69 research outputs found

    Review of Materialized Views Selection Algorithm for Cyber Manufacturing

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    Technological advancement in data transfer and connection has driven massive data growth. Within the semiconductor cyber manufacturing environment, in order to cope with rapid data transfer enabled by the Internet of Things (IoT) technology, rapid query processing becomes a priority. Especially, in the era of Industry 4.0, semiconductor manufacturing that operates within cyber-physical systems (CPS) relies heavily on the reporting function to monitor delicate wafer processing. Thus, delay in reporting which is usually caused by slow query processing is intolerable. Materialized views (MVs) are usually used in order to improve query processing speed. Nevertheless, as MVs requires database space and maintenance, the decision to use MVs is not determined by time factor only. Thus, MVs selection is a problem that calls for an efficient selection algorithm that can deal with several constraints at a time. In this paper, we reveal the criteria of optimisation algorithms that were proposed to deal with MVs selection problem. In particular, this paper attempts to evaluate the coverage and limitations of the algorithm under study

    Review Of Materialized Views Selection Algorithm For Cyber Manufacturing

    Get PDF
    Technological advancement in data transfer and connection has driven massive data growth.Within the semiconductor cyber manufacturing environment,in order to cope with rapid data transfer enabled by the Internet of Things (IoT) technology,rapid query processing becomes a priority.Especially,in the era of Industry 4.0, semiconductor manufacturing that operates within cyber-physical systems (CPS) relies heavily on the reporting function to monitor delicate wafer processing.Thus,delay in reporting which is usually caused by slow query processing is intolerable.Materialized views (MVs) are usually used in order to improve query processing speed. Nevertheless,as MVs requires database space and maintenance,the decision to use MVs is not determined by time factor only.Thus,MVs selection is a problem that calls for an efficient selection algorithm that can deal with several constraints at a time.In this paper,we reveal the criteria of optimisation algorithms that were proposed to deal with MVs selection problem.In particular,this paper attempts to evaluate the coverage and limitations of the algorithm under study

    The Bioscience-Industrial Complex, Radical Materialist Aesthetics, and Interspecies Political Ecologies: The Unforeseen Posthuman Future in Mary Shelley\u27s Frankenstein and Margaret Atwood\u27s MaddAddam Trilogy

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    This project traces how Mary Shelley’s Frankenstein and Margaret Atwood’s MaddAddam Trilogy, science fiction novels from the Romantic and contemporary literary periods respectively, contest the problematic relationships between subjecthood, science, ecological health, and patriarchal, capitalist societies by crafting radical materialist alternatives to such a system and its dualistic and destructive interpersonal/interspecies relations. Through the theoretical framework of ecofeminism that recognizes the conceptual linkages between women and nature in Western systems of thought, as well as psychoanalytical feminist critiques of the masculinization of scientific epistemology, this project examines the developmental and ontological overlaps between literary “masculine” and “scientific” subjects socialized under Western patriarchal capitalism and their exploitatively destructive responses to things associated with the “feminine” (i.e. the sensual body, nonhuman animals, people of color, ecological systems, spirituality). The second half of this thesis investigates how the environmental group of Atwood’s trilogy practices a kind of radical materialist philosophy that resembles Deleuze and Guattari’s notion of “becoming-animal” and Jane Bennett’s apprehension of the enchanted materialism of the world of things to elucidate the inadequacy of dualist, patriarchal culture’s models for lived experience. The God’s Gardeners’ belief system advocates practicing a curious “attentiveness,” or sensual receptiveness, to nature in which an energetic, agential wilderness of nonhuman intentionality might be perceived and thereby enable a more interconnected across-species co-existence. The intercommunications between the transgenic animals, humanoid Crakers, and bizarre cult-like humans are a source of hope in that they suggest that our human-nature relation must henceforth be more carefully considerate of more-than-human interests than it has been, more biocentric in its scope as opposed to narrowly homocentric. This newfound sense of continuity helps one begin to think of nature as composed of living, breathing others with unique interests, which then propels one to engage in dialogic ethical responses to and interactions with nonhumans over the more unfortunate and historically popular dialectic between so-called free humans and mechanistic nonhuman natures. The combination of Atwood’s vision of interspecies alliances, Deleuze and Guattari’s politics of becoming, and Bennett’s enchanted stance toward nature provide a viable model of resistance to the continued destruction of the planet

    HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

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    This pioneering research focuses on Biomimetic Interactive Architecture using “Computation”, “Embodiment”, and “Biology” 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 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’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: “Computation”, “Embodiment”, and “Biology”. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural design”. These three major topics will be introduced in this Summary.   “Computation”, 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. “Form” 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 “Form” in architecture as a continual “information processor” rather than the result of information processing. In other words, “Form” 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 “Formation”. 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?   “Embodiment” in the context of this research is embedded in Umberto Eco’s vision on Semiotics, theories underlying media studies in Marshall McLuhan’s “Body Extension” (McLuhan, 1964), the contemporary philosophical thought of “Body Without Organs” (Gilles Deleuze and FĂŠlix Guattari, 1983), the computational Logic of ‘Swarm Behavior’ and the philosophical notion of “Monadology” 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 ‘Organic body-like architectural spaces’ 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.   “Biology”, 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 “learning the natural process”. 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: “Simple to Complex”, “Geometric Information Distribution”, and “On/Off Switch and Trigger.” 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 “Simple to Complex” principle of Evo-Devo B. Extract the idea of “Collective Intelligence” from “Geometric information Distribution” principle of Evo-Devo C. Extract the principle of “Assembly Regulation” from “On/Off switch and trigger” principle of Evo-Devo The “HyperCell” 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: “MetaBody”. 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. “HyperCell” 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

    Get PDF
    This pioneering research focuses on Biomimetic Interactive Architecture using “Computationâ€, “Embodimentâ€, and “Biology†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 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’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: “Computationâ€, “Embodimentâ€, and “Biologyâ€. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural designâ€. These three major topics will be introduced in this Summary. “Computationâ€, 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. “Form†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 “Form†in architecture as a continual “information processor†rather than the result of information processing. In other words, “Form†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 “Formationâ€. 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? “Embodiment†in the context of this research is embedded in Umberto Eco’s vision on Semiotics, theories underlying media studies in Marshall McLuhan’s “Body Extension†(McLuhan, 1964), the contemporary philosophical thought of “Body Without Organs†(Gilles Deleuze and FÊlix Guattari, 1983), the computational Logic of ‘Swarm Behavior’ and the philosophical notion of “Monadology†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 ‘Organic body-like architectural spaces’ 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. “Biologyâ€, 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 “learning 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: “Simple to Complexâ€, “Geometric Information Distributionâ€, and “On/Off Switch and Trigger.†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 “Simple to Complex†principle of Evo-Devo B. Extract the idea of “Collective Intelligence†from “Geometric information Distribution†principle of Evo-Devo C. Extract the principle of “Assembly Regulation†from “On/Off switch and trigger†principle of Evo-Devo The “HyperCell†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: “MetaBodyâ€. 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. “HyperCell†will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures

    CORPORATE SOCIAL RESPONSIBILITY IN ROMANIA

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    The purpose of this paper is to identify the main opportunities and limitations of corporate social responsibility (CSR). The survey was defined with the aim to involve the highest possible number of relevant CSR topics and give the issue a more wholesome perspective. It provides a basis for further comprehension and deeper analyses of specific CSR areas. The conditions determining the success of CSR in Romania have been defined in the paper on the basis of the previously cumulative knowledge as well as the results of various researches. This paper provides knowledge which may be useful in the programs promoting CSR.Corporate social responsibility, Supportive policies, Romania

    Global village - shelter for resilient living 2 : conference proceedings / Balkan Architectural Biennale [BAB], 21-23th of November 2023.

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    The conference will open debates about the diverse paradigms of suburban, rural, and urban places in today's global society, and it will do so by comparing these three types of locations. The primary point of contention is whether a Global Village should be categorized as an idealistic utopia or a feasible possibility for the foreseeable future. This debate will explore the advantages and disadvantages of each type of location, considering factors such as population density, infrastructure, and access to resources. Additionally, it will delve into the social, economic, and environmental implications of striving towards a Global Village concept[https://www.bab.rs/2023/12/11/on-line-cp-global-village-shelter-for-resilient-living-2

    Towards a dynamic capabilities view on ecosystem formation: A case study on the emergence of an innovation ecosystem

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    Digitalization is a catalyser that drives rapid changes in industries. While bringing huge opportunities for business, digitalization outdated existing capabilities and working methods, thus, it brings threats to companies who cannot timely innovate themselves. In today’s business landscape, no company has sufficient resources to develop digital innovation alone. Companies have to be able to attract, secure and combine a variety of new resources and competencies from other organizations to co-create new services on top of its technology platform. Currently, we see that innovation ecosystems are emerging to answer to this need. Innovation ecosystems are inherently complex as they consist of multiple actors coming from different cultural, political, economical and knowledge backgrounds. Thus, developing innovation ecosystems can be very challenging. However, we have not been equipped with sufficient theoretical and practical knowledge to understand how a company can form an innovation ecosystem. Therefore, this thesis was set to establish a deeper understanding of the factors and capabilities that support the formation of an innovation ecosystem. Through an extensive literature review of both fields - ecosystem and dynamic capabilities, this thesis established the first theoretical model that explains the development of an innovation ecosystem. This theoretical model was applied and developed iteratively in an in-depth case study of a European-based Intelligent Mine innovation ecosystem. This thesis was conducted using an exploratoratory, qualitative approach and followed an abductive research design. Data was collected through several open-ended interviews with ecosystem members and analyzed following Gioia methodology. The results of this thesis shed light on: (1) the key factors that trigger the formation of an innovation ecosystem, (2) the motivations of a hub company for forming an innovation ecosystem, and (3) the sensing and seizing mechanisms that a hub company employed while forming its innovation ecosystem. Moreover, a conceptual model was developed after refining the initial theoretical with new empirical insights. This thesis contributes directly to the development of new theory on ecosystem formation and the new application of dynamic capabilities framework in ecosystem literature. It also provides useful suggestions for companies whose aspiration is to develop innovation ecosystems around their core technologies

    An aesthetic for sustainable interactions in product-service systems?

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    Copyright @ 2012 Greenleaf PublishingEco-efficient Product-Service System (PSS) innovations represent a promising approach to sustainability. However the application of this concept is still very limited because its implementation and diffusion is hindered by several barriers (cultural, corporate and regulative ones). The paper investigates the barriers that affect the attractiveness and acceptation of eco-efficient PSS alternatives, and opens the debate on the aesthetic of eco-efficient PSS, and the way in which aesthetic could enhance some specific inner qualities of this kinds of innovations. Integrating insights from semiotics, the paper outlines some first research hypothesis on how the aesthetic elements of an eco-efficient PSS could facilitate user attraction, acceptation and satisfaction

    2018 EURēCA Abstract Book

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    Listing of student participant abstracts
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