30,724 research outputs found
Methodological Flaws in Cognitive Animat Research
In the field of convergence between research in autonomous machine construction and biological systems understanding it is usually argued that building robots for research on auton- omy by replicating extant animals is a valuable strategy for engineering autonomous intelligent systems. In this paper we will address the very issue of animat construction, the ratio- nale behind this, their current implementations and the value they are producing. It will be shown that current activity, as it is done today, is deeply flawed and useless as research in the science and engineering of autonomy
Of good plants and useless weeds: planning as a spatial technology of the gardening state
The article deploys Bauman’s metaphor of the ‘gardening’ state to consider the imbrication of planning and the dark side of modernity. It interrogates the public production and defence of urban spaces suitable for people deemed to have value. Using empirical material from urban Zimbabwe, I frame planning as a spatial technology of the gardening state and peer into its handling of informality under two main themes: first, the perception, construction and designation of ‘weeds’, and second, the declaration and treatment of the ‘weeds’. Situating Bauman’s metaphor in the nexus between planning, the state and informality, I conclude that the metaphor paints a helpful but inadequate picture. I argue that while the metaphor is helpful with regards to the first theme, refinements are needed in its application to the second. Rather than see planning enforcement as a rational-scientific practice, a nuanced conceptualisation is needed that explicitly acknowledges the messy business of politics
Visualisation of semantic architectural information within a game engine environment
Because of the importance of graphics and information within the domain of architecture, engineering and construction (AEC), an appropriate combination of visualisation technology and information management technology is of utter importance in the development of appropriately supporting design and construction applications. We therefore started an investigation of two of the newest developments in these domains, namely game engine technology and semantic web technology. This paper documents part of this research, containing a review and comparison of the most prominent game engines and documenting our architectural semantic web. A short test-case illustrates how both can be combined to enhance information visualisation for architectural design and construction
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Reading "all about" computerization: five common genres of social analysis
This paper examines unstated, but critical, social assumptions which underlie analyses of computerization. It focuses on the popular, professional and scholarly literature which claims to describe the actual nature of computerization, the character of computer use, and the social choices and changes that result from computerization. This literature can be usefully segmented five ideal type genres: utopian, anti-utopian, social realism, social theory, and analytical reduction. Each genre is characterized and illustrated. The strengths and weaknesses of each genre are described. In the 1990s, there will be a large market for social analyses of computerization. Utopian analyses are most likely to domÃnate the popular and professional discourse. The empirically oriented accounts of social realism, social theory and analytical reduction, are likely to be much less common and also less commonly seen and read by computer professionals and policymakers. These genres are relatively subtle, portray a more ambiguous world, and have less rhetorical power to capture the imagination of readers. Even though they are more scientific, these empirically anchored genres don't seem to appeal to many scientists and engineers. It is ironic that computing -- often portrayed as an instrument of knowledge -- is primarily the subject of discourses whose knowledge claims are most suspect. Conversely, the discourses whose claims as valid knowledge are strongest seems to have much less appeal in the mass media and technological communities
Living Innovation Laboratory Model Design and Implementation
Living Innovation Laboratory (LIL) is an open and recyclable way for
multidisciplinary researchers to remote control resources and co-develop user
centered projects. In the past few years, there were several papers about LIL
published and trying to discuss and define the model and architecture of LIL.
People all acknowledge about the three characteristics of LIL: user centered,
co-creation, and context aware, which make it distinguished from test platform
and other innovation approaches. Its existing model consists of five phases:
initialization, preparation, formation, development, and evaluation.
Goal Net is a goal-oriented methodology to formularize a progress. In this
thesis, Goal Net is adopted to subtract a detailed and systemic methodology for
LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps.
Big data, crowd sourcing, crowd funding and crowd testing take place in
suitable steps to realize UUI, MCC and PCA throughout the innovation process in
LIL 2.0. It would become a guideline for any company or organization to develop
a project in the form of an LIL 2.0 project.
To prove the feasibility of LIL Goal Net Model, it was applied to two real
cases. One project is a Kinect game and the other one is an Internet product.
They were both transformed to LIL 2.0 successfully, based on LIL goal net based
methodology. The two projects were evaluated by phenomenography, which was a
qualitative research method to study human experiences and their relations in
hope of finding the better way to improve human experiences. Through
phenomenographic study, the positive evaluation results showed that the new
generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf
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