3,910 research outputs found

    The Inhuman Overhang: On Differential Heterogenesis and Multi-Scalar Modeling

    Get PDF
    As a philosophical paradigm, differential heterogenesis offers us a novel descriptive vantage with which to inscribe Deleuze’s virtuality within the terrain of “differential becoming,” conjugating “pure saliences” so as to parse economies, microhistories, insurgencies, and epistemological evolutionary processes that can be conceived of independently from their representational form. Unlike Gestalt theory’s oppositional constructions, the advantage of this aperture is that it posits a dynamic context to both media and its analysis, rendering them functionally tractable and set in relation to other objects, rather than as sedentary identities. Surveying the genealogy of differential heterogenesis with particular interest in the legacy of Lautman’s dialectic, I make the case for a reading of the Deleuzean virtual that departs from an event-oriented approach, galvanizing Sarti and Citti’s dynamic a priori vis-à-vis Deleuze’s philosophy of difference. Specifically, I posit differential heterogenesis as frame with which to examine our contemporaneous epistemic shift as it relates to multi-scalar computational modeling while paying particular attention to neuro-inferential modes of inductive learning and homologous cognitive architecture. Carving a bricolage between Mark Wilson’s work on the “greediness of scales” and Deleuze’s “scales of reality”, this project threads between static ecologies and active externalism vis-à-vis endocentric frames of reference and syntactical scaffolding

    A Gaze-Driven Evolutionary Algorithm to Study Aesthetic Evaluation of Visual Symmetry

    Get PDF
    Empirical work has shown that people like visual symmetry. We used a gaze-driven evolutionary algorithm technique to answer three questions about symmetry preference. First, do people automatically evaluate symmetry without explicit instruction? Second, is perfect symmetry the best stimulus, or do people prefer a degree of imperfection? Third, does initial preference for symmetry diminish after familiarity sets in? Stimuli were generated as phenotypes from an algorithmic genotype, with genes for symmetry (coded as deviation from a symmetrical template, deviation–symmetry, DS gene) and orientation (0° to 90°, orientation, ORI gene). An eye tracker identified phenotypes that were good at attracting and retaining the gaze of the observer. Resulting fitness scores determined the genotypes that passed to the next generation. We recorded changes to the distribution of DS and ORI genes over 20 generations. When participants looked for symmetry, there was an increase in high-symmetry genes. When participants looked for the patterns they preferred, there was a smaller increase in symmetry, indicating that people tolerated some imperfection. Conversely, there was no increase in symmetry during free viewing, and no effect of familiarity or orientation. This work demonstrates the viability of the evolutionary algorithm approach as a quantitative measure of aesthetic preference

    Tangible user interfaces : past, present and future directions

    Get PDF
    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Automatic Graphics And Game Content Generation Through Evolutionary Computation

    Get PDF
    Simulation and game content includes the levels, models, textures, items, and other objects encountered and possessed by players during the game. In most modern video games and simulation software, the set of content shipped with the product is static and unchanging, or at best, randomized within a narrow set of parameters. However, ideally, if game content could be constantly and automatically renewed, players would remain engaged longer in the evolving stream of content. This dissertation introduces three novel technologies that together realize this ambition. (1) The first, NEAT Particles, is an evolutionary method to enable users to quickly and easily create complex particle effects through a simple interactive evolutionary computation (IEC) interface. That way, particle effects become an evolvable class of content, which is exploited in the remainder of the dissertation. In particular, (2) a new algorithm called content-generating NeuroEvolution of Augmenting Topologies (cgNEAT) is introduced that automatically generates graphical and game content while the game is played, based on the past preferences of the players. Through cgNEAT, the game platform on its own can generate novel content that is designed to satisfy its players. Finally, (3) the Galactic Arms Race (GAR) multiplayer online video game is constructed to demonstrate these techniques working on a real online gaming platform. In GAR, which was made available to the public and playable online, players pilot space ships and fight enemies to acquire unique particle system weapons that are automatically evolved by the cgNEAT algorithm. The resulting study shows that cgNEAT indeed enables players to discover a wide variety of appealing content that is not only novel, but also based on and extended from previous content that they preferred in the past. The implication is that with cgNEAT it is now possible to create applications that generate their own content to satisfy users, potentially significantly reducing the cost of content creation and considerably increasing entertainment value with a constant stream of evolving content

    Understanding safety-critical interactions with a home medical device through Distributed Cognition

    Get PDF
    As healthcare shifts from the hospital to the home, it is becoming increasingly important to understand how patients interact with home medical devices, to inform the safe and patient-friendly design of these devices. Distributed Cognition (DCog) has been a useful theoretical framework for understanding situated interactions in the healthcare domain. However, it has not previously been applied to study interactions with home medical devices. In this study, DCog was applied to understand renal patients’ interactions with Home Hemodialysis Technology (HHT), as an example of a home medical device. Data was gathered through ethnographic observations and interviews with 19 renal patients and interviews with seven professionals. Data was analyzed through the principles summarized in the Distributed Cognition for Teamwork methodology. In this paper we focus on the analysis of system activities, information flows, social structures, physical layouts, and artefacts. By explicitly considering different ways in which cognitive processes are distributed, the DCog approach helped to understand patients’ interaction strategies, and pointed to design opportunities that could improve patients’ experiences of using HHT. The findings highlight the need to design HHT taking into consideration likely scenarios of use in the home and of the broader home context. A setting such as home hemodialysis has the characteristics of a complex and safety-critical socio-technical system, and a DCog approach effectively helps to understand how safety is achieved or compromised in such a system

    On the Optimization of Visualizations of Complex Phenomena

    Get PDF
    The problem of perceptually optimizing complex visualizations is a difficult one, involving perceptual as well as aesthetic issues. In our experience, controlled experiments are quite limited in their ability to uncover interrelationships among visualization parameters, and thus may not be the most useful way to develop rules-of-thumb or theory to guide the production of high-quality visualizations. In this paper, we propose a new experimental approach to optimizing visualization quality that integrates some of the strong points of controlled experiments with methods more suited to investigating complex highly-coupled phenomena. We use human-in-the-loop experiments to search through visualization parameter space, generating large databases of rated visualization solutions. This is followed by data mining to extract results such as exemplar visualizations, guidelines for producing visualizations, and hypotheses about strategies leading to strong visualizations. The approach can easily address both perceptual and aesthetic concerns, and can handle complex parameter interactions. We suggest a genetic algorithm as a valuable way of guiding the human-in-the-loop search through visualization parameter space. We describe our methods for using clustering, histogramming, principal component analysis, and neural networks for data mining. The experimental approach is illustrated with a study of the problem of optimal texturing for viewing layered surfaces so that both surfaces are maximally observable

    Species of (Code) spaces

    Get PDF
    As digital technologies make a powerful impact on the production of space and software mediates most of our everyday activities, we find ourselves living, working and interacting in the common ground of code and space. The environmental diffusion of computing should be considered in relation to the increasing acceleration and simultaneity of socio-spatial and economic processes, characteristic conditions of a dynamic spatial ontology that evolved during the past decades, changing the ways we inhabit, design and think about our environments. By following the gradual hybridization of space and time, this essay investigates the ways in which software and communication networks infuse space with temporal qualities, enhancing its inherent mediality with successive layers of meaning. An account of this in urban scale is the endeavour of smart cities, a fluid field of tension and negotiation between centralized managerial visions and bottom-up participation and appropriation initiatives. Finally, as spatial production becomes increasingly transdisciplinary and the digital turn reaches a certain level of maturity, the role of the architect and the architectural object changes drastically. Cedric Price famously argued that the best solution to a spatial problem is not necessarily a building, but the question is still pending – could it then be code

    Urban Soundmarks Psychophysical Geodimensioning: Towards Ambient Pointers Geosystemic computation

    Get PDF
    International audienceThrough interaction with environmental parameters such as light or sound, urban and architectural spaces generate ambiences with identifiable characteristics. This notion of ambiences is related to the human being position through its perception of environmental physical phenomenon during a pedestrian walk. Presented work aims to evaluate, so as to characterize, the impact of sound ambiences (soundscape) onto an urban pedestrian pathway using GIS spatial dynam-ical mapping. To carry out this scheme, our research work within AMBIOFLUX project concerns spatial interaction between sound ambience (soundscape) and man urban spatial trajectory (soundwalk). Spatial impression of sound-sources or soundmarks has to be both defined through acoustical measurement and perception informational evaluation. The remainder of this paper is dedicated to the evaluation's methodology of the pedestrian pathway's acoustic fingerprint using the GearScape spatial formalism described thereafter. Preliminary results we have obtained will also be presented and validated
    corecore