4,812 research outputs found

    The Manhattan Collection: A Study on Furniture Design

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    I have designed a series of pieces of furniture that all share some key similarities, not in form or even style (though my personal aesthetic will be seen in all of them), but rather in materials. All of my pieces use a combination of metal, wood, and stone. Obviously, this is not remarkable as these materials have been used to build furniture for as long as furniture has been built. However, I have endeavored to explore how these materials can interact with one another within a piece of furniture. My goal was to create furniture where the materials do not simply coexist with each other, but instead react to one another in ways that are intimate and reflect the material’s purpose and nature. I have created furniture that is beautiful and decorative with an emphasis on artistic craftsmanship

    Backpages 25.3, A Provocative Cold Consideration: 3 Winters at the National Theatre in London

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    Search Party is the collaboration between live artists Jodie Hawkes and Pete Phillips. In 2007 we started making Search Party vs… - an interactive, durational performance exploring our reoccurring interest in sport. We’re fascinated by sport; in narratives of the sports event, the relationship between task and failure, fandom and the sporting gaze, and how these ideas can be used as strategies for creating, framing and performing live art events. We make performances for theatres and public spaces and our sports related practice has existed in both contexts. Search Party vs… takes place in public and is predominantly concerned with a desire to engage with the inhabitants of public places, creating performative contexts which generate shared endeavor. Existing somewhere between mass public spectacle and intimate 1-on-1 performance, Search Party vs... borrows the notion of team from sport to examine connections between the personal and the geographic, exploring ideas of community, place and belonging

    A role for recurrent processing in object completion: neurophysiological, psychophysical and computational"evidence

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    Recognition of objects from partial information presents a significant challenge for theories of vision because it requires spatial integration and extrapolation from prior knowledge. We combined neurophysiological recordings in human cortex with psychophysical measurements and computational modeling to investigate the mechanisms involved in object completion. We recorded intracranial field potentials from 1,699 electrodes in 18 epilepsy patients to measure the timing and selectivity of responses along human visual cortex to whole and partial objects. Responses along the ventral visual stream remained selective despite showing only 9-25% of the object. However, these visually selective signals emerged ~100 ms later for partial versus whole objects. The processing delays were particularly pronounced in higher visual areas within the ventral stream, suggesting the involvement of additional recurrent processing. In separate psychophysics experiments, disrupting this recurrent computation with a backward mask at ~75ms significantly impaired recognition of partial, but not whole, objects. Additionally, computational modeling shows that the performance of a purely bottom-up architecture is impaired by heavy occlusion and that this effect can be partially rescued via the incorporation of top-down connections. These results provide spatiotemporal constraints on theories of object recognition that involve recurrent processing to recognize objects from partial information

    Sensitivity to Timing and Order in Human Visual Cortex

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    Visual recognition takes a small fraction of a second and relies on the cascade of signals along the ventral visual stream. Given the rapid path through multiple processing steps between photoreceptors and higher visual areas, information must progress from stage to stage very quickly. This rapid progression of information suggests that fine temporal details of the neural response may be important to the how the brain encodes visual signals. We investigated how changes in the relative timing of incoming visual stimulation affect the representation of object information by recording intracranial field potentials along the human ventral visual stream while subjects recognized objects whose parts were presented with varying asynchrony. Visual responses along the ventral stream were sensitive to timing differences between parts as small as 17 ms. In particular, there was a strong dependency on the temporal order of stimulus presentation, even at short asynchronies. This sensitivity to the order of stimulus presentation provides evidence that the brain may use differences in relative timing as a means of representing information.Comment: 10 figures, 1 tabl

    Sampling design may obscure species–area relationships in landscape-scale field studies

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    We investigated 1) the role of area per se in explaining anuran species richness on reservoir forest islands, after controlling for several confounding factors. We also assessed 2) how sampling design affects the inferential power of island species–area relationships (ISARs) aiming to 3) provide guidelines to yield reliable estimates of area-induced species losses in patchy systems. We surveyed anurans with autonomous recording units at 151 plots located on 74 islands and four continuous forest sites at the Balbina Hydroelectric Reservoir landscape, central Brazilian Amazonia. We applied semi-log ISAR models to assess the effect of sampling design on the fit and slope of species–area curves. To do so, we subsampled our surveyed islands following both a 1) stratified and 2) non-stratified random selection of 5, 10, 15, 20 and 25 islands covering 1) the full range in island size (0.45–1699 ha) and 2) only islands smaller than 100 ha, respectively. We also compiled 25 datasets from the literature to assess the generality of our findings. Island size explained ca half of the variation in species richness. The fit and slope of species–area curves were affected mainly by the range in island size considered, and to a very small extent by the number of islands surveyed. In our literature review, all datasets covering a range of patch sizes larger than 300 ha yielded a positive ISAR, whereas the number of patches alone did not affect the detection of ISARs. We conclude that 1) area per se plays a major role in explaining anuran species richness on forest islands within an Amazonian anthropogenic archipelago; 2) the inferential power of island species–area relationships is severely degraded by sub-optimal sampling designs; 3) at least 10 habitat patches spanning three orders of magnitude in size should be surveyed to yield reliable species–area estimates in patchy systems

    Markov Abstractions for Probabilistic Pi-Calculus

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    This paper presents a range of approaches to the analysis and development of program specifications that have been expressed in a probabilistic process algebra. The approach explores Markovian processes as a high-level abstraction tool to reason about system specifications. The abstractions include ones to check the structure of specifications, analyze the long-term stability of the system, and provide guidance to improve the specifications if they are found to be unstable. The approach could present interest to the formal methods and critical-systems development community, as it leads to an automatic analysis of some subtle properties of complex systems. We illustrate some aspects by analyzing the Monty Hall game, and a probabilistic protocol

    On the subdivision of small categories

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    We present an intrinsic and concrete development of the subdivision of small categories, give some simple examples and derive its fundamental properties. As an application, we deduce an alternative way to compare the homotopy categories of spaces and small categories, by using partially ordered sets. This yields a new conceptual proof to the well-known fact that these two homotopy categories are equivalent.Comment: 15 page

    Performance Analysis of an IoT Platform with Virtual Reality and Social Media Integration

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    The Internet of Things (IoT) is a growing network of physical objects where the devices are connected to the Internet through unique addressing schemes and multiple protocols. The increase of IoT devices in the recent years presents significant challenges in terms of security, authentication and usability. The recently introduced Social Internet of Things (SIoT) tries to address these challenges with the virtualisation of IoT devices and the use of an infrastructure where people and IoT devices can communicate with each other, both in the real-world and virtual-world, through a common platform. In the proposed SIoT architecture, IoT devices can be operated by virtual reality (VR)headsets and Twitter, a social media platform. The aim of the platform is to allow users to seamlessly operate IoT devices, using their preferred interface: remotely with text messages (i.e. tweets) and VR headsets or operate the IoT devices directly. This paper also describes the implementation of a testbed and presents the performance analysis of the solution, demonstrating its feasibility and low latency
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