers sometimes need to engage in various ways of physical
performance in order to communicate ideas and to test out properties of the system to be realised. External
resources such as sketches, as well as bodily action, often play important parts in such processes, and
several methods and tools that explicitly address such aspects of interaction design have recently been
developed. This combined with the growing range of pervasive, ubiquitous, and tangible technologies
add up to a complex web of physicality within the practice of designing interactive systems. We illustrate
this dimension of systems development through three cases which in different ways address the design
of systems where embodied performance is important. The first case shows how building a physical sport
simulator emphasises a shift in activity between programming and debugging. The second case shows a
build-once run-once scenario, where the fine-tuning and control of the run-time activity gets turned into
an act of in situ performance by the programmers. The third example illustrates the explorative and experiential
nature of programming and debugging systems for specialised and autonomous interaction
devices. This multitude in approaches in existing programming settings reveals an expanded perspective
of what practices of interaction design consist of, emphasising the interlinking between design, programming,
and performance with the system that is being developed
Beyond representations: towards an action-centric perspective on tangible interaction
In the light of theoretical as well as concrete technical development, we discuss a conceptual shift from an information-centric to an action-centric perspective on tangible interactive technology. We explicitly emphasise the qualities of shareable use, and the importance of designing tangibles that allow for meaningful manipulation and control of the digital material. This involves a broadened focus from studying properties of the interface, to instead aim for qualities of the activity of using a system, a general tendency towards designing for social and sharable use settings and an increased openness towards multiple and subjective interpretations. An effect of this is that tangibles are not designed as representations of data, but as resources for action. We discuss four ways that tangible artefacts work as resources for action: (1) for physical manipulation; (2) for referential, social and contextually oriented action; (3) for perception and sensory experience; (4) for digitally mediated action
Philosophical foundations of the Death and Anti-Death discussion
Perhaps there has been no greater opportunity than in this âVOLUME FIFTEEN of our Death And Anti-Death set of anthologiesâ to write about how might think about life and how to avoid death. There are two reasons to discuss âlifeâ, the first being enhancing our understanding of who we are and why we may be here in the Universe. The second is more practical: how humans meet the physical challenges brought about by the way they have interacted with their environment.
Many persons discussing âlifeâ beg the question about what âlifeâ is. Surely, when one discusses how to overcome its opposite, death, they are not referring to another âlivingâ thing such as a plant. There seems to be a commonality, though, and it is this commonality is one needing elaboration. It ostensibly seems to be the boundary condition separating what is completely passive (inert) from what attempts to maintain its integrity, as well as fulfilling other conditions we think âlifeâ has. In our present discussion, there will be a reminder that it by no means has been unequivocally established what life really is by placing quotes around the word, namely, âlifeâ. Consider it a tag representing a bundle of philosophical ideas that will be unpacked in this paper
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