2,037 research outputs found

    Constructing living buildings: a review of relevant technologies for a novel application of biohybrid robotics

    Get PDF
    Biohybrid robotics takes an engineering approach to the expansion and exploitation of biological behaviours for application to automated tasks. Here, we identify the construction of living buildings and infrastructure as a high-potential application domain for biohybrid robotics, and review technological advances relevant to its future development. Construction, civil infrastructure maintenance and building occupancy in the last decades have comprised a major portion of economic production, energy consumption and carbon emissions. Integrating biological organisms into automated construction tasks and permanent building components therefore has high potential for impact. Live materials can provide several advantages over standard synthetic construction materials, including self-repair of damage, increase rather than degradation of structural performance over time, resilience to corrosive environments, support of biodiversity, and mitigation of urban heat islands. Here, we review relevant technologies, which are currently disparate. They span robotics, self-organizing systems, artificial life, construction automation, structural engineering, architecture, bioengineering, biomaterials, and molecular and cellular biology. In these disciplines, developments relevant to biohybrid construction and living buildings are in the early stages, and typically are not exchanged between disciplines. We, therefore, consider this review useful to the future development of biohybrid engineering for this highly interdisciplinary application.publishe

    Hybrid optimizer for expeditious modeling of virtual urban environments

    Get PDF
    Tese de mestrado. Engenharia InformĂĄtica. Faculdade de Engenharia. Universidade do Porto. 200

    Designing the Metaverse

    Get PDF
    The Metaverse, a term coined in science fiction, is now being discussed seriously as a new form of infrastructure. The Metaverse is intended to make possible thematically interconnected immersive experiences. In this paper, we conceptualize the Metaverse as a meta design space. Within this space, designers create various interconnected design spaces. We highlight how the key dimensions of human experience (time, space, actors, and artifacts) each introduce tensions for making decisions in those design spaces, and we highlight the transitions between design spaces. This conceptual language opens up this novel and emergent phenomenon both to those wishing to design new disruptive technolo-gies and those seeking to improve existing platform strategies. We conclude by highlighting how the Metaverse will not only comprise immersive virtual experiences but also transitions between physical and virtual experiences

    GRASP News Volume 9, Number 1

    Get PDF
    A report of the General Robotics and Active Sensory Perception (GRASP) Laboratory

    \u3cem\u3eGRASP News\u3c/em\u3e: Volume 9, Number 1

    Get PDF
    The past year at the GRASP Lab has been an exciting and productive period. As always, innovation and technical advancement arising from past research has lead to unexpected questions and fertile areas for new research. New robots, new mobile platforms, new sensors and cameras, and new personnel have all contributed to the breathtaking pace of the change. Perhaps the most significant change is the trend towards multi-disciplinary projects, most notable the multi-agent project (see inside for details on this, and all the other new and on-going projects). This issue of GRASP News covers the developments for the year 1992 and the first quarter of 1993

    Customizing Experiences for Mobile Virtual Reality

    Get PDF
    A criação manual de conteĂșdo para um jogo Ă© um processo demorado e trabalhoso que requer um conjunto de habilidades diversi cado (normalmente designers, artistas e programadores) e a gestĂŁo de diferentes recursos (hardware e software especializados). Dado que o orçamento, tempo e recursos sĂŁo frequentemente muito limitados, os projetos poderiam bene ciar de uma solução que permitisse poupar e investir noutros aspectos do desenvolvimento. No contexto desta tese, abordamos este desa o sugerindo a criação de pacotes especĂ­ cos para a geração de conteĂșdo per sonalizĂĄvel, focados em aplicaçÔes de Realidade Virtual (RV) mĂłveis. Esta abordagem divide o problema numa solução com duas facetas: em primeiro lugar, a Geração Procedural de ConteĂșdo, alcançada atravĂ©s de mĂ©todos convencionais e pela utilização inovadora de Grandes Modelos de Lin guagem (normalmente conhecidos por Large Language Models). Em segundo lugar, a Co-Criação de ConteĂșdo, que enfatiza o desenvolvimento colaborativo de conteĂșdo. Adicionalmente, dado que este trabalho se foca na compatibilidade com RV mĂłvel, as limitaçÔes de hardware associadas a capacetes de RV autĂłnomos (standalone VR Headsets) e formas de as ultrapassar sĂŁo tambĂ©m abordadas. O conteĂșdo serĂĄ gerado utilizando mĂ©todos actuais em geração procedural e facilitando a co-criação de conteĂșdo pelo utilizador. A utilização de ambas estas abordagens resulta em ambi entes, objectivos e conteĂșdo geral mais re-jogĂĄveis com muito menos desenho. Esta abordagem estĂĄ actualmente a ser aplicada no desenvolvimento de duas aplicaçÔes de RV distintas. A primeira, AViR, destina-se a oferecer apoio psicolĂłgico a indivĂ­duos apĂłs a perda de uma gravidez. A se gunda, EmotionalVRSystem, visa medir as variaçÔes nas respostas emocionais dos participantes induzidas por alteraçÔes no ambiente, utilizando tecnologia EEG para leituras precisas

    Virtual Heritage: new technologies for edutainment

    Get PDF
    Cultural heritage represents an enormous amount of information and knowledge. Accessing this treasure chest allows not only to discover the legacy of physical and intangible attributes of the past but also to provide a better understanding of the present. Museums and cultural institutions have to face the problem of providing access to and communicating these cultural contents to a wide and assorted audience, meeting the expectations and interests of the reference end-users and relying on the most appropriate tools available. Given the large amount of existing tangible and intangible heritage, artistic, historical and cultural contents, what can be done to preserve and properly disseminate their heritage significance? How can these items be disseminated in the proper way to the public, taking into account their enormous heterogeneity? Answering this question requires to deal as well with another aspect of the problem: the evolution of culture, literacy and society during the last decades of 20th century. To reflect such transformations, this period witnessed a shift in the museum’s focus from the aesthetic value of museum artifacts to the historical and artistic information they encompass, and a change into the museums’ role from a mere "container" of cultural objects to a "narrative space" able to explain, describe, and revive the historical material in order to attract and entertain visitors. These developments require creating novel exhibits, able to tell stories about the objects and enabling visitors to construct semantic meanings around them. The objective that museums presently pursue is reflected by the concept of Edutainment, Education + Entertainment. Nowadays, visitors are not satisfied with ‘learning something’, but would rather engage in an ‘experience of learning’, or ‘learning for fun’, being active actors and players in their own cultural experience. As a result, institutions are faced with several new problems, like the need to communicate with people from different age groups and different cultural backgrounds, the change in people attitude due to the massive and unexpected diffusion of technology into everyday life, the need to design the visit by a personal point of view, leading to a high level of customization that allows visitors to shape their path according to their characteristics and interests. In order to cope with these issues, I investigated several approaches. In particular, I focused on Virtual Learning Environments (VLE): real-time interactive virtual environments where visitors can experience a journey through time and space, being immersed into the original historical, cultural and artistic context of the work of arts on display. VLE can strongly help archivists and exhibit designers, allowing to create new interesting and captivating ways to present cultural materials. In this dissertation I will tackle many of the different dimensions related to the creation of a cultural virtual experience. During my research project, the entire pipeline involved into the development and deployment of VLE has been investigated. The approach followed was to analyze in details the main sub-problems to face, in order to better focus on specific issues. Therefore, I first analyzed different approaches to an effective recreation of the historical and cultural context of heritage contents, which is ultimately aimed at an effective transfer of knowledge to the end-users. In particular, I identified the enhancement of the users’ sense of presence in VLE as one of the main tools to reach this objective. Presence is generally expressed as the perception of 'being there', i.e. the subjective belief of users that they are in a certain place, even if they know that the experience is mediated by the computer. Presence is related to the number of senses involved by the VLE and to the quality of the sensorial stimuli. But in a cultural scenario, this is not sufficient as the cultural presence plays a relevant role. Cultural presence is not just a feeling of 'being there' but of being - not only physically, but also socially, culturally - 'there and then'. In other words, the VLE must be able to transfer not only the appearance, but also all the significance and characteristics of the context that makes it a place and both the environment and the context become tools capable of transferring the cultural significance of a historic place. The attention that users pay to the mediated environment is another aspect that contributes to presence. Attention is related to users’ focalization and concentration and to their interests. Thus, in order to improve the involvement and capture the attention of users, I investigated in my work the adoption of narratives and storytelling experiences, which can help people making sense of history and culture, and of gamification approaches, which explore the use of game thinking and game mechanics in cultural contexts, thus engaging users while disseminating cultural contents and, why not?, letting them have fun during this process. Another dimension related to the effectiveness of any VLE is also the quality of the user experience (UX). User interaction, with both the virtual environment and its digital contents, is one of the main elements affecting UX. With respect to this I focused on one of the most recent and promising approaches: the natural interaction, which is based on the idea that persons need to interact with technology in the same way they are used to interact with the real world in everyday life. Then, I focused on the problem of presenting, displaying and communicating contents. VLE represent an ideal presentation layer, being multiplatform hypermedia applications where users are free to interact with the virtual reconstructions by choosing their own visiting path. Cultural items, embedded into the environment, can be accessed by users according to their own curiosity and interests, with the support of narrative structures, which can guide them through the exploration of the virtual spaces, and conceptual maps, which help building meaningful connections between cultural items. Thus, VLE environments can even be seen as visual interfaces to DBs of cultural contents. Users can navigate the VE as if they were browsing the DB contents, exploiting both text-based queries and visual-based queries, provided by the re-contextualization of the objects into their original spaces, whose virtual exploration can provide new insights on specific elements and improve the awareness of relationships between objects in the database. Finally, I have explored the mobile dimension, which became absolutely relevant in the last period. Nowadays, off-the-shelf consumer devices as smartphones and tablets guarantees amazing computing capabilities, support for rich multimedia contents, geo-localization and high network bandwidth. Thus, mobile devices can support users in mobility and detect the user context, thus allowing to develop a plethora of location-based services, from way-finding to the contextualized communication of cultural contents, aimed at providing a meaningful exploration of exhibits and cultural or tourist sites according to visitors’ personal interest and curiosity

    Complex Adaptive Systems & Urban Morphogenesis:

    Get PDF
    This thesis looks at how cities operate as Complex Adaptive Systems (CAS). It focuses on how certain characteristics of urban form can support an urban environment's capacity to self-organize, enabling emergent features to appear that, while unplanned, remain highly functional. The research is predicated on the notion that CAS processes operate across diverse domains: that they are ‘generalized' or ‘universal'. The goal of the dissertation is then to determine how such generalized principles might ‘play out' within the urban fabric. The main thrust of the work is to unpack how elements of the urban fabric might be considered as elements of a complex system and then identify how one might design these elements in a more deliberate manner, such that they hold a greater embedded capacity to respond to changing urban forces. The research is further predicated on the notion that, while such responses are both imbricated with, and stewarded by human actors, the specificities of the material characteristics themselves matter. Some forms of material environments hold greater intrinsic physical capacities (or affordances) to enact the kinds of dynamic processes observed in complex systems than others (and can, therefore, be designed with these affordances in mind). The primary research question is thus:   What physical and morphological conditions need to be in place within an urban environment in order for Complex Adaptive Systems dynamics arise - such that the physical components (or ‘building blocks') of the urban environment have an enhanced capacity to discover functional configurations in space and time as a response to unfolding contextual conditions?   To answer this question, the dissertation unfolds in a series of parts. It begins by attempting to distill the fundamental dynamics of a Complex Adaptive System. It does so by means of an extensive literature review that examines a variety of highly cited ‘defining principles' or ‘key attributes' of CAS. These are cross-referenced so as to extract common features and distilled down into six major principles that are considered as the generalized features of any complex system, regardless of domain. In addition, this section considers previous urban research that engages complexity principles in order to better position the distinctive perspective of this thesis. This rests primarily on the dissertation's focus on complex urban processes that occur by means of materially enabled in situ processes. Such processes have, it is argued, remained largely under-theorized. The opening section presents introductory examples of what might be meant by a ‘materially enabling' environment.   The core section of the research then undertakes a more detailed unpacking of how complex processes can be understood as having a morphological dimension. This section begins by discussing, in broad terms, the potential ‘phase space' of a physical environment and how this can be expanded or limited according to a variety of factors. Drawing insights from related inquiries in the field of Evolutionary Economic Geography, the research argues that, while emergent capacity is often explored in social, economic, or political terms, it is under-theorized in terms of the concrete physical sub-strata that can also act to ‘carry' or ‘moor' CAS dynamics. This theme is advanced in the next article, where a general framework for speaking about CAS within urban environments is introduced. This framework borrows from the terms for ‘imageability' that were popularized by Kevin Lynch: paths, edges, districts, landmarks, and nodes. These terms are typically associated with physical or ‘object-like features' of the urban environment – that is to say, their image. The terminology is then co-opted such that it makes reference not simply to physical attributes, but rather to the complex processes these attributes enable. To advance this argument, the article contrasts the static and ‘imageable' qualities of New Urbanism projects with the ‘unfolding' and dynamic qualities of complex systems - critiquing NU proponents as failing to appreciate the underlying forces that generate the environments they wish to emulate. Following this, the efficacy of the re-purposed ‘Lynchian' framework is tested using the case study of Istanbul's Grand Bazaar. Here, specific elements of the Bazaar's urban fabric are positioned as holding material agency that enables particular emergent spatial phenomena to manifest. In addition, comparisons are drawn between physical dynamics unfolding within the Bazaar's morphological setting (leading to emergent merchant districts) and parallel dynamics explored within Evolutionary Economic Geography).   The last section of the research extends this research to consider digitally augmented urban elements that hold an enhanced ability to receive and convey information. A series of speculative thought-experiments highlight how augmented urban entities could employ CAS dynamics to ‘solve for' different kinds of urban optimization scenarios, leading these material entities to self-organize (with their users) and discover fit regimes. The final paper flips the perspective, considering how, not only material agency, but also human agency is being augmented by new information processing technologies (smartphones), and how this can lead to new dances of agency that in turn generate novel emergent outcomes.   The dissertation is based on a compilation of articles that have, for the most part, been published in academic journals and all the research has been presented at peer-reviewed academic conferences. An introduction, conclusion, and explanatory transitions between sections are provided in order to clarify the narrative thread between the sections and the articles. Finally, a brief ‘coda' on the spatial dynamics afforded by Turkish Tea Gardens is offered
    • 

    corecore