3 research outputs found
Creative media + the internet of things = media multiplicities
© 2018 ISAST. This paper proposes the term “media multiplicities” to describe contemporary media artworks that create multiples of “internet of things” devices. It discusses the properties that distinguish media multiplicities from other forms of media artwork, provides parameters for categorizing media multiplicities, and discusses aesthetic and creative factors in the production of media multiplicities
The blockchain: a new framework for robotic swarm systems
Swarms of robots will revolutionize many industrial applications, from targeted material delivery to precision farming. However, several of the heterogeneous characteristics that make them ideal for certain future applications --- robot autonomy, decentralized control, collective emergent behavior, etc. --- hinder the evolution of the technology from academic institutions to real-world problems. Blockchain, an emerging technology originated in the Bitcoin field, demonstrates that by combining peer-to-peer networks with cryptographic algorithms a group of agents can reach an agreement on a particular state of affairs and record that agreement without the need for a controlling authority. The combination of blockchain with other distributed systems, such as robotic swarm systems, can provide the necessary capabilities to make robotic swarm operations more secure, autonomous, flexible and even profitable. This work explains how blockchain technology can provide innovative solutions to four emergent issues in the swarm robotics research field. New security, decision making, behavior differentiation and business models for swarm robotic systems are described by providing case scenarios and examples. Finally, limitations and possible future problems that arise from the combination of these two technologies are described
Extended Skin: Designing Interactive Content for Ubiquitous Computing Materials
Current research is inspired by the impact of digital media on disciplinary division. Sim-
ultaneously, recognizes the difficulty of engineering (applied science) to consider the humani-
ties as fundamental contributors in the process of making. Steaming from a design perspective,
the intersection between art (design) and science, questions if these relations can open per-
spectives on the matter of designing within a U.C. context, and fundamentally, introduces the
question on how this can be done
Furthermore, the motivation for this research arises from considering that innovation in
technology is happening in the fields typically identified as engineering. And, despite this, the
in-corporation of these inventions in life, considering some discussed exceptions, has not typ-
ically been present in the concerns of design action and methods. Therefore, the challenge of
current research is to contribute to the realm of ubiquitous computing, routed by design, to
some degree aiming to contribute to the field. A deeper analysis into the subject of U.C., there
is the realization that there is minority presence of the humanities in the discussion of U.C.
(Dourish and Bell, 2011).
Technological disruption offers continuous inspiration for design innovation within U.C.
Furthermore, the inquiry labeled as “material turn” contextualizes a dialogue between nano-
technology and traditional materials. Nanotechnology is applied to project development, while
considering a human centred design approach. This focus is present throughout this disserta-
tion.
The research proposal describes SuberSkin, as a responsive surface that works as a
screen. The exploration of aesthetical effects is focused on visual properties – using high con-
trast between natural cork colors, dark and light brown. The proposal is highly experimental,
and ultimately, aims to explore potential routes on cork research, linked to that of U.C. Thus,
recreating and transforming this material into an intelligent surface.
In sum, this thesis discusses displacement of disciplines suggested as having a positive
impact in interdisciplinary thought and for future design. Therefore a methodology, "research
through techne" is presented that illustrates this intention.A presente pesquisa é inspirada pelo impacto exercido pelos media digitais na divisão
disciplinar. Simultaneamente, reconhece a dificuldade da engenharia (ciência aplicada) em
considerar as humanidades como contribuintes fundamentais no processo de fazer. Partindo
de uma perspectiva de design e da interseção entre arte (design) e ciência, questiona-se se
essas relações poderão abrir perspectivas na criação no âmbito da Computação Ubíqua. Fun-
damentalmente, introduz a questão de como poderá ser feito.
A motivação para esta pesquisa decorre de considerar que a inovação tecnológica
acontece nas áreas normalmente identificadas como engenharia. E, apesar disso, a incor-
poração dessas invenções na vida, considerando as exceções discutidas, normalmente não está
presente nas preocupações, ação e métodos de design. Portanto, o desafio da pesquisa é con-
tribuir para o domínio da Computação Ubíqua, orientada pelo design. Uma análise mais pro-
funda sobre o tema da Computação Ubiqua, constata que há na sua discussão uma presença
minoritária das humanidades (Dourish e Bell, 2011).
A disrupção tecnológica oferece inspiração contínua para inovação de design, e o
mesmo se aplica no âmbito da Computação Ubíqua. Além disso, a pesquisa intitulada como
“material turn” contextualiza um diálogo entre a nanotecnologia e os materiais tradicionais. A
nanotecnologia é aplicada ao desenvolvimento de projetos, considerando uma abordagem de
design centrada no ser humano. Este foco está presente ao longo desta dissertação.
O projecto de pesquisa descreve SuberSkin, uma superfície responsiva. A exploração
centra-se nos efeitos estéticos da cortiça, recorrendo a um contraste entre as suas cores natu-
rais: castanho escuro e claro. A proposta é experimental e, em última análise, visa explorar
potenciais linhas de investigação ligando a cortiça à Computação Ubíqua. E assim, recriar e
transformar este material numa superfície inteligente.
Em suma, esta tese discute o deslocamento disciplinar como tendo um impacto posi-
tivo no pensamento interdisciplinar e no futuro da prática do design. Consequentemente,
apresenta uma metodologia, "investigação através da techne" que a exemplifica