16,126 research outputs found
Internet of robotic things : converging sensing/actuating, hypoconnectivity, artificial intelligence and IoT Platforms
The Internet of Things (IoT) concept is evolving rapidly and influencing newdevelopments in various application domains, such as the Internet of MobileThings (IoMT), Autonomous Internet of Things (A-IoT), Autonomous Systemof Things (ASoT), Internet of Autonomous Things (IoAT), Internetof Things Clouds (IoT-C) and the Internet of Robotic Things (IoRT) etc.that are progressing/advancing by using IoT technology. The IoT influencerepresents new development and deployment challenges in different areassuch as seamless platform integration, context based cognitive network integration,new mobile sensor/actuator network paradigms, things identification(addressing, naming in IoT) and dynamic things discoverability and manyothers. The IoRT represents new convergence challenges and their need to be addressed, in one side the programmability and the communication ofmultiple heterogeneous mobile/autonomous/robotic things for cooperating,their coordination, configuration, exchange of information, security, safetyand protection. Developments in IoT heterogeneous parallel processing/communication and dynamic systems based on parallelism and concurrencyrequire new ideas for integrating the intelligent âdevicesâ, collaborativerobots (COBOTS), into IoT applications. Dynamic maintainability, selfhealing,self-repair of resources, changing resource state, (re-) configurationand context based IoT systems for service implementation and integrationwith IoT network service composition are of paramount importance whennew âcognitive devicesâ are becoming active participants in IoT applications.This chapter aims to be an overview of the IoRT concept, technologies,architectures and applications and to provide a comprehensive coverage offuture challenges, developments and applications
HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures
This pioneering research focuses on Biomimetic Interactive Architecture using âComputationâ, âEmbodimentâ, and âBiologyâ 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 1960âs with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigramâs 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: âComputationâ, âEmbodimentâ, and âBiologyâ. The project aims to elucidate pioneering research combining these three topics in one discourse: âBio-inspired digital architectural designâ. These three major topics will be introduced in this Summary.
âComputationâ, 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. âFormâ 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 âFormâ in architecture as a continual âinformation processorâ rather than the result of information processing. In other words, âFormâ 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 âFormationâ. 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?
âEmbodimentâ in the context of this research is embedded in Umberto Ecoâs vision on Semiotics, theories underlying media studies in Marshall McLuhanâs âBody Extensionâ (McLuhan, 1964), the contemporary philosophical thought of âBody Without Organsâ (Gilles Deleuze and FĂŠlix Guattari, 1983), the computational Logic of âSwarm Behaviorâ and the philosophical notion of âMonadologyâ 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 âOrganic body-like architectural spacesâ 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.
âBiologyâ, 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 âlearning the natural processâ. 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: âSimple to Complexâ, âGeometric Information Distributionâ, and âOn/Off Switch and Trigger.â
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 âSimple to Complexâ principle of Evo-Devo
B. Extract the idea of âCollective Intelligenceâ from âGeometric information Distributionâ principle of Evo-Devo
C. Extract the principle of âAssembly Regulationâ from âOn/Off switch and triggerâ principle of Evo-Devo
The âHyperCellâ 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: âMetaBodyâ.
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. âHyperCellâ will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures
HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures
This pioneering research focuses on Biomimetic Interactive Architecture using ââŹĹComputationââŹ, ââŹĹEmbodimentââŹ, and ââŹĹBiologyâ⏠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 1960ââŹâ˘s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. ArchigramââŹâ˘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: ââŹĹComputationââŹ, ââŹĹEmbodimentââŹ, and ââŹĹBiologyââŹ. The project aims to elucidate pioneering research combining these three topics in one discourse: ââŹĹBio-inspired digital architectural designââŹ. These three major topics will be introduced in this Summary.
ââŹĹComputationââŹ, 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. ââŹĹFormâ⏠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 ââŹĹFormâ⏠in architecture as a continual ââŹĹinformation processorâ⏠rather than the result of information processing. In other words, ââŹĹFormâ⏠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 ââŹĹFormationââŹ. 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?
ââŹĹEmbodimentâ⏠in the context of this research is embedded in Umberto EcoââŹâ˘s vision on Semiotics, theories underlying media studies in Marshall McLuhanââŹâ˘s ââŹĹBody Extensionâ⏠(McLuhan, 1964), the contemporary philosophical thought of ââŹĹBody Without Organsâ⏠(Gilles Deleuze and FĂŠlix Guattari, 1983), the computational Logic of ââŹËSwarm BehaviorââŹâ˘ and the philosophical notion of ââŹĹMonadologyâ⏠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 ââŹËOrganic body-like architectural spacesââŹâ˘ 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.
ââŹĹBiologyââŹ, 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 ââŹĹlearning the natural processââŹ. 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: ââŹĹSimple to ComplexââŹ, ââŹĹGeometric Information DistributionââŹ, and ââŹĹOn/Off Switch and Trigger.ââŹ
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 Systembased approach from the ââŹĹSimple to Complexâ⏠principle of Evo-Devo
B. Extract the idea of ââŹĹCollective Intelligenceâ⏠from ââŹĹGeometric information Distributionâ⏠principle of Evo-Devo
C. Extract the principle of ââŹĹAssembly Regulationâ⏠from ââŹĹOn/Off switch and triggerâ⏠principle of Evo-Devo
The ââŹĹHyperCellâ⏠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: ââŹĹMetaBodyââŹ.
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. ââŹĹHyperCellâ⏠will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures
Deep Space Network information system architecture study
The purpose of this article is to describe an architecture for the Deep Space Network (DSN) information system in the years 2000-2010 and to provide guidelines for its evolution during the 1990s. The study scope is defined to be from the front-end areas at the antennas to the end users (spacecraft teams, principal investigators, archival storage systems, and non-NASA partners). The architectural vision provides guidance for major DSN implementation efforts during the next decade. A strong motivation for the study is an expected dramatic improvement in information-systems technologies, such as the following: computer processing, automation technology (including knowledge-based systems), networking and data transport, software and hardware engineering, and human-interface technology. The proposed Ground Information System has the following major features: unified architecture from the front-end area to the end user; open-systems standards to achieve interoperability; DSN production of level 0 data; delivery of level 0 data from the Deep Space Communications Complex, if desired; dedicated telemetry processors for each receiver; security against unauthorized access and errors; and highly automated monitor and control
Design Criteria to Architect Continuous Experimentation for Self-Driving Vehicles
The software powering today's vehicles surpasses mechatronics as the
dominating engineering challenge due to its fast evolving and innovative
nature. In addition, the software and system architecture for upcoming vehicles
with automated driving functionality is already processing ~750MB/s -
corresponding to over 180 simultaneous 4K-video streams from popular
video-on-demand services. Hence, self-driving cars will run so much software to
resemble "small data centers on wheels" rather than just transportation
vehicles. Continuous Integration, Deployment, and Experimentation have been
successfully adopted for software-only products as enabling methodology for
feedback-based software development. For example, a popular search engine
conducts ~250 experiments each day to improve the software based on its users'
behavior. This work investigates design criteria for the software architecture
and the corresponding software development and deployment process for complex
cyber-physical systems, with the goal of enabling Continuous Experimentation as
a way to achieve continuous software evolution. Our research involved reviewing
related literature on the topic to extract relevant design requirements. The
study is concluded by describing the software development and deployment
process and software architecture adopted by our self-driving vehicle
laboratory, both based on the extracted criteria.Comment: Copyright 2017 IEEE. Paper submitted and accepted at the 2017 IEEE
International Conference on Software Architecture. 8 pages, 2 figures.
Published in IEEE Xplore Digital Library, URL:
http://ieeexplore.ieee.org/abstract/document/7930218
HyperCell
This research believes that understanding the relationship between Interactive Architecture and the principles of biology will become a mainstream research area in future architectural design. Aiming towards achieving the goal of âmaking architecture as organic bodiesâ, almost all the current digital techniques in architectural design are executed using computational simulation: digital fabrication technologies and physical computing. Based on itsâ main biological inspirations, Evolutionary Development Biology (Evo-Devo), this research intends to propose a novel bio-inspired design thinking wherein architecture should become analogs to the growing process of living organisms (Figure 6.1). Instead of being born from static optimization results most of the architecture seems content at aiming for nowadays, this research is looking towards designing dynamic architectural bodies which can adapt to the constantly changing environments and are thus seeking optimization in real-time. In other words, architecture should come âaliveâ as a living creature in order to actively optimize itself with respect to dynamic environmental conditions and user behaviorâ requirements in real-time. Following the notion of âarchitecture as organic bodiesâ, six major topics were derived from the publication of âNew Wombs: Electric Bodies and Architectural Disordersâ (Palumbo, 2000). These topics are aimed at initiating critical discussions between body and space, which, are used here to re-interpret six main traits of being an interactive architecture: Dis-measurement, Uprooting, Fluidity, Visceral Nature, Virtuality, and Sensitivity. These six topics merge diverse key points from aforementioned chapters including outlining the vision of active interacting architecture, the transformation of human bodies under digital culture, the profound biological inspiration from Evo-Devo and the fundamental componential notion of swarm, which leads to the ultimate notion of embodying organic body-like interactive Bio-architecture.
Dis-measurement: Acknowledging the premise of âarchitecture (technology) as an extension of human bodiesâ proposed by Marshall McLuhan (McLuhan, Understanding Media: The Extensions of Man, 1964), it is, still difficult to explicitly define the boundary of a space, especially in the context of a borderless cyberspace (the Internet). Space in such a context expands more than ever before and thus makes traditional measurements techniques unfeasible. With cyberspace, people can be virtually present in different places at the same time, thus breaking existing physical boundaries of a space. From another point of view, space as an extension of our bodies constantly adapting to environmental conditions and user demands, creates an intimate linkage between physical bodies and spatial bodies. Interaction in such instances can be seen from a micro-scale: between biological cells and intelligent architectural components to the macro-scale: between physical organic bodies and spatial bodies/architectural space.
Uprooting: Apart from further extending the âDis-measurementâ idea by directly plugging into cyberspace (the Internet), âUprootingâ is also interpreted as adaptation devoid of any site/location constraints. In other words, the idea of âUprootingâ implies, generating an architecture that can adjust/modify in accordance with its existing surroundings by interactions between its smallest intelligent components like cells in a body searching for dynamic equilibrium. In this case, architecture has no particular reason to be designed as ârootedâ on sites.
Fluidity: With the neural system inside the body, most of the messages can be transmitted, received and sent within less than a millionth of a second. To envision architecture as an information processor, which has abilities to react to dynamic environmental conditions and user demands, efficient information protocols must be built into such an organic architectural body to create seamless exterior/interior transformations.
Visceral Nature: Visceral can be interpreted in the form of an embodied organ. This implies envisioning architecture in the form of a living-entity. It is no longer the case of mimicking a natural form and thus claiming a building to be organic, but rather instigates one to look deeper into the principles of a natural formâs morphogenesis and apply these to generate a truly organic space. Through the study of Evo-Devo, several principles will be applied to generate an interactive organic Bio-architecture. It is thus not an organic looking shape that matters, but the principles behind the shape, which matter. For instance, principles of self-organization, self-assembly, and self-adaptation, providing possibilities of making body-like architectures with multi-directional and multi-modal communications both inside out and outside in. An intelligent architecture, should âliveâ in the environment just as how the body lives with itsâ Visceral Nature.
Virtuality: It is impossible to talk about physical space without mentioning virtual space nowadays. From cyberspace, augmented reality to virtual reality, âVirtualityâ is related to âinteractionâ since the beginning and has gradually become an inevitable aspect of our daily lives. In fact, virtual space has to still use constraints from the physical world to enhance experiential aspects. The ultimate goal of virtual reality here is not to end up with a VR helmet and keep constantly being stimulated by electronic messages, but to bring the physical to the virtual and in the process, attempt to search for a dynamic balance between the virtual and real by merging them together. With the assistance of virtual reality, novel unrealistic space can still be realized into creative tangible immersive and fascinating spaces, which, earlier was not possible.
Sensitivity: The notion of âarchitecture is an extension of human bodiesâ, is crucial to embrace, if we consider enhancing the sensing abilities of the space as a body not only externally but also internally. In a digital space, active sensing can be achieved by attaching specific devices. In an interactive space, like an organic body, the sensing capabilities of the space have to be fast, accurate, intuitive, and predictive. The sensing system should thus not only work externally to sense the surrounding environment but also internally in order to fulfill the usersâ demands in time. With such a connection between human bodies and spatial bodies, it should become relatively understandable for the space to know the requirements of the users by means of hand gestures instead of verbal cues. The sensitivity, in this case, should rely on local information distribution as a bottom-up system rather than a top-down centralized demanding structure
Early aspects: aspect-oriented requirements engineering and architecture design
This paper reports on the third Early Aspects: Aspect-Oriented Requirements Engineering and Architecture Design Workshop, which has been held in Lancaster, UK, on March 21, 2004. The workshop included a presentation session and working sessions in which the particular topics on early aspects were discussed. The primary goal of the workshop was to focus on challenges to defining methodical software development processes for aspects from early on in the software life cycle and explore the potential of proposed methods and techniques to scale up to industrial applications
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