New Media New Technology Workshop 1, Spring Semester 2017, Media Technology. Covers purpose of the course, Hardwware/Interfaces/Humans, Early Cybernetic Art and Narrative.
This document provides information for Workshop 2 of the NMNT 2016 event. It discusses guidelines for presenting projects, including explaining the concept from an audience perspective before providing technical details. Projects will be evaluated based on criteria like novelty, depth, creativity, and execution. Earlier sections provide context, discussing the continuum between virtual and augmented realities and giving examples of responsive environments and augmented reality from the past decades. Upcoming events related to robots, aliens, and the future of cities are also listed.
New Media New Technology Workshop 2, theme 'Space', Spring Semester 2015, Media Technology MSc Leiden University. See https://sites.google.com/site/newmedianewtechnology2015/
Architectural Space as a Network - Physical and Virtual CommunitiesUCL
Presentation at Workshop 'Innovation at the Verge - Computational Models of Physical / Virtual Space Interaction'; Leiden/NL, 18 Dec 2012
This talk explores the role of architectural space as a network that structures patterns of co-presence of occupants. It is suggested that one outcome of the configuration of space (in buildings or cities) is to structure a field of potential co-presence between people – a ‘virtual community’ - which gives rise to real encounter networks as people move through and inhabit it. Through the structure of physical space and the associated field of potential co-presence social groupings are either conserved, or new groupings are generated. Examples are given to illustrate this.
It is furthermore suggested that society coheres by means of both spatial and transpatial solidarities, which means individuals will participate in multiple distinct networks at the same time. Spatial networks are generated through face-to-face encounter in architectural space, and are dependent on spatial relational structures, while transpatial ties result from shared values, ethos and identities.
As technologies become more and more ubiquitous, they increasingly structure people’s patterns of interaction and seemingly move them away from physical space and into a new realm of online communities. This raises the question of whether physical space still plays the role it used to play and how we can conceptualise multiple overlapping network affiliations in both physical and virtual spaces. Therefore the affordances of technology in offering means of communication and encounter across time and space are discussed and put into perspective of the real life face-to-face networks of people realised in physical space.
The document discusses the history and concepts of virtual, augmented, and mixed reality technologies from the 1950s to today. It covers early concepts like the Cinema of the Future, developments in the 1960s-70s like head mounted displays and responsive environments, applications in the 1970s like Aspen Movie Map, examples of augmented reality in the 2000s, and modern responsive environments. The document provides an overview of the evolution of reality-virtuality technologies and experiences over time.
This document discusses the history and concepts of virtual, augmented, and mixed realities. It explores early visions from the 1950s for immersive cinema experiences and virtual reality rooms. Important milestones are noted, such as Ivan Sutherland's 1965 "Ultimate Display" vision, the 1979 Aspen Movie Map, and Myron Krueger's responsive art installations from the 1970s. The document outlines Paul Milgram's reality-virtuality continuum and describes modern examples that blend real and virtual elements, bringing us closer to the goal of indistinguishable real and artificial experiences.
This document provides background information and outlines the goals and timeline for a creative group project exploring generative art. Generative art uses technology to create artworks autonomously or semi-autonomously according to set parameters. The group will develop software allowing users to create art within one conceptual domain (e.g. futurism, pointillism) using multiple complimentary inputs like a webcam, microphone, and pressure pads. The final product will be an engaging and user-friendly interface promoting creativity. Key goals are for the art to be under the user's control, fun to use, and ensure each output is unique. The timeline outlines progress checkpoints over 6 weeks culminating in a finished hardware and software system.
New Media New Technology Workshop 1, Spring Semester 2017, Media Technology. Covers purpose of the course, Hardwware/Interfaces/Humans, Early Cybernetic Art and Narrative.
This document provides information for Workshop 2 of the NMNT 2016 event. It discusses guidelines for presenting projects, including explaining the concept from an audience perspective before providing technical details. Projects will be evaluated based on criteria like novelty, depth, creativity, and execution. Earlier sections provide context, discussing the continuum between virtual and augmented realities and giving examples of responsive environments and augmented reality from the past decades. Upcoming events related to robots, aliens, and the future of cities are also listed.
New Media New Technology Workshop 2, theme 'Space', Spring Semester 2015, Media Technology MSc Leiden University. See https://sites.google.com/site/newmedianewtechnology2015/
Architectural Space as a Network - Physical and Virtual CommunitiesUCL
Presentation at Workshop 'Innovation at the Verge - Computational Models of Physical / Virtual Space Interaction'; Leiden/NL, 18 Dec 2012
This talk explores the role of architectural space as a network that structures patterns of co-presence of occupants. It is suggested that one outcome of the configuration of space (in buildings or cities) is to structure a field of potential co-presence between people – a ‘virtual community’ - which gives rise to real encounter networks as people move through and inhabit it. Through the structure of physical space and the associated field of potential co-presence social groupings are either conserved, or new groupings are generated. Examples are given to illustrate this.
It is furthermore suggested that society coheres by means of both spatial and transpatial solidarities, which means individuals will participate in multiple distinct networks at the same time. Spatial networks are generated through face-to-face encounter in architectural space, and are dependent on spatial relational structures, while transpatial ties result from shared values, ethos and identities.
As technologies become more and more ubiquitous, they increasingly structure people’s patterns of interaction and seemingly move them away from physical space and into a new realm of online communities. This raises the question of whether physical space still plays the role it used to play and how we can conceptualise multiple overlapping network affiliations in both physical and virtual spaces. Therefore the affordances of technology in offering means of communication and encounter across time and space are discussed and put into perspective of the real life face-to-face networks of people realised in physical space.
The document discusses the history and concepts of virtual, augmented, and mixed reality technologies from the 1950s to today. It covers early concepts like the Cinema of the Future, developments in the 1960s-70s like head mounted displays and responsive environments, applications in the 1970s like Aspen Movie Map, examples of augmented reality in the 2000s, and modern responsive environments. The document provides an overview of the evolution of reality-virtuality technologies and experiences over time.
This document discusses the history and concepts of virtual, augmented, and mixed realities. It explores early visions from the 1950s for immersive cinema experiences and virtual reality rooms. Important milestones are noted, such as Ivan Sutherland's 1965 "Ultimate Display" vision, the 1979 Aspen Movie Map, and Myron Krueger's responsive art installations from the 1970s. The document outlines Paul Milgram's reality-virtuality continuum and describes modern examples that blend real and virtual elements, bringing us closer to the goal of indistinguishable real and artificial experiences.
This document provides background information and outlines the goals and timeline for a creative group project exploring generative art. Generative art uses technology to create artworks autonomously or semi-autonomously according to set parameters. The group will develop software allowing users to create art within one conceptual domain (e.g. futurism, pointillism) using multiple complimentary inputs like a webcam, microphone, and pressure pads. The final product will be an engaging and user-friendly interface promoting creativity. Key goals are for the art to be under the user's control, fun to use, and ensure each output is unique. The timeline outlines progress checkpoints over 6 weeks culminating in a finished hardware and software system.
The document discusses the history and evolution of new media technologies. It covers early pioneers in fields like interactive computing, user interfaces, and augmented reality. Figures like Vannevar Bush, Douglas Engelbart, Ivan Sutherland, and Alan Kay are highlighted for their contributions to concepts like hypermedia, direct manipulation interfaces, virtual reality, and personal computing. Timelines provided give context for the development of new forms of narrative, interactive art, and alternative realities. The overall document serves as an introduction to exploring the intersection of technology and creativity throughout history.
The Media Technology MSc program encourages students to develop creative approaches to science through translating personal interests into unconventional research projects. The program is open to unusual questions, research methods, and outputs beyond traditional theses. Students create actual products to gain new scientific insights by doing and creating. The document then provides examples of old new media technologies and icons that pioneered hardware, interfaces, immersive experiences, and narrative forms, laying the groundwork for modern media.
Provides a sampling of New Media & Mediatechnology projects throughout history related to the theme of 'Space' with a focus on reality versus virtuality.
Strategies against architecture: building a 'museum of the future' / Remix Sy...Seb Chan
Keynote presentation delivered at Remix Sydney, June 2015.
Title is derived from an article in The Atlantic, Jan 2015 - http://theatln.tc/1K0zXQs
Lustig/Fast Company quotes are from - http://bit.ly/1FoS8ZR
Longer background technical paper at http://bit.ly/1LhwSNX
The document describes a workshop that aims to teach participants how to design speculative lifeworlds instead of just artifacts. The workshop introduces techniques to envision fictional worlds where speculative artifacts could exist and function by defining the necessary social, economic, political and technological conditions. Participants will first build the characteristics of an imagined world and then write short stories set in that world. The goal is to provide a more systemic approach to speculative design that focuses on designing the broader contexts around fictional objects, not just the objects themselves.
Meaningful Play 2022 presentation: Art, Play and Winsor McCay - the Critical ...Christopher Totten
In this presentation from the 2022 Meaningful Play conference, I discuss how we are using the art direction and animation of the indie game Little Nemo and the Nightmare Fiends as a critical tool for understanding an important work of comics history with the hope of helping others use art more meaningfully in games.
This document provides an overview of concepts and approaches used in design. It discusses research methods like using libraries, traveling, and experimentation. It also covers processes like biomimicry, form following forces, and common vessel-making techniques. Additional topics include tools to extend capabilities, transformation of materials, thinking in series, play and problem solving, simplicity, sketching and prototyping, meaning, sources of inspiration, and worldviews that influence design.
Artificial Intelligence and its applicationFELICIALILIANJ
1. No-code machine learning allows users to build machine learning applications and tools through a drag-and-drop interface without coding, making ML more accessible.
2. Tiny ML focuses on applying machine learning at the edge on small IoT devices to reduce latency, bandwidth usage, and ensure privacy while still enabling useful predictions from collected data.
3. Automated machine learning aims to simplify the entire machine learning process from data preprocessing to modeling to reduce costs and expertise needed, enabling more widespread use of analytical tools and technologies.
This document provides an overview of ideas and approaches used in art, design, and architecture. It discusses various research methods like using libraries, traveling, and experimentation. It also covers processes like biomimicry, modeling forces, material transformation, series, conceptual strategies, play, problem solving, simplicity, sketching, meaning, sources of inspiration, and worldviews that influence creative works. Key examples and illustrations are provided to demonstrate these concepts.
The topic of this presentation is a particular case among the different kinds of relationships that digital technology etablishes with architectural culture today. More precisely, I will discuss the concept of “post-digital” architecture, which is a concept that has been quite widely debated in the last few years, particularly in relation to architectural practices that recur to techniques of representation privileging 2d image-editing tools such as Photoshop and Illustrator, instead of using advanced 3D modelling and rendering tools. In a nutshell, what I want to discuss is the kind of architectural image, and therefore the kind of architecture, that emerges from a post-digital approach to representation.
This document summarizes an exhibit prototyping project for museums called Exhibit Prototyping for the Real World. The project was funded in 2007 and aims to apply new collaboration tools and communities to help museums construct physical exhibits from virtual prototypes designed on Second Life. Some key points:
- Museums are social institutions and this project aims to leverage volunteer contributions.
- Designers can receive monetary awards from $200-$5,000 for successful virtual exhibit designs.
- Examples of exhibit topics include the water cycle, water conservation, and places of invention.
- The places of invention topic explores elements that spark creativity and innovation in places like New England in 1850s or Silicon Valley in 1970s.
This document summarizes Sara Barbieri's final dissertation in Sociology of Work, Organization and Information Systems. It examines the organization of a new 3D virtual reality museum exhibition called AVATAR that was launched in 2009. Barbieri followed the curator and other staff for seven months as they designed, built, and tested the virtual worlds and interactive stations that made up the exhibition. Her research analyzed how the various elements, from technology to exhibits to staff, came together through collaborative problem-solving to transform the initial project idea into a functioning museum exhibition. She used ethnographic and actor-network theory approaches to document the daily activities and solutions that bridged heterogeneous components into a cohesive new expositional format.
The document proposes an interactive 360 degree film installation called Architectonic Cinema. Users would be able to interact with and change projections of footage from Limerick, Ireland that has been reconstructed and merged into imaginary scenarios. Sensors would track user movement and audio/video would change accordingly, allowing users to reconsider and experience the city space in new ways. The goal is to explore the relationship between real and virtual spaces through an immersive experience.
The document proposes an interactive 360 degree film installation called Architectonic Cinema. Users would be able to interact with and change projections of footage from Limerick, Ireland that has been reconstructed and merged into imaginary scenarios. Sensors would track user movement and audio/video would change accordingly, allowing users to reconsider and experience the city space in new ways. The goal is to explore the relationship between real and virtual spaces through an immersive experience.
The document provides details for the Peepshow Pavilion Design Competition, including the competition brief and requirements. The competition challenges entrants to design a temporary pavilion to be constructed in Calgary, Alberta that addresses the theme of "Truth and Lies" and promotes visual art. The pavilion must fit within a single parking space and be portable, reusable, and reasonably weatherproof. Entrants are to consider how the pavilion will display artwork and negotiate its relationship with viewers.
Tinkering Methods - Thoughts on Silicon Valley DesignJean Menezes
This document discusses the development of design thinking and methodologies. It traces the origins from conferences on design methods in the 1960s that proposed early definitions. In the 1970s, wicked problems were explored, recognizing the complex sociotechnical nature of design issues. The 1980s saw the development of designerly ways of knowing and reflective practice. Scandinavian participatory design tools also emerged. In the late 1980s and 1990s, the Stanford d.School and IDEO popularized contemporary design thinking, drawing from this history. The framework is now critiqued for being overly simplified, tied to capitalism, and conservative of the status quo.
COGNITIVE SPACE IN THE INTERACTIVE MOVIE MAP: AN INVESTIGATION OF SPATIAL LEA...michelafelici1
The document describes the development and implementation of an interactive movie map system. The system allows users to virtually navigate an unfamiliar urban environment through street-level video footage and aerial photos accessed from a video disc. Users can travel through sequences of photographic footage, view maps and data, and change their viewpoint and route. The system was developed using footage of Aspen, Colorado filmed from streets and helicopters. It is intended as a research tool to study how users acquire spatial knowledge of an unfamiliar place through interaction with the system.
Science of culture? Computational analysis and visualization of cultural imag...Lev Manovich
Concepts, research questions and examples of computational analysis and visualizations of cultural image collections from our research lab (softwarestudies.com) created between 2009 and 2015. Visualized datasets include 20,000 images from MoMA photo collection, 773 Vincent van Gogh paintings, and 2.3 million Instagram images from 13 cities worldwide. (Note that the original presentation has a few videos that are not part of this PDF document.)
This document discusses the possibility of developing ultraintelligent machines that could lead to an "intelligence explosion" and far surpass human level intelligence. It notes that the first ultraintelligent machine may be the last invention that humans need to make if it can be designed to remain controllable. The document also covers potential hardware approaches like Lloyd's theoretical laptop with vast processing power, as well as software approaches like neural networks and machine learning. It discusses both promises and potential pitfalls of advancing technology.
The document discusses the history and evolution of new media technologies. It covers early pioneers in fields like interactive computing, user interfaces, and augmented reality. Figures like Vannevar Bush, Douglas Engelbart, Ivan Sutherland, and Alan Kay are highlighted for their contributions to concepts like hypermedia, direct manipulation interfaces, virtual reality, and personal computing. Timelines provided give context for the development of new forms of narrative, interactive art, and alternative realities. The overall document serves as an introduction to exploring the intersection of technology and creativity throughout history.
The Media Technology MSc program encourages students to develop creative approaches to science through translating personal interests into unconventional research projects. The program is open to unusual questions, research methods, and outputs beyond traditional theses. Students create actual products to gain new scientific insights by doing and creating. The document then provides examples of old new media technologies and icons that pioneered hardware, interfaces, immersive experiences, and narrative forms, laying the groundwork for modern media.
Provides a sampling of New Media & Mediatechnology projects throughout history related to the theme of 'Space' with a focus on reality versus virtuality.
Strategies against architecture: building a 'museum of the future' / Remix Sy...Seb Chan
Keynote presentation delivered at Remix Sydney, June 2015.
Title is derived from an article in The Atlantic, Jan 2015 - http://theatln.tc/1K0zXQs
Lustig/Fast Company quotes are from - http://bit.ly/1FoS8ZR
Longer background technical paper at http://bit.ly/1LhwSNX
The document describes a workshop that aims to teach participants how to design speculative lifeworlds instead of just artifacts. The workshop introduces techniques to envision fictional worlds where speculative artifacts could exist and function by defining the necessary social, economic, political and technological conditions. Participants will first build the characteristics of an imagined world and then write short stories set in that world. The goal is to provide a more systemic approach to speculative design that focuses on designing the broader contexts around fictional objects, not just the objects themselves.
Meaningful Play 2022 presentation: Art, Play and Winsor McCay - the Critical ...Christopher Totten
In this presentation from the 2022 Meaningful Play conference, I discuss how we are using the art direction and animation of the indie game Little Nemo and the Nightmare Fiends as a critical tool for understanding an important work of comics history with the hope of helping others use art more meaningfully in games.
This document provides an overview of concepts and approaches used in design. It discusses research methods like using libraries, traveling, and experimentation. It also covers processes like biomimicry, form following forces, and common vessel-making techniques. Additional topics include tools to extend capabilities, transformation of materials, thinking in series, play and problem solving, simplicity, sketching and prototyping, meaning, sources of inspiration, and worldviews that influence design.
Artificial Intelligence and its applicationFELICIALILIANJ
1. No-code machine learning allows users to build machine learning applications and tools through a drag-and-drop interface without coding, making ML more accessible.
2. Tiny ML focuses on applying machine learning at the edge on small IoT devices to reduce latency, bandwidth usage, and ensure privacy while still enabling useful predictions from collected data.
3. Automated machine learning aims to simplify the entire machine learning process from data preprocessing to modeling to reduce costs and expertise needed, enabling more widespread use of analytical tools and technologies.
This document provides an overview of ideas and approaches used in art, design, and architecture. It discusses various research methods like using libraries, traveling, and experimentation. It also covers processes like biomimicry, modeling forces, material transformation, series, conceptual strategies, play, problem solving, simplicity, sketching, meaning, sources of inspiration, and worldviews that influence creative works. Key examples and illustrations are provided to demonstrate these concepts.
The topic of this presentation is a particular case among the different kinds of relationships that digital technology etablishes with architectural culture today. More precisely, I will discuss the concept of “post-digital” architecture, which is a concept that has been quite widely debated in the last few years, particularly in relation to architectural practices that recur to techniques of representation privileging 2d image-editing tools such as Photoshop and Illustrator, instead of using advanced 3D modelling and rendering tools. In a nutshell, what I want to discuss is the kind of architectural image, and therefore the kind of architecture, that emerges from a post-digital approach to representation.
This document summarizes an exhibit prototyping project for museums called Exhibit Prototyping for the Real World. The project was funded in 2007 and aims to apply new collaboration tools and communities to help museums construct physical exhibits from virtual prototypes designed on Second Life. Some key points:
- Museums are social institutions and this project aims to leverage volunteer contributions.
- Designers can receive monetary awards from $200-$5,000 for successful virtual exhibit designs.
- Examples of exhibit topics include the water cycle, water conservation, and places of invention.
- The places of invention topic explores elements that spark creativity and innovation in places like New England in 1850s or Silicon Valley in 1970s.
This document summarizes Sara Barbieri's final dissertation in Sociology of Work, Organization and Information Systems. It examines the organization of a new 3D virtual reality museum exhibition called AVATAR that was launched in 2009. Barbieri followed the curator and other staff for seven months as they designed, built, and tested the virtual worlds and interactive stations that made up the exhibition. Her research analyzed how the various elements, from technology to exhibits to staff, came together through collaborative problem-solving to transform the initial project idea into a functioning museum exhibition. She used ethnographic and actor-network theory approaches to document the daily activities and solutions that bridged heterogeneous components into a cohesive new expositional format.
The document proposes an interactive 360 degree film installation called Architectonic Cinema. Users would be able to interact with and change projections of footage from Limerick, Ireland that has been reconstructed and merged into imaginary scenarios. Sensors would track user movement and audio/video would change accordingly, allowing users to reconsider and experience the city space in new ways. The goal is to explore the relationship between real and virtual spaces through an immersive experience.
The document proposes an interactive 360 degree film installation called Architectonic Cinema. Users would be able to interact with and change projections of footage from Limerick, Ireland that has been reconstructed and merged into imaginary scenarios. Sensors would track user movement and audio/video would change accordingly, allowing users to reconsider and experience the city space in new ways. The goal is to explore the relationship between real and virtual spaces through an immersive experience.
The document provides details for the Peepshow Pavilion Design Competition, including the competition brief and requirements. The competition challenges entrants to design a temporary pavilion to be constructed in Calgary, Alberta that addresses the theme of "Truth and Lies" and promotes visual art. The pavilion must fit within a single parking space and be portable, reusable, and reasonably weatherproof. Entrants are to consider how the pavilion will display artwork and negotiate its relationship with viewers.
Tinkering Methods - Thoughts on Silicon Valley DesignJean Menezes
This document discusses the development of design thinking and methodologies. It traces the origins from conferences on design methods in the 1960s that proposed early definitions. In the 1970s, wicked problems were explored, recognizing the complex sociotechnical nature of design issues. The 1980s saw the development of designerly ways of knowing and reflective practice. Scandinavian participatory design tools also emerged. In the late 1980s and 1990s, the Stanford d.School and IDEO popularized contemporary design thinking, drawing from this history. The framework is now critiqued for being overly simplified, tied to capitalism, and conservative of the status quo.
COGNITIVE SPACE IN THE INTERACTIVE MOVIE MAP: AN INVESTIGATION OF SPATIAL LEA...michelafelici1
The document describes the development and implementation of an interactive movie map system. The system allows users to virtually navigate an unfamiliar urban environment through street-level video footage and aerial photos accessed from a video disc. Users can travel through sequences of photographic footage, view maps and data, and change their viewpoint and route. The system was developed using footage of Aspen, Colorado filmed from streets and helicopters. It is intended as a research tool to study how users acquire spatial knowledge of an unfamiliar place through interaction with the system.
Science of culture? Computational analysis and visualization of cultural imag...Lev Manovich
Concepts, research questions and examples of computational analysis and visualizations of cultural image collections from our research lab (softwarestudies.com) created between 2009 and 2015. Visualized datasets include 20,000 images from MoMA photo collection, 773 Vincent van Gogh paintings, and 2.3 million Instagram images from 13 cities worldwide. (Note that the original presentation has a few videos that are not part of this PDF document.)
This document discusses the possibility of developing ultraintelligent machines that could lead to an "intelligence explosion" and far surpass human level intelligence. It notes that the first ultraintelligent machine may be the last invention that humans need to make if it can be designed to remain controllable. The document also covers potential hardware approaches like Lloyd's theoretical laptop with vast processing power, as well as software approaches like neural networks and machine learning. It discusses both promises and potential pitfalls of advancing technology.
New Media New Technology Workshop 1, Spring Semester 2015, Media Technology MSc Leiden University. See https://sites.google.com/site/newmedianewtechnology2015/
.
The document discusses new media and technology concepts taught in the New Media New Technology class at Leiden University. The course explores the latest new media technologies and concepts organized around themes such as new media history, social relationships, space, and intelligent perception and action. Students are asked to create a project that answers unusual questions or uses unconventional research methods and output formats beyond a traditional thesis.
The document discusses the history and evolution of new media technologies from cave drawings to modern digital media. It covers early innovations in hardware, interfaces and human-computer interaction that helped advance new media. The document also examines concepts of narrative and hypermedia in both traditional and new digital forms of media.
Presentation on creating authentic customer experiences in next best action marketing. Design for Conversion unconference, september 2010, Cologne. See http://designforconversion.nl/4th-dfc-cologne/ for more info.
Or: Beyond linear.
Abstract: Equivariant neural networks are neural networks that incorporate symmetries. The nonlinear activation functions in these networks result in interesting nonlinear equivariant maps between simple representations, and motivate the key player of this talk: piecewise linear representation theory.
Disclaimer: No one is perfect, so please mind that there might be mistakes and typos.
dtubbenhauer@gmail.com
Corrected slides: dtubbenhauer.com/talks.html
EWOCS-I: The catalog of X-ray sources in Westerlund 1 from the Extended Weste...Sérgio Sacani
Context. With a mass exceeding several 104 M⊙ and a rich and dense population of massive stars, supermassive young star clusters
represent the most massive star-forming environment that is dominated by the feedback from massive stars and gravitational interactions
among stars.
Aims. In this paper we present the Extended Westerlund 1 and 2 Open Clusters Survey (EWOCS) project, which aims to investigate
the influence of the starburst environment on the formation of stars and planets, and on the evolution of both low and high mass stars.
The primary targets of this project are Westerlund 1 and 2, the closest supermassive star clusters to the Sun.
Methods. The project is based primarily on recent observations conducted with the Chandra and JWST observatories. Specifically,
the Chandra survey of Westerlund 1 consists of 36 new ACIS-I observations, nearly co-pointed, for a total exposure time of 1 Msec.
Additionally, we included 8 archival Chandra/ACIS-S observations. This paper presents the resulting catalog of X-ray sources within
and around Westerlund 1. Sources were detected by combining various existing methods, and photon extraction and source validation
were carried out using the ACIS-Extract software.
Results. The EWOCS X-ray catalog comprises 5963 validated sources out of the 9420 initially provided to ACIS-Extract, reaching a
photon flux threshold of approximately 2 × 10−8 photons cm−2
s
−1
. The X-ray sources exhibit a highly concentrated spatial distribution,
with 1075 sources located within the central 1 arcmin. We have successfully detected X-ray emissions from 126 out of the 166 known
massive stars of the cluster, and we have collected over 71 000 photons from the magnetar CXO J164710.20-455217.
ANAMOLOUS SECONDARY GROWTH IN DICOT ROOTS.pptxRASHMI M G
Abnormal or anomalous secondary growth in plants. It defines secondary growth as an increase in plant girth due to vascular cambium or cork cambium. Anomalous secondary growth does not follow the normal pattern of a single vascular cambium producing xylem internally and phloem externally.
Comparing Evolved Extractive Text Summary Scores of Bidirectional Encoder Rep...University of Maribor
Slides from:
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Track: Artificial Intelligence
https://www.etran.rs/2024/en/home-english/
BREEDING METHODS FOR DISEASE RESISTANCE.pptxRASHMI M G
Plant breeding for disease resistance is a strategy to reduce crop losses caused by disease. Plants have an innate immune system that allows them to recognize pathogens and provide resistance. However, breeding for long-lasting resistance often involves combining multiple resistance genes
Deep Behavioral Phenotyping in Systems Neuroscience for Functional Atlasing a...Ana Luísa Pinho
Functional Magnetic Resonance Imaging (fMRI) provides means to characterize brain activations in response to behavior. However, cognitive neuroscience has been limited to group-level effects referring to the performance of specific tasks. To obtain the functional profile of elementary cognitive mechanisms, the combination of brain responses to many tasks is required. Yet, to date, both structural atlases and parcellation-based activations do not fully account for cognitive function and still present several limitations. Further, they do not adapt overall to individual characteristics. In this talk, I will give an account of deep-behavioral phenotyping strategies, namely data-driven methods in large task-fMRI datasets, to optimize functional brain-data collection and improve inference of effects-of-interest related to mental processes. Key to this approach is the employment of fast multi-functional paradigms rich on features that can be well parametrized and, consequently, facilitate the creation of psycho-physiological constructs to be modelled with imaging data. Particular emphasis will be given to music stimuli when studying high-order cognitive mechanisms, due to their ecological nature and quality to enable complex behavior compounded by discrete entities. I will also discuss how deep-behavioral phenotyping and individualized models applied to neuroimaging data can better account for the subject-specific organization of domain-general cognitive systems in the human brain. Finally, the accumulation of functional brain signatures brings the possibility to clarify relationships among tasks and create a univocal link between brain systems and mental functions through: (1) the development of ontologies proposing an organization of cognitive processes; and (2) brain-network taxonomies describing functional specialization. To this end, tools to improve commensurability in cognitive science are necessary, such as public repositories, ontology-based platforms and automated meta-analysis tools. I will thus discuss some brain-atlasing resources currently under development, and their applicability in cognitive as well as clinical neuroscience.
This presentation explores a brief idea about the structural and functional attributes of nucleotides, the structure and function of genetic materials along with the impact of UV rays and pH upon them.
When I was asked to give a companion lecture in support of ‘The Philosophy of Science’ (https://shorturl.at/4pUXz) I decided not to walk through the detail of the many methodologies in order of use. Instead, I chose to employ a long standing, and ongoing, scientific development as an exemplar. And so, I chose the ever evolving story of Thermodynamics as a scientific investigation at its best.
Conducted over a period of >200 years, Thermodynamics R&D, and application, benefitted from the highest levels of professionalism, collaboration, and technical thoroughness. New layers of application, methodology, and practice were made possible by the progressive advance of technology. In turn, this has seen measurement and modelling accuracy continually improved at a micro and macro level.
Perhaps most importantly, Thermodynamics rapidly became a primary tool in the advance of applied science/engineering/technology, spanning micro-tech, to aerospace and cosmology. I can think of no better a story to illustrate the breadth of scientific methodologies and applications at their best.
2. NMNT 2017
Old New Media Expo
• Steps
– Audience experience first – if possible by experiencing the
work with minimal introduction
– Then explain the concept how you would explain it to a
general visitor audience, what led you to the concept,
possible extensions – again from a conceptual or
experience perspective
– Only then provide any ‘inside info’ on how the project is
realized (more for your fellow students)
– Audience should reflect on the work by asking questions &
giving (constructive) criticism and comments
• Evaluation criteria
– The strength, novelty, depth, interestingness, originality,
clarity, creativity, context of the concept itself (i.e. not
taking into account technicalities of how it was built)
– The execution of the project as displayed by the end result
– The (technical) approach of how the project was realized –
12. NMNT 2017
Milgram's Reality-Virtuality
Continuum
Steve Mann. Mediated Reality with implementations for everyday life. presenceconnect.com, the on line companion to the
MIT Press journal PRESENCE: Teleoperators and Virtual Environments, Date Posted: 2002 August 6
14. NMNT 2017
The Cinema of the Future
(Morton Heilig, 1956)
• ‘The Cinema of the
Future’
• Reality Machines
• Dissolving the
fourth wall of film
15. NMNT 2017
So what is the ultimate
display? Where there is no
distinction between the real
and the virtual?
16. NMNT 2017
Building
blocks for
the reality
engine
To rebuild
reality?
No.
To gain
familiarity
with
concepts not
realizable in
the physical
world.
Ivan
Sutherland
(1965)
18. NMNT 2017
The Ultimate Display
Ivan Sutherland, 1965
‘The ultimate display would, of course,
be a room within which the computer
can control the existence of matter. A
chair displayed in such a room would
be good enough to sit in. Handcuffs
displayed in such a room would be
confining, and a bullet displayed in
such a room would be fatal. With
appropriate programming such a
25. NMNT 2017
SEEK @The Jewish Museum
NYC
Architecture Machine Group,
1970• Installation by MIT
Architecture Machine
group at on exhibition
held at Jewish Museum
(1970)
• Computer stacks blocks,
builds mental model of
the world... But gerbils
can topple stacks
26. NMNT 2017
• Sense and act in an environment, deal with unexpected events
• Planning versus randomness
• Smart environments – totalitarian mechanistic worlds
27. NMNT 2017
Responsive Environments -
Myron Krueger (1970-1975)
• Artist as Composer of
Responsive Environments –
intelligent real time computer
mediated spaces
• Response is the medium: focus
on experience through
interaction
• Immersiveness, audience
participation, real time
interaction, randomness,
computer mediated spaces, ...
Input
State
Update
Output
30. NMNT 2017
Response is the medium
Beauty of aural and visual response is secondary
Composing responsive environments at a meta level
Artificial Realities
Learning and adaptation
Personal Amplifiers
Cooperation and frustration – meaningful interaction
Play
Creative Science applications such as psychology
Morton Heilig:
Hollywood cinemaographer. Reality machines that integrate senses. Moved to mexico and patented telesphere mask and sensorama.
Observation, integration (needs, emotions, trigger action), action. Science bestow knowledge. Art digest into deeper feelings. Industry to act. Mind, heart, muscle.
Art is bad at production, no methodology. And that is because the laws of art lie hidden in the subconscious, emotions.
Example: primitive man explaining he was attacked by a bear: growl like a bear, pretend to climb a tree.
With language things actually became more complex – can convey thoughts, facts, concepts but emotions and perceptions are hard. More direct forms of communications: painting, sculpture, dance, singing.
Goal is convey the richness of the experience. Integrated arts like opera, ballet, theatre – but hard to control – Gesamtkunstwerk. Machine came to the rescue – it can control and orchestrate all of this.
Cinema is step 1. First sound, then color, then 3d film for depth, widescreen for immersion. [make point about mediation – film music for example]
First law: naure of mans art is rooted in psychic apparatus and limited by materials
Second law: consciousness is a composite of experiences, sense impressions conveyed through the brain by all senses
Science of art: methodology of using these senses as building blocks, when united create experience anc consciousness, find ways to combine, recording and projecting these experiences
Wll surpass ‘feelies’ – Aldous Huxley.
Sight 70%, hearing 20, smell 5, touch 4, taste 1
Integrate all but need to lead attention. How to do this? Can participants choose? An encompassing experience can also be an intimate one.
Fourth law: reception imitatation creation from portraying outer to inner world
Note interaction is missing!
Een gesamtkunstwerk is een ideaal samenspel van alle kunsten. Deze opvatting over het kunstwerk ontstaat in de romantiek. Het begrip werd wellicht voor het eerst gebruikt door de schrijver, theoloog en filosoof Eusebius Trahndorff in zijn werk Ästhetik oder Lehre von der Weltanschauung und Kunst (1827). De term duikt in 1849 opnieuw op in Richard Wagners boek Die Kunst und die Revolution, waar hij de term gebruikt in zijn bespreking van de Griekse tragedie. Later zal hij met de term verwijzen naar de opera waarin de verschillende kunsten, dichtkunst, muziek, architectuur, dans,... zich verenigen en aanvullen.
Morton Heilig:
Hollywood cinemaographer. Reality machines that integrate senses. Moved to mexico and patented telesphere mask and sensorama.
Observation, integration (needs, emotions, trigger action), action. Science bestow knowledge. Art digest into deeper feelings. Industry to act. Mind, heart, muscle.
Art is bad at production, no methodology. And that is because the laws of art lie hidden in the subconscious, emotions.
Example: primitive man explaining he was attacked by a bear: growl like a bear, pretend to climb a tree.
With language things actually became more complex – can convey thoughts, facts, concepts but emotions and perceptions are hard. More direct forms of communications: painting, sculpture, dance, singing.
Goal is convey the richness of the experience. Integrated arts like opera, ballet, theatre – but hard to control – Gesamtkunstwerk. Machine came to the rescue – it can control and orchestrate all of this.
Cinema is step 1. First sound, then color, then 3d film for depth, widescreen for immersion. [make point about mediation – film music for example]
First law: naure of mans art is rooted in psychic apparatus and limited by materials
Second law: consciousness is a composite of experiences, sense impressions conveyed through the brain by all senses
Science of art: methodology of using these senses as building blocks, when united create experience anc consciousness, find ways to combine, recording and projecting these experiences
Wll surpass ‘feelies’ – Aldous Huxley.
Sight 70%, hearing 20, smell 5, touch 4, taste 1
Integrate all but need to lead attention. How to do this? Can participants choose? An encompassing experience can also be an intimate one.
Fourth law: reception imitatation creation from portraying outer to inner world
Note interaction is missing!
Een gesamtkunstwerk is een ideaal samenspel van alle kunsten. Deze opvatting over het kunstwerk ontstaat in de romantiek. Het begrip werd wellicht voor het eerst gebruikt door de schrijver, theoloog en filosoof Eusebius Trahndorff in zijn werk Ästhetik oder Lehre von der Weltanschauung und Kunst (1827). De term duikt in 1849 opnieuw op in Richard Wagners boek Die Kunst und die Revolution, waar hij de term gebruikt in zijn bespreking van de Griekse tragedie. Later zal hij met de term verwijzen naar de opera waarin de verschillende kunsten, dichtkunst, muziek, architectuur, dans,... zich verenigen en aanvullen.
Creator of Sketchpad – the guys had to use oscilloscope based screen for his writing program because there were no freaking pixel based CRTs yet!
Marrying computer to design navigation and habitation of virtual worlds. Essay of his vision.
Glowflow – fluorescerent tubes etc.
darkened room in which glowing lines of light defined an illusory space (Figure 25.1). The display was accomplished by pumping phosphorescent particles through transparent tubes attached to the gallery walls. These tubes passed through opaque columns concealing lights which excited the phosphors. A pressure sensitive pad in front of each of the six columns enabled the computer to respond to footsteps by lighting different tubes or changing the sounds generated by a Moog synthesizer or the origin of these sounds.
However, the artists’ attitude toward the capacity for response was ambivalent. They felt that it was important that the environment respond, but not that the audience be aware of it. Delays were introduced between the detection of a participant and the computer’s response so that the contemplative mood of the environment would not be destroyed by frantic attempts to elicit more responses.
Interactve a potentially rich composable medium. The only aesthetic concern is the quality of the interaction!
Metaplay
METAPLAY’S focus reflected my reactions to GLOWFLOW. Interaction between the participants and the environment was emphasized; the computer was used to facilitate a unique real-time relationship between the artist and the participant.
An 8′ by 10′rear-projection video screen dominated the gallery. The live video image of the viewer and a computer graphic image drawn by an artist, who was in another building 1 mile away, were superimposed on this screen. Both the viewer and the artist could respond to the resulting image.
Resulted in unusual dialogue. Draw one picture transform it into the other. Play games like tic tac toe. Live Graffiti evolved. Draw around hand, move hand. Pleasure of discovery.
Psychic space
PSYCHIC SPACE was both an instrument for musical expression and a richly composed, interactive, visual experience. Participants could become involved in a softshoe duet with the environment, or they could attempt to match with the computer by walking an unpredictable maze. 16-24 grid of sensing tiles.
Keyboard sometimes abruptly rotated.
After a longer period of time an additional feature came into play. If the computer discovered that a person’s behavior was characterized by a short series of steps punctuated by relatively long pauses, it would use the pause to establish a new kind of relationship. The sequence of steps was responded to with a series of notes as before; however, during the pause the computer would repeat these notes again. If the person remained still during the pause, the computer assumed that the relationship was understood. The next sequence of steps was echoed at a noticeably higher pitch. Subsequent sequences were repeated several times with variations each time. This interaction was experimental and extremely difficult to introduce clearly with feedback alone, i.e., without explicit instructions.
Guitar duel from movie deliverance
Immersive training
Maze
The maze program focused on the interaction between one individual and the environment. The participant was lured into attempting to navigate a projected maze. The intrigue derived from the maze’s responses, a carefully composed sequence of relations designed to constitute a unique and coherent experience.
If participant cheated, stretch the line, move the line, move the whole maze
When you get closer to th goal, change the aze. Target could never be reached.
[ Interaction is not just about working together nicely, it can also be about frustration. Full range of emotions].
Videoplace
VIDEOPLACE is a conceptual environment with no physical existence. It unites people in separate locations in a common visual experience, allowing them to interact in unexpected ways through the video medium. The term VIDEOPLACE is based on the premise that the act of communication creates a place that consists of all the information that the participants share at that moment.
Mediate reality. Graphics such as setting, organisms, objects. Bodies that touch.
[no more drawing artist]
http://jtnimoy.net/itp/newmediahistory/videoplace/