931 research outputs found

    Proceedings of the 10th International congress on architectural technology (ICAT 2024): architectural technology transformation.

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    The profession of architectural technology is influential in the transformation of the built environment regionally, nationally, and internationally. The congress provides a platform for industry, educators, researchers, and the next generation of built environment students and professionals to showcase where their influence is transforming the built environment through novel ideas, businesses, leadership, innovation, digital transformation, research and development, and sustainable forward-thinking technological and construction assembly design

    Cultures of Citizenship in the Twenty-First Century: Literary and Cultural Perspectives on a Legal Concept

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    In the early twenty-first century, the concept of citizenship is more contested than ever. As refugees set out to cross the Mediterranean, European nation-states refer to "cultural integrity" and "immigrant inassimilability," revealing citizenship to be much more than a legal concept. The contributors to this volume take an interdisciplinary approach to considering how cultures of citizenship are being envisioned and interrogated in literary and cultural (con)texts. Through this framework, they attend to the tension between the citizen and its spectral others - a tension determined by how a country defines difference at a given moment

    IMAGINING, GUIDING, PLAYING INTIMACY: - A Theory of Character Intimacy Games -

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    Within the landscape of Japanese media production, and video game production in particular, there is a niche comprising video games centered around establishing, developing, and fulfilling imagined intimate relationships with anime-manga characters. Such niche, although very significant in production volume and lifespan, is left unexplored or underexplored. When it is not, it is subsumed within the scope of wider anime-manga media. This obscures the nature of such video games, alternatively identified with descriptors including but not limited to ‘visual novel’, ‘dating simulator’ and ‘adult computer game’. As games centered around developing intimacy with characters, they present specific ensembles of narrative content, aesthetics and software mechanics. These ensembles are aimed at eliciting in users what are, by all intents and purposes, parasocial phenomena towards the game’s characters. In other words, these software products encourage players to develop affective and bodily responses towards characters. They are set in a way that is coherent with shared, circulating scripts for sexual and intimate interaction to guide player imaginative action. This study defines games such as the above as ‘character intimacy games’, video game software where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters. To do so, however, player must recognize themselves as playing that type of game, and to be looking to develop that kind of response towards the game’s characters. Character Intimacy Games are contingent upon player developing affective and bodily responses, and thus presume that players are, at the very least, non-hostile towards their development. This study approaches Japanese character intimacy games as its corpus, and operates at the intersection of studies of communication, AMO studies and games studies. The study articulates a research approach based on the double need of approaching single works of significance amidst a general scarcity of scholarly background on the subject. It juxtaposes data-driven approaches derived from fan-curated databases – The Visual Novel Database and Erogescape -Erogē Hyōron Kūkan – with a purpose-created ludo-hermeneutic process. By deploying an observation of character intimacy games through fan-curated data and building ludo-hermeneutics on the resulting ontology, this study argues that character intimacy games are video games where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters and recognizing themselves as doing so. To produce such conditions, the assemblage of software mechanics and narrative content in such games facilitates intimacy between player and characters. This is, ultimately, conductive to the emergence of parasocial phenomena. Parasocial phenomena, in turn, are deployed as an integral assumption regarding player activity within the game’s wider assemblage of narrative content and software mechanics

    Enabling Neural Radiance Fields (NeRF) for Large-scale Aerial Images -- A Multi-tiling Approach and the Geometry Assessment of NeRF

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    Neural Radiance Fields (NeRF) offer the potential to benefit 3D reconstruction tasks, including aerial photogrammetry. However, the scalability and accuracy of the inferred geometry are not well-documented for large-scale aerial assets,since such datasets usually result in very high memory consumption and slow convergence.. In this paper, we aim to scale the NeRF on large-scael aerial datasets and provide a thorough geometry assessment of NeRF. Specifically, we introduce a location-specific sampling technique as well as a multi-camera tiling (MCT) strategy to reduce memory consumption during image loading for RAM, representation training for GPU memory, and increase the convergence rate within tiles. MCT decomposes a large-frame image into multiple tiled images with different camera models, allowing these small-frame images to be fed into the training process as needed for specific locations without a loss of accuracy. We implement our method on a representative approach, Mip-NeRF, and compare its geometry performance with threephotgrammetric MVS pipelines on two typical aerial datasets against LiDAR reference data. Both qualitative and quantitative results suggest that the proposed NeRF approach produces better completeness and object details than traditional approaches, although as of now, it still falls short in terms of accuracy.Comment: 9 Figur

    H-BIM for the Torino Esposizioni complex: A fusion of Parametric Digital Modeling and Image Archive, bridging past and present

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    The article delves into the results of the renovation of the Torino Esposizioni complex, a masterpiece by Pier Luigi Nervi and a pivotal part of Turin’s architectural legacy. This building has once again become a focal point in contemporary discussions, given its central role in the Technical Economic Feasibility Plan (PFTE) proposed by the Isolarchitetti studio in collaboration with Rafael Moneo, slated for completion in 2022. This team played a pivotal role in implementing and refining the BIM methodology within the professional realm, specifically for crafting the architectural model of such a distinguished property. The process of breaking down the building into standard H-BIM components began with a preliminary phase of study that leveraged an extensive iconographic collection. This assemblage of images underscores the intricacy of an architectural entity deeply rooted in our heritage and chronicles its myriad modifications and restorations over the years. This paints a vivid picture, drawing profound parallels between historical images and today’s digital renditions

    Doing Diversity in Museums and Heritage

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    The museum and heritage sector has been shaken by debates over how to address colonialism, migration, Islamophobia, LGBTI+ and multiple other forms of difference. This major multi-researcher ethnography of museums and heritage in Berlin provides new insight into how ›diversity‹ is understood and put into action in museums and heritage. Exploring new initiatives and approaches, the book shows how these work - or do not - in practice. By doing so, it highlights ways forward - for research and action - for the future. The fieldwork locations on which this book is based include the Humboldt Forum, the Museum of Islamic Art, the Museum für Naturkunde, and the Memorial to the Murdered Jews of Europe, as well as Berlin streets and protests

    Developmental Bootstrapping of AIs

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    Although some current AIs surpass human abilities in closed artificial worlds such as board games, their abilities in the real world are limited. They make strange mistakes and do not notice them. They cannot be instructed easily, fail to use common sense, and lack curiosity. They do not make good collaborators. Mainstream approaches for creating AIs are the traditional manually-constructed symbolic AI approach and generative and deep learning AI approaches including large language models (LLMs). These systems are not well suited for creating robust and trustworthy AIs. Although it is outside of the mainstream, the developmental bootstrapping approach has more potential. In developmental bootstrapping, AIs develop competences like human children do. They start with innate competences. They interact with the environment and learn from their interactions. They incrementally extend their innate competences with self-developed competences. They interact and learn from people and establish perceptual, cognitive, and common grounding. They acquire the competences they need through bootstrapping. However, developmental robotics has not yet produced AIs with robust adult-level competences. Projects have typically stopped at the Toddler Barrier corresponding to human infant development at about two years of age, before their speech is fluent. They also do not bridge the Reading Barrier, to skillfully and skeptically draw on the socially developed information resources that power current LLMs. The next competences in human cognitive development involve intrinsic motivation, imitation learning, imagination, coordination, and communication. This position paper lays out the logic, prospects, gaps, and challenges for extending the practice of developmental bootstrapping to acquire further competences and create robust, resilient, and human-compatible AIs.Comment: 102 pages, 29 figure

    To the Last Drop: Affective Economies of Extraction and Sentimentality

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    The romance of extraction underlies and partly defines Western modernity and our cultural imaginaries. Combining affect studies and environmental humanities, this volume analyzes societies' devotion to extraction and fossil resources. This devotion is shaped by a nostalgic view on settler colonialism as well as by contemporary "affective economies" (Sara Ahmed). The contributors examine the links between forms of extractivism and gendered discourses of sentimentality and the ways in which cultural narratives and practices deploy the sentimental mode (in plots of attachment, sacrifice, and suffering) to promote or challenge extractivism

    ACARORUM CATALOGUS IX. Acariformes, Acaridida, Schizoglyphoidea (Schizoglyphidae), Histiostomatoidea (Histiostomatidae, Guanolichidae), Canestrinioidea (Canestriniidae, Chetochelacaridae, Lophonotacaridae, Heterocoptidae), Hemisarcoptoidea (Chaetodactylidae, Hyadesiidae, Algophagidae, Hemisarcoptidae, Carpoglyphidae, Winterschmidtiidae)

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    The 9th volume of the series Acarorum Catalogus contains lists of mites of 13 families, 225 genera and 1268 species of the superfamilies Schizoglyphoidea, Histiostomatoidea, Canestrinioidea and Hemisarcoptoidea. Most of these mites live on insects or other animals (as parasites, phoretic or commensals), some inhabit rotten plant material, dung or fungi. Mites of the families Chetochelacaridae and Lophonotacaridae are specialised to live with Myriapods (Diplopoda). The peculiar aquatic or intertidal mites of the families Hyadesidae and Algophagidae are also included.Publishe

    Fictional Practices of Spirituality I: Interactive Media

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    "Fictional Practices of Spirituality" provides critical insight into the implementation of belief, mysticism, religion, and spirituality into worlds of fiction, be it interactive or non-interactive. This first volume focuses on interactive, virtual worlds - may that be the digital realms of video games and VR applications or the imaginary spaces of life action role-playing and soul-searching practices. It features analyses of spirituality as gameplay facilitator, sacred spaces and architecture in video game geography, religion in video games and spiritual acts and their dramaturgic function in video games, tabletop, or LARP, among other topics. The contributors offer a first-time ever comprehensive overview of play-rites as spiritual incentives and playful spirituality in various medial incarnations
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