1,253 research outputs found
Towards a Conceptualization of Sociomaterial Entanglement
In knowledge representation, socio-technical systems can be modeled
as multiagent systems in which the local knowledge of each individual agent can
be seen as a context. In this paper we propose formal ontologies as a means to
describe the assumptions driving the construction of contexts as local theories and
to enable interoperability among them. In particular, we present two alternative
conceptualizations of the notion of sociomateriality (and entanglement), which
is central in the recent debates on socio-technical systems in the social sciences,
namely critical and agential realism.
We thus start by providing a model of entanglement according to the critical realist
view, representing it as a property of objects that are essentially dependent on
different modules of an already given ontology. We refine then our treatment by
proposing a taxonomy of sociomaterial entanglements that distinguishes between
ontological and epistemological entanglement. In the final section, we discuss the
second perspective, which is more challenging form the point of view of knowledge
representation, and we show that the very distinction of information into
modules can be at least in principle built out of the assumption of an entangled
reality
Encoding Specific 3D Polyhedral Complexes Using 3D Binary Images
We build upon the work developed in [4] in which we presented
a method to “locally repair” the cubical complex Q(I) associated
to a 3D binary image I, to obtain a “well-composed” polyhedral complex
P(I), homotopy equivalent to Q(I). There, we developed a new codification
system for P(I), called ExtendedCubeMap (ECM) representation,
that encodes: (1) the (geometric) information of the cells of P(I) (i.e.,
which cells are presented and where), under the form of a 3D grayscale
image gP ; (2) the boundary face relations between the cells of P(I),
under the form of a set BP of structuring elements.
In this paper, we simplify ECM representations, proving that geometric
and topological information of cells can be encoded using just a 3D
binary image, without the need of using colors or sets of structuring
elements. We also outline a possible application in which well-composed
polyhedral complexes can be useful.Junta de Andalucía FQM-369Ministerio de Economía y Competitividad MTM2012-32706Ministerio de Economía y Competitividad MTM2015-67072-
Explaining the non-economic behaviour of farm foresters: The effect of productivist and lifestyle motivations
working paperCurrently rates of planting lag far behind levels that would be expected from a
comparison of the returns from farm forestry with competing agricultural alternatives.
Previous research has focused on the role of economic factors such as government
subsidies, returns from competing agricultural alternatives and structural farm factors
in explaining the decision to afforest. By examining the role of farming attitudes and
motivations, the aim of this paper is to provide a framework for better understanding
farmers’ behaviour in relation to the decision to enter into forestry. The results
provide rare quantitative evidence that strong lifestyle and productivist motivations
significantly affect farmers’ behaviour. Environmental values and perceptions
regarding the extent to which forestry is seen as a component of a natural landscape
were two further factors found to affect the probability of participation. We conclude
that the design of policies aimed at encouraging changes in farm activities ought to be
guided by a better understanding of the motivations and attitudes of farm operators
ReForm:integrating physical and digital design through bidirectional fabrication
Digital fabrication machines such as 3D printers and laser-cutters allow users to produce physical objects based on virtual models. The creation process is currently unidirectional: once an object is fabricated it is separated from its originating virtual model. Consequently, users are tied into digital modeling tools, the virtual design must be completed before fabrication, and once fabricated, re-shaping the physical object no longer influences the digital model. To provide a more flexible design process that allows objects to iteratively evolve through both digital and physical input, we introduce bidirectional fabrication. To demonstrate the concept, we built ReForm, a system that integrates digital modeling with shape input, shape output, annotation for machine commands, and visual output. By continually synchronizing the physical object and digital model it supports object versioning to allow physical changes to be undone. Through application examples, we demonstrate the benefits of ReForm to the digital fabrication process
Modelo de descripción documental basado en el paradigma de objetos
The objective of this paper is to show the current state of an investigation which aim is the construction of a documentary description model based on the object paradigm. The choice of this paradigm responds to the fact that its use allows the uncoupling between the logic model and its physical implementations; it autonomizes the model (the coherent and robust component of the system) of the computer supports, always varying and heterogeneus. In addition, this paradigm allows the invertion of the traditional methodology that makes the decision on what tools to use (support, software, operative system, databases) and then allows to compose an ad hoc model based on these tools. The language used is Smalltalk. Traditional methodology has derived in a proliferation of bibliographical formats adapted to different database models and the consequent applications that each one supports, and made necessary the creation of countless tools that allow the migration from ones to others. To start from the logic model, on the other hand, secures the coherence and consistence of information, for it frees it from instrumental conditionings. Although the proposed model is basically descriptive in this phase, this modellization configures a framework that will allow to use the objects in other contexts and environments to satisfy ends that go beyond the sole description. Despite the fact that this proposal surpasses the traditional approaches, it contemplates and takes advantages of the guidelines, precisions and possibilities studied and perfected over the years by different specialists, materialized today in different norms (AACR2, MARC, Vaticanas, Dublin Core, ISBD, TEI)
PLM and early stages collaboration in interactive design, a case study in the glass industry
Product design activity is traditionally presented as a succession of four to six stages. In the early stages of design, during the search for concepts, multi-disciplinary teams are working together, sometimes on the fringe of the digital design chain. But it is during these stages, that most of the product development cost is committed. Therefore, collaboration should be emphasized, and PLM software should contribute to it strongly. This paper first defines the boundaries of the early stages of design. Then, we analyze designer collaboration in this stage and describe the knowledge necessary for efficient collaboration. Finally, we propose and test a concept for a tool to assist the early stages of design, to be integrated in a continuum with other existing digital design tools. A case study is presented in Verallia, specialized in the design and manufacturing of glassware
Mascaret: Pedagogical multi-agents system for virtual environment for training.
International audienceThis study concerns virtual environments for training in operational conditions. The principal developed idea is that these environments are heterogeneous and open multi-agent systems. The MASCARET model is proposed to organize the interactions between agents and to provide them reactive, cognitive and social abilities to simulate the physical and social environment. The physical environment represents, in a realistic way, the phenomena that learners and teachers have to take into account. The social environment is simulated by agents executing collaborative and adaptive tasks. These agents realize, in team, procedures that they have to adapt to the environment. The users participate to the training environment through their avatar. In this article, we explain how we integrated, in MASCARET, models necessary to the creation of Intelligent Tutoring System. We notably incorporate pedagogical strategies and pedagogical actions. We present pedagogical agents. To validate our model, the SÉCURÉVI application for fire-fighters training is developed
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