351 research outputs found

    Cyphers: On the Historiography of Digital Architecture

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    This dissertation reflects on the methods and concepts employed in constructing a history of digital architecture. By focusing on the methodological issues, it complements and expands the research developed for the monographic study Digital Architecture Beyond Computers (DABC) and the book chapter “Crypto Architecture”. In both pieces digital architecture is understood to cover a period of time that stretches well beyond the appearance of the modern digital computer (after World War Two). The notion of computing numbers and symbols to apprehend and intervene in our reality is in fact a much older idea than the invention of the modern digital computer. This dissertation reflects on the approach suggested by both writings by analysing the conceptual basis of computation in order to devise an appropriate historiographic approach to digital architecture. The aim of the investigation is to move beyond a technologically‐driven, utilitarian view of computation in favour of a more conceptual position that foregrounds computation’s fundamental logic and the role of the disciplines that informed and continue to inform it. This broader perspective aims at establishing a relation between the artifacts and the processes of digital architecture; that is, between what digital architecture is (which DABC explores through case studies in which computation and design affected one another), and how it is generated (the techniques and methods deployed to design architecture). This dissertation introduces a specific conceptual figure to articulate the historiography of digital architecture: the cypher. Cyphers address the fundamental challenges emerging from constructing a history of digital architecture, they organise the vast collections of case studies forming the history of digital architecture, foreground the conceptual motivations behind computation, and acknowledge the role that different disciplines (philosophy, logic, semiotic) have played in shaping what we call digital architecture

    3D City Models and urban information: Current issues and perspectives

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    Considering sustainable development of cities implies investigating cities in a holistic way taking into account many interrelations between various urban or environmental issues. 3D city models are increasingly used in different cities and countries for an intended wide range of applications beyond mere visualization. Could these 3D City models be used to integrate urban and environmental knowledge? How could they be improved to fulfill such role? We believe that enriching the semantics of current 3D city models, would extend their functionality and usability; therefore, they could serve as integration platforms of the knowledge related to urban and environmental issues allowing a huge and significant improvement of city sustainable management and development. But which elements need to be added to 3D city models? What are the most efficient ways to realize such improvement / enrichment? How to evaluate the usability of these improved 3D city models? These were the questions tackled by the COST Action TU0801 “Semantic enrichment of 3D city models for sustainable urban development”. This book gathers various materials developed all along the four year of the Action and the significant breakthroughs

    Knowledge management framework based on brain models and human physiology

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    The life of humans and most living beings depend on sensation and perception for the best assessment of the surrounding world. Sensorial organs acquire a variety of stimuli that are interpreted and integrated in our brain for immediate use or stored in memory for later recall. Among the reasoning aspects, a person has to decide what to do with available information. Emotions are classifiers of collected information, assigning a personal meaning to objects, events and individuals, making part of our own identity. Emotions play a decisive role in cognitive processes as reasoning, decision and memory by assigning relevance to collected information. The access to pervasive computing devices, empowered by the ability to sense and perceive the world, provides new forms of acquiring and integrating information. But prior to data assessment on its usefulness, systems must capture and ensure that data is properly managed for diverse possible goals. Portable and wearable devices are now able to gather and store information, from the environment and from our body, using cloud based services and Internet connections. Systems limitations in handling sensorial data, compared with our sensorial capabilities constitute an identified problem. Another problem is the lack of interoperability between humans and devices, as they do not properly understand human’s emotional states and human needs. Addressing those problems is a motivation for the present research work. The mission hereby assumed is to include sensorial and physiological data into a Framework that will be able to manage collected data towards human cognitive functions, supported by a new data model. By learning from selected human functional and behavioural models and reasoning over collected data, the Framework aims at providing evaluation on a person’s emotional state, for empowering human centric applications, along with the capability of storing episodic information on a person’s life with physiologic indicators on emotional states to be used by new generation applications

    Term-driven E-Commerce

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    Die Arbeit nimmt sich der textuellen Dimension des E-Commerce an. Grundlegende Hypothese ist die textuelle Gebundenheit von Information und Transaktion im Bereich des elektronischen Handels. Überall dort, wo Produkte und Dienstleistungen angeboten, nachgefragt, wahrgenommen und bewertet werden, kommen natĂŒrlichsprachige AusdrĂŒcke zum Einsatz. Daraus resultiert ist zum einen, wie bedeutsam es ist, die Varianz textueller Beschreibungen im E-Commerce zu erfassen, zum anderen können die umfangreichen textuellen Ressourcen, die bei E-Commerce-Interaktionen anfallen, im Hinblick auf ein besseres VerstĂ€ndnis natĂŒrlicher Sprache herangezogen werden

    Because I am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy and Virtual World Aesthetics

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    Second Life is a virtual world accessible through the Internet in which users create objects and spaces, and interact socially through 3D avatars. Certain artists use the platform as a medium for art creation, using the aesthetic, spatial, temporal and technological features of SL as raw material. Code and scripts applied to animate and manipulate objects, avatars and spaces are important in this sense. These artists, their avatars and artwork in SL are at the centre of my research questions: what does virtual existence mean and what is its purpose when stemming from aesthetic exchange in SL? Through a qualitative research method mixing distribute aesthetics, digital art and media theories, the goal is to examine aesthetic exchange in the virtual: subjectivity and identity and their possible shifting patterns as reflected in avatar-artists. A theoretical and methodological emphasis from a media studies perspective is applied to digital media and networks, contributing to the reshaping of our epistemologies of these media, in contrast to the traditional emphasis on communicational aspects. Four case studies, discourse and text analysis, as well as interviews in-world and via email, plus observation while immersed in SL, are used in the collection of data, experiences, objects and narratives from avatars Eva and Franco Mattes, Gazira Babeli, Bryn Oh and China Tracy. The findings confirm the role that aesthetic exchange in virtual worlds has in the rearrangement of ideas and epistemologies on the virtual and networked self. This is reflected by the fact that the artists examined—whether in SL or AL—create and embody avatars from a liminal (ambiguous) modality of identity, subjectivity and interaction. Mythopoeia (narrative creation) and experiencing oneself as ‘another’ through multiplied identity and subjectivity are the outcomes of code performance and machinima (films created in-world). They constitute a modus operandi (syntax) in which episteme, techne and embodiment work in symbiosis with those of the machine, affected by the synthetic nature of code and liminality in SL. The combined perspective from media studies and distribute aesthetics proves to be an effective method for studying these subjects, contributing to the discussion of contemporary virtual worlds and art theories

    A comparative analysis of good enterprise data management practices:insights from literature and artificial intelligence perspectives for business efficiency and effectiveness

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    Abstract. This thesis presents a comparative analysis of enterprise data management practices based on literature and artificial intelligence (AI) perspectives, focusing on their impact on data quality, business efficiency, and effectiveness. It employs a systematic research methodology comprising of a literature review, an AI-based examination of current practices using ChatGPT, and a comparative analysis of findings. The study highlights the importance of robust data governance, high data quality, data integration, and security, alongside the transformative potential of AI. The limitations revolve around the primarily qualitative nature of the study and potential restrictions in the generalizability of the findings. However, the thesis offers valuable insights and recommendations for enterprises to optimize their data management strategies, underscoring the enhancement potential of AI in traditional practices. The research contributes to scientific discourse in information systems, data science, and business management

    Reliable visual analytics, a prerequisite for outcome assessment of engineering systems

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    Various evaluation approaches exist for multi-purpose visual analytics (VA) frameworks. They are based on empirical studies in information visualization or on community activities, for example, VA Science and Technology Challenge (2006-2014) created as a community evaluation resource to “decide upon the right metrics to use, and the appropriate implementation of those metrics including datasets and evaluators” 1 . In this paper, we propose to use evaluated VA environments for computer-based processes or systems with the main goal of aligning user plans, system models and software results. For this purpose, trust in VA outcome should be established, which can be done by following the (meta-)design principles of a human-centered verification and validation assessment and also in dependence on users’ task models and interaction styles, since the possibility to work with the visualization interactively is an integral part of VA. To define reliable VA, we point out various dimensions of reliability along with their quality criteria, requirements, attributes and metrics. Several software packages are used to illustrate the concepts

    Computer-Aided Business Model Design

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    There is a lack of dedicated tools for business model design at a strategic level. However, in today's economic world the need to be able to quickly reinvent a company's business model is essential to stay competitive. This research focused on identifying the functionalities that are necessary in a computer-aided design (CAD) tool for the design of business models in a strategic context. Using design science research methodology a series of techniques and prototypes have been designed and evaluated to offer solutions to the problem. The work is a collection of articles which can be grouped into three parts: First establishing the context of how the Business Model Canvas (BMC) is used to design business models and explore the way in which CAD can contribute to the design activity. The second part extends on this by proposing new technics and tools which support elicitation, evaluation (assessment) and evolution of business models design with CAD. This includes features such as multi-color tagging to easily connect elements, rules to validate coherence of business models and features that are adapted to the correct business model proficiency level of its users. A new way to describe and visualize multiple versions of a business model and thereby help in addressing the business model as a dynamic object was also researched. The third part explores extensions to the business model canvas such as an intermediary model which helps IT alignment by connecting business model and enterprise architecture. And a business model pattern for privacy in a mobile environment, using privacy as a key value proposition. The prototyped techniques and proposition for using CAD tools in business model modeling will allow commercial CAD developers to create tools that are better suited to the needs of practitioners
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