204 research outputs found

    Parlaying Value: Capital in and Beyond Virtual Worlds

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    RefereedRecent scholarship has made it clear that people within synthetic worlds (otherwise known as virtual worlds or MMORPGs) produce commodities and currencies with market value, while other work has established the increasing importance of social networks within and between worlds, as well as across the boundary which appears to separate them from the rest of users’ lives. To tie these two threads together, and account for the use of these environments for the development of expertise and credentials, I propose adding a third form, cultural capital, to the mix, and outline a model for understanding capital in all its manifestations: material, social, and cultural. This model will make it possible to explore how actors within synthetic worlds transform, or parlay, these forms from one into the other, and furthermore how these forms are used across all the domains wherein users act, blurring any qualitative distinction between virtual and real worlds.National Science Foundation Ethics and Values Studies in the Science & Society ProgramCenter for 21st Century Studies at the University of Wisconsin-Milwauke

    HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

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    This pioneering research focuses on Biomimetic Interactive Architecture using “Computation”, “Embodiment”, and “Biology” to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’s non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: “Computation”, “Embodiment”, and “Biology”. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural design”. These three major topics will be introduced in this Summary.   “Computation”, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. “Form” has always been the most critical focus in architectural design, and this focus has also been a major driver behind the application computational design in Architecture. Nonetheless, this research will interpret the term “Form” in architecture as a continual “information processor” rather than the result of information processing. In other words, “Form” should not be perceived only as an expressive appearance based computational outcome but rather as a real-time process of information processing, akin to organic “Formation”. Architecture embodying kinetic ability for adjusting or changing its shape with the ability to process the surroundings and feedback in accordance with its free will with an inherent interactive intelligent movement of a living body. Additionally, it is also crucial to address the question of whether computational technologies are being properly harnessed, if they are only used for form-generating purposes in architecture design, or should this be replaced with real-time information communication and control systems to produce interactive architectures, with embodied computation abilities?   “Embodiment” in the context of this research is embedded in Umberto Eco’s vision on Semiotics, theories underlying media studies in Marshall McLuhan’s “Body Extension” (McLuhan, 1964), the contemporary philosophical thought of “Body Without Organs” (Gilles Deleuze and FĂ©lix Guattari, 1983), the computational Logic of ‘Swarm Behavior’ and the philosophical notion of “Monadology” proposed by Gottfried Leibniz (Leibniz, 1714). Embodied computation and design are predominant today within the wearable computing and smart living domains, which combine Virtual and Real worlds. Technical progress and prowess in VR development also contribute to advancing 3D smart architectural design and display solutions. The proposed ‘Organic body-like architectural spaces’ emphasize upon the realization of a body-like interactive space. Developing Interactive Architecture will imply eliciting the collective intelligence prevalent in nature and the virtual world of Big Data. Interactive Architecture shall thus embody integrated Information exchange protocols and decision-making systems in order to possess organic body-like qualities.   “Biology”, in this research explores biomimetic principles intended to create purposedriven kinetic and organic architecture. This involves a detailed study/critique of organic architecture, generating organic shapes, performance optimization based digital fabrication techniques and kinetic systems. A holistic bio-inspired architecture embodies multiple performance criteria akin to natural systems, which integrate structural, infrastructure performances throughout the growth of an organic body. Such a natural morphogenesis process of architectural design explores what Janine M. Benyus described as “learning the natural process”. Profoundly influenced by the processes behind morphogenesis, the research further explores Evolutionary Development Biology (Evo-Devo) explaining how embryological regulation strongly affect the resulting formations. Evo-Devo in interactive architecture implies the development of architecture based on three fundamental principles: “Simple to Complex”, “Geometric Information Distribution”, and “On/Off Switch and Trigger.” The research seeks to create a relatively intelligent architectural body, and the tactile interactive spatial environment by applying the extracted knowledge from the study of the aforementioned principles of Evo-Devo in the following fashion: A. Extract a Self-Similar Componential System based approach from the “Simple to Complex” principle of Evo-Devo B. Extract the idea of “Collective Intelligence” from “Geometric information Distribution” principle of Evo-Devo C. Extract the principle of “Assembly Regulation” from “On/Off switch and trigger” principle of Evo-Devo The “HyperCell” research, through an elaborate investigation on the three aforementioned topics, develops a design framework for developing real-time adaptive spatial systems. HyperCell does this, by developing a system of transformable cubic elements which can self-organize, adapt and interact in real-time. These Hypercells shall comprise an organic space which can adjust itself in relation to our human bodies. The furniture system is literally reified and embodied to develop an intra-active space that proactively provokes human movement. The space thus acquires an emotive dimension and can become your pet, partner, or even friend, and might also involve multiple usabilities of the same space. The research and its progression were also had actively connected with a 5-year collaborative European Culture project: “MetaBody”. The research thus involves exploration of Interactive Architecture from the following perspectives: architectural design, digital architectural history trajectory, computational technology, philosophical discourse related to the embodiment, media and digital culture, current VR and body-related technology, and Evolutionary Developmental Biology. “HyperCell” will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures

    Engaging Spaces

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    The book presents different perspectives of analysis and new models of experience, reconfirming the importance assigned to the wellbeing and human-centered approach in the contemporary spatial design disciplinary debate. The focus on “engaging spaces” is due to the increase of participatory experiences in the design strategies supporting designers who want create tailor made environment to feel people more conscious of the great value of social relations. The title of the book anticipates the aim to explore the transformation process which we are living, both in private and in public spaces, underlining the central role of design to define new qualities of connections to live together in relation with the space around us. The volume is divided into two parts described below. The first, “Social design for engaging spaces”, explores private and public space case studies introducing new hybrid dimensions through the social engagement in “living communities” and reports participatory design approaches in the transformation processes of shared common spaces, such as schools, intended as incubators of social practices. The second, “Experience design for engaging spaces”, describes more in-depth the experience of human beings in relation to physical and emotional aspects of space, focusing on the quality of the built environment that deeply affects people’s wellbeing, social interaction, and cohesion, and investigating ephemeral practices and projects to experience design through a conscious sensorial approach. The pandemic and the return to a “post-pandemic new normal” have led us to further reflect on the spatial processes of transformation and hybridization and their shared use in both the private and public spheres, exploring the importance of participatory and engaging strategies in the different phases of the design process with the aim to increase social awareness. Being back to the physical perception of spaces has confirmed the importance of evaluating the project’s sensorial aspects with a new awareness. This novel attitude leads to rediscovering the values of measurable space in the constant confrontation with the virtual perspective that triumphed during the pandemic, introducing the “time” factor in the design discipline even with a broader complexity than before

    Data and the city – accessibility and openness. a cybersalon paper on open data

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    This paper showcases examples of bottom–up open data and smart city applications and identifies lessons for future such efforts. Examples include Changify, a neighbourhood-based platform for residents, businesses, and companies; Open Sensors, which provides APIs to help businesses, startups, and individuals develop applications for the Internet of Things; and Cybersalon’s Hackney Treasures. a location-based mobile app that uses Wikipedia entries geolocated in Hackney borough to map notable local residents. Other experiments with sensors and open data by Cybersalon members include Ilze Black and Nanda Khaorapapong's The Breather, a "breathing" balloon that uses high-end, sophisticated sensors to make air quality visible; and James Moulding's AirPublic, which measures pollution levels. Based on Cybersalon's experience to date, getting data to the people is difficult, circuitous, and slow, requiring an intricate process of leadership, public relations, and perseverance. Although there are myriad tools and initiatives, there is no one solution for the actual transfer of that data

    Bulletin of the Massachusetts Archaeological Society, Vol. 73, No. 1

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    The Past Is with Us on Third Cliff Beach (Cynthia Krusell) Examination of Bone Harpoon from Third Cliff, Scituate, Massachusetts (Tonya Largy) A Deep Sea Plummet from Carver, MA (William B. Taylor) Looking at Archaeology in New England from Three Feet above the Water (Jonathan K. Patton) A Preliminary Report on Surface Collections and Initial Recovery Efforts on an Archaic Site on the Town Forest Branch Brook, Western Danvers, Massachusetts (David P. McKenna) Whaletail Pendants (William B. Taylor) A Place of Respect for the Robbins Museum (Victoria Rourke-Rooney

    Shared Artefacts and Virtual Worlds in Computer-Mediated Creative Collaboration

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    Virtual teams are becoming an increasingly common phenomenon within the globalizing surroundings of corporations. The communication between virtual team members is predominantly based on information and communication technology. The question, how different ICT collaboration environments can support different virtual team activities, has gained attention in research and practice. However, collaboration environments' role to foster creative virtual team collaboration is not entirely understood. This dissertation addresses the topic by focusing on the potential of artefacts and three-dimensional virtual worlds. Artefacts – shared visual representations – have been considered necessary for co-located creative collaboration. Though, the entire ecology of artefacts in distributed, computer-mediated creative collaboration has thus far remained unclear. While previous studies have suggested virtual worlds as beneficial for creative team collaboration, a systematic effort to characterize and describe this potential has not been undertaken. The four essays of this dissertation utilize real-life observational data of interaction between technical experts, decision-makers, and engineering designers. Either a web conferencing tool or a virtual world was employed as a collaboration environment during the observed interaction sessions. The first essay outlines virtual worlds' eight affordances towards creative team collaboration. The second essay investigates the question, how the two-dimensional web conferencing tool and virtual world differ in terms of supporting the use of shared visual artefacts. The third essay broadens the observation of the artefacts by studying their roles as boundary objects, which mediate communication within an intersection of different social worlds. Grounding on these results, the fourth essay addresses the artefacts' role in distributed teams' different collaborative activities within creative virtual world collaboration. Findings of the study demonstrate virtual worlds' potential to foster team creativity. Meanwhile the findings indicate a variety of artefacts that are utilized within creative virtual team collaboration, ranging from epistemic to technical objects. Grounding on the observed contrast between the virtual world and web conferencing tool, the results end up in suggesting an expansion of separated auditory and visual channel information to the concept of boundary objects. While the study conveys practical relevance for virtual teams that engage in creative collaboration, it also outlines potential directions to future ICT collaboration environments development path.Virtuaalitiimit yleistyvĂ€t liiketoiminnan globalisoituessa. Virtuaalitiimien jĂ€senet viestivĂ€t pÀÀosin tieto- ja viestintĂ€teknologian vĂ€lityksellĂ€. Tutkimuksessa ja kĂ€ytĂ€nnön työssĂ€ on havaittu, ettĂ€ eri tieto- ja viestintĂ€teknologiset vuorovaikutusympĂ€ristöt voivat tukea virtuaalitiimien eri toimintoja. VuorovaikutusympĂ€ristöjen roolia virtuaalitiimin luovan työn tukemisessa ei kuitenkaan ole tĂ€ysin ymmĂ€rretty. VĂ€itöskirja kĂ€sittelee aihetta suunnaten huomion artefaktoihin ja kolmiulotteisiin virtuaalimaailmoihin. Artefaktat – yhteiset visuaaliset dokumentit – on aiemmin mielletty vĂ€lttĂ€mĂ€ttömiksi samanpaikkaisessa luovassa yhteistyössĂ€. Artefaktojen rooli monipaikkaisessa, tietokonevĂ€litteisessĂ€ luovassa yhteistyössĂ€ on kuitenkin vielĂ€ selvittĂ€mĂ€ttĂ€. Aiemmat tutkimukset ovat arvioineet virtuaalimaailmojen olevan suotuisia luovalle tiimin vuorovaikutukselle; nĂ€kökantaa ei kuitenkaan ole luonnehdittu tai kuvattu jĂ€rjestelmĂ€llisesti. VĂ€itöskirjan neljĂ€ esseetĂ€ hyödyntĂ€vĂ€t dataa teknisten asiantuntijoiden, pÀÀtöksentekijöiden ja teollisten suunnittelijoiden tosielĂ€mĂ€n vuorovaikutustilanteista. VuorovaikutusympĂ€ristöinĂ€ kĂ€ytettiin web-konferenssityökalua tai kolmiulotteista virtuaalimaailmaa. EnsimmĂ€inen esseistĂ€ linjaa kahdeksan kolmiulotteisen virtuaalimaailman ominaispiirrettĂ€, jotka tukevat luovan tiimin vuorovaikutusta. Toinen esseistĂ€ selvittÀÀ, miten visuaalisesti kaksiulotteinen web-konferenssityökalu ja kolmiulotteinen virtuaalimaailma eroavat toisistaan artefaktojen kĂ€ytön osalta. Kolmas essee tarkastelee artefaktoja rajaesineinĂ€, jotka vĂ€littĂ€vĂ€t viestintÀÀ erillisten sosiaalisten maailmojen leikkauskohdassa. Tuloksiin perustuen neljĂ€s essee tarkastelee visuaalisten artefaktojen roolia monipaikkaisten, hajautettujen tiimien erilaisissa yhteistyöaktiviteeteissa luovan virtuaalimaailma-vuorovaikutuksen yhteydessĂ€. Tutkimustulokset havainnollistavat virtuaalimaailman potentiaalin edistÀÀ luovaa tiimitason vuorovaikutusta. Tulokset esittelevĂ€t luovien virtuaalitiimien hyödyntĂ€mien artefaktojen kirjon, ulottuen episteemisistĂ€ teknisiin objekteihin. Havaittuihin virtuaalimaailman ja web-konferenssityökalun eroavaisuuksiin perustuen esitetÀÀn visuaalisen ja auditiivisen viestintĂ€kanavan eroon pohjautuvaa laajennusta rajaesineiden kĂ€sitteeseen. SiinĂ€ missĂ€ tutkimus on merkittĂ€vĂ€ luovaan vuorovaikutukseen osallistuvien virtuaalitiimien kannalta, se myös linjaa mahdollisia suuntia tulevaisuuden tieto- ja viestintĂ€teknologian kehityspolulle
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