This document discusses different types of engine starters used to start internal combustion engines. It describes impulse starters, inertia starters, electric starters, auxiliary power units, turbo-starters, cartridge turbo-starters, and liquid fuel turbo-starters. The main purpose of starters is to provide the initial torque required to start engines by utilizing mechanisms like springs, flywheels, electric motors or combusting fuels to turn the engine crankshaft.
This document is a technical seminar on robotic surgery submitted for a bachelor's degree. It discusses the history of robotic surgery beginning in 1985 and highlights several key robotic surgery systems including da Vinci and ZEUS. The document covers classifications of robotic surgery systems as supervisory-controlled, telesurgical, or shared-control. It also discusses applications and advantages of robotic surgery while addressing limitations and the future of the field.
The Wankel engine uses an eccentric rotary design instead of pistons, where the four-stroke cycle occurs inside an oval housing and triangle-shaped rotor. It functions as a variable-volume progressing-cavity system with three cavities repeating the cycle. Wankel engines are lighter, simpler, and have fewer moving parts than equivalent piston engines. They provide high reliability, smooth power delivery, and a high power-to-weight ratio, but consume more fuel and produce more unburnt hydrocarbons than four-stroke engines. Wankel engines are used in cars, motorcycles, and aircraft for their light weight, small size, and durability in all weather. Mazda has designed some of the best Wankel
This document discusses the design and development of a robotic hand controlled by a glove. The robotic hand uses servos to mimic the motion of individual human fingers as controlled by sensors in the glove. It describes the components used - flex sensors in the glove, an Arduino microcontroller, and servos in the robotic hand. The document outlines the working principle and potential applications of this robotic hand system, such as in factories or for people with disabilities. It aims to develop a versatile robotic hand concept among business students.
The document provides information on the Boeing 737 NG fuel system. It describes the three fuel tanks, their capacities and fuel quantity indicators. It outlines the fuel pumps, valves and controls. It notes limitations on fuel temperature, imbalance and loading. Procedures for refueling, defueling and cross-feeding fuel between tanks are summarized.
The document provides a schedule of readings and listening assignments for a class over several weeks in May and June. It includes science fiction stories, articles on topics like ethnomusicology and representations of technology, and discussions of science fiction influences in fields like nanotechnology and music. The schedule outlines the date, title, and author for each assigned piece.
This document discusses different types of engine starters used to start internal combustion engines. It describes impulse starters, inertia starters, electric starters, auxiliary power units, turbo-starters, cartridge turbo-starters, and liquid fuel turbo-starters. The main purpose of starters is to provide the initial torque required to start engines by utilizing mechanisms like springs, flywheels, electric motors or combusting fuels to turn the engine crankshaft.
This document is a technical seminar on robotic surgery submitted for a bachelor's degree. It discusses the history of robotic surgery beginning in 1985 and highlights several key robotic surgery systems including da Vinci and ZEUS. The document covers classifications of robotic surgery systems as supervisory-controlled, telesurgical, or shared-control. It also discusses applications and advantages of robotic surgery while addressing limitations and the future of the field.
The Wankel engine uses an eccentric rotary design instead of pistons, where the four-stroke cycle occurs inside an oval housing and triangle-shaped rotor. It functions as a variable-volume progressing-cavity system with three cavities repeating the cycle. Wankel engines are lighter, simpler, and have fewer moving parts than equivalent piston engines. They provide high reliability, smooth power delivery, and a high power-to-weight ratio, but consume more fuel and produce more unburnt hydrocarbons than four-stroke engines. Wankel engines are used in cars, motorcycles, and aircraft for their light weight, small size, and durability in all weather. Mazda has designed some of the best Wankel
This document discusses the design and development of a robotic hand controlled by a glove. The robotic hand uses servos to mimic the motion of individual human fingers as controlled by sensors in the glove. It describes the components used - flex sensors in the glove, an Arduino microcontroller, and servos in the robotic hand. The document outlines the working principle and potential applications of this robotic hand system, such as in factories or for people with disabilities. It aims to develop a versatile robotic hand concept among business students.
The document provides information on the Boeing 737 NG fuel system. It describes the three fuel tanks, their capacities and fuel quantity indicators. It outlines the fuel pumps, valves and controls. It notes limitations on fuel temperature, imbalance and loading. Procedures for refueling, defueling and cross-feeding fuel between tanks are summarized.
The document provides a schedule of readings and listening assignments for a class over several weeks in May and June. It includes science fiction stories, articles on topics like ethnomusicology and representations of technology, and discussions of science fiction influences in fields like nanotechnology and music. The schedule outlines the date, title, and author for each assigned piece.
Abstract Suominen Second Lives Of Digital Game ProductsJoerg Hartmann
This document discusses research into the cultural meanings and values associated with outdated digital technologies like old mobile phones and video games. Specifically, it introduces a research project called "Second lives of a Computer" that will examine nostalgia for old information technologies among groups involved in retrogaming. The project will utilize interviews, surveys, observation and artifacts to understand how individuals ascribe remembrance value and engage in practices like collecting and reusing old hardware and software.
This document discusses how newer computer-generated animation techniques differ from older techniques like puppet animation and hand-drawn animation which were strongly rooted in physical materials and reality. While computer animation simulates reality, it is not physically rooted in the same way. The paper will focus on how computer animation emulates accidental physical traces found in older techniques, such as scratches or dust, not only to enhance realism but also as a nostalgic reminder of the materiality of early animation.
Abs morr, charly nostalgic architecture in postmodern moviesJoerg Hartmann
The document discusses nostalgic architecture in postmodern movies, using the example of The Lord of the Rings. It explores how movies are able to realize nostalgic fantasies through special effects. Movies allow for double-coding by incorporating both modern construction methods and historical design elements. For example, Neuschwanstein Castle inspired Disney's fairy tale castle as well as the castle in Sleeping Beauty, showing how the past is referenced in postmodern works.
The document discusses nostalgic architecture in postmodern movies, using the example of The Lord of the Rings. It notes that nostalgia can be seen everywhere in fashion, music, movies and architecture, with postmodern works including historical design elements. It questions why people look to the past, and suggests 19th century historicism provides insight, citing Neuschwanstein Castle as inspiring Disney parks and animated films.
Morr nostalgic architecture in postmodern moviesJoerg Hartmann
The document discusses nostalgic architecture in postmodern movies, using the example of The Lord of the Rings. It notes that nostalgia can be seen everywhere in fashion, music, movies and architecture, with postmodern works including historical design elements. It questions why people look to the past, and suggests 19th century historicism provides answers, citing Neuschwanstein Castle as inspiring Disney parks and animated films.
This document discusses how newer computer-generated animation techniques differ from older techniques like puppet animation and hand-drawn animation which were strongly rooted in physical materials and reality. While computer animation aims for hyperrealism, it is not physically rooted in reality in the same way. The paper will focus on how computer animation emulates accidental physical traces from older material-based techniques, such as lens flares or film scratches, as a way to enhance realism but also act as a nostalgic reminder of the material qualities lost in the transition to digital animation.
Morr Nostalgic Architecture In Postmodern MoviesJoerg Hartmann
The document discusses nostalgic architecture in postmodern movies, using the example of "The Lord of the Rings". It explores how movies are able to realize nostalgic fantasies through special effects. Specifically, it notes how Neuschwanstein Castle inspired Walt Disney's fairy tale castle in Disneyland, as well as the castle in the animated movie "Sleeping Beauty".
This paper analyzes critical discourses on new communication technologies using the metaphors of Luddites and vandals. Luddites represent forces of inertia who destroy technological artifacts that symbolize social change, while vandals are seen as villains who disrupt culture and social order. The paper examines examples from literature that represent major currents of criticism during technological breakthroughs in communication, such as writing, print, and electronic media. It argues that these critical works are not just criticisms of a single medium, but representations of larger fears about social change brought on by new technologies.
Mayer Restorative And Reflective NostalgiaJoerg Hartmann
This document discusses contemporary adaptations of silent films and identifies two patterns of nostalgia-based appropriation: restorative nostalgia and reflective nostalgia. Films like Die Gebrüder Skladanowsky, Der die Tollkirsche ausgräbt, and Juha employ restorative nostalgia through near-imitation and construction of the silent film era as an idealized origin. In contrast, films by Guy Maddin and Esteban Sapir take a reflective approach through transferring silent film language into modern visual culture and self-referential reflections on silent film's format.
This document discusses William Gibson's apparent nostalgia for modernist and avant-garde art forms and technologies in his cyberpunk novels. It explores how Gibson draws from Futurist visions and Art Deco imagery in Neuromancer, with references to other movements like Constructivism and Dada. While Neuromancer celebrates avant-garde art through its experimental style, Gibson's later works lose this edge and portray the influences with growing irony. The increasing parody suggests Gibson became conscious of postmodern literary trends in using fragmented histories and nostalgia.
The document discusses the ancient rhetorical concept of "commonplaces" or "places," which referred to standardized topics or passages that could be reused in speeches. Over time, commonplaces became more systematic and were collected in commonplace books. By the 17th century, commonplacing merged with encyclopedias as the dominant form of structuring knowledge. Modern notions of originality made explicit commonplacing inappropriate, though the practice continued covertly through quotation. Today, knowledge is structured through vast networks of interconnected textual fragments that no single person can master, representing a shift from places to "non-places" of knowledge that are constantly in flux.
The document outlines the schedule and topics for the KIT-Workshop "Technological Nostalgia" held on April 22-23, 2010 in Karlsruhe, Germany. The workshop focused on the themes of media, mobility, and architecture with keynote lectures and contributions from scholars from universities across Europe. Day 1 included sessions on media with contributions from Oliver Mayer, Erwin Feyersinger, Jaako Suominen, Maciej Maryl, and Sandor Klapcsik. Day 2 focused on mobility and architecture, with contributions from Federico Paolini, Charly Morr, and Tomas Dvorak. The schedule provided times for each presentation, discussion periods, and introductions from
The document discusses the ancient rhetorical concept of "commonplaces" or "places," which referred to standardized topics or passages that could be reused in speeches. Over time, commonplaces became more systematic and were collected in commonplace books. By the 17th century, commonplacing merged with encyclopedias as the dominant form of structuring knowledge. Modern notions of originality made explicit commonplacing inappropriate, though the practice continued covertly through quotation. Today, knowledge is structured through vast networks of interconnected textual fragments that no single person can master, representing a shift from places to "non-places" of knowledge.
This document summarizes a paper that examines Italy's resistance to transitioning to unleaded petrol and catalytic converters between 1981 and 2000. There were three main reasons for opposition: 1) Italian drivers were attached to popular older cars and didn't want limitations, 2) Italy had a slow renewal of its vehicle fleet so drivers didn't want to pay to replace cars, and 3) the largest Italian automaker Fiat opposed unleaded petrol because its high-compression engines required high-octane gasoline.
Mayer Restorative And Reflective NostalgiaJoerg Hartmann
This document discusses contemporary adaptations of silent films that take either a restorative or reflective nostalgic approach. Restorative adaptations, like Die Gebrüder Skladanowsky and Der die Tollkirsche ausgräbt, construct the silent film era as an idealized origin and rely solely on imitation. Reflective adaptations, from filmmakers like Guy Maddin and Esteban Sapir, transfer silent film language into modern visual culture and integrate self-referential reflections on silent film's format. The paper aims to examine these different strategies for appropriating silent film's formal qualities.
This document discusses William Gibson's apparent nostalgia for modernist and avant-garde art forms and technologies in his cyberpunk novels. It explores how Gibson draws from Futurist visions and Art Deco imagery in Neuromancer, with references to other movements like Constructivism and Dada. While Neuromancer celebrates avant-garde art through its experimental style, Gibson's later works lose this edge and portray the influences with growing irony. The increasing parody suggests Gibson became conscious of postmodern literary trends in using fragmented histories and nostalgia.
The document outlines the schedule for the KIT-Workshop "Technological Nostalgia" held from April 22-23, 2010 in Karlsruhe, Germany, including presentations on architecture, mobility, and media across two days at the Ostendorf-Haus conference venue, with speakers, discussions, and meals at the Kaiserhof restaurant and Hotel Erbprinzenhof accommodation.
Abstract Suominen Second Lives Of Digital Game ProductsJoerg Hartmann
This document discusses research into the cultural meanings and values associated with outdated digital technologies like old mobile phones and video games. Specifically, it introduces a research project called "Second lives of a Computer" that will examine nostalgia for old information technologies among groups involved in retrogaming. The project will utilize interviews, surveys, observation and artifacts to understand how individuals ascribe remembrance value and engage in practices like collecting and reusing old hardware and software.
This document discusses how newer computer-generated animation techniques differ from older techniques like puppet animation and hand-drawn animation which were strongly rooted in physical materials and reality. While computer animation simulates reality, it is not physically rooted in the same way. The paper will focus on how computer animation emulates accidental physical traces found in older techniques, such as scratches or dust, not only to enhance realism but also as a nostalgic reminder of the materiality of early animation.
Abs morr, charly nostalgic architecture in postmodern moviesJoerg Hartmann
The document discusses nostalgic architecture in postmodern movies, using the example of The Lord of the Rings. It explores how movies are able to realize nostalgic fantasies through special effects. Movies allow for double-coding by incorporating both modern construction methods and historical design elements. For example, Neuschwanstein Castle inspired Disney's fairy tale castle as well as the castle in Sleeping Beauty, showing how the past is referenced in postmodern works.
The document discusses nostalgic architecture in postmodern movies, using the example of The Lord of the Rings. It notes that nostalgia can be seen everywhere in fashion, music, movies and architecture, with postmodern works including historical design elements. It questions why people look to the past, and suggests 19th century historicism provides insight, citing Neuschwanstein Castle as inspiring Disney parks and animated films.
Morr nostalgic architecture in postmodern moviesJoerg Hartmann
The document discusses nostalgic architecture in postmodern movies, using the example of The Lord of the Rings. It notes that nostalgia can be seen everywhere in fashion, music, movies and architecture, with postmodern works including historical design elements. It questions why people look to the past, and suggests 19th century historicism provides answers, citing Neuschwanstein Castle as inspiring Disney parks and animated films.
This document discusses how newer computer-generated animation techniques differ from older techniques like puppet animation and hand-drawn animation which were strongly rooted in physical materials and reality. While computer animation aims for hyperrealism, it is not physically rooted in reality in the same way. The paper will focus on how computer animation emulates accidental physical traces from older material-based techniques, such as lens flares or film scratches, as a way to enhance realism but also act as a nostalgic reminder of the material qualities lost in the transition to digital animation.
Morr Nostalgic Architecture In Postmodern MoviesJoerg Hartmann
The document discusses nostalgic architecture in postmodern movies, using the example of "The Lord of the Rings". It explores how movies are able to realize nostalgic fantasies through special effects. Specifically, it notes how Neuschwanstein Castle inspired Walt Disney's fairy tale castle in Disneyland, as well as the castle in the animated movie "Sleeping Beauty".
This paper analyzes critical discourses on new communication technologies using the metaphors of Luddites and vandals. Luddites represent forces of inertia who destroy technological artifacts that symbolize social change, while vandals are seen as villains who disrupt culture and social order. The paper examines examples from literature that represent major currents of criticism during technological breakthroughs in communication, such as writing, print, and electronic media. It argues that these critical works are not just criticisms of a single medium, but representations of larger fears about social change brought on by new technologies.
Mayer Restorative And Reflective NostalgiaJoerg Hartmann
This document discusses contemporary adaptations of silent films and identifies two patterns of nostalgia-based appropriation: restorative nostalgia and reflective nostalgia. Films like Die Gebrüder Skladanowsky, Der die Tollkirsche ausgräbt, and Juha employ restorative nostalgia through near-imitation and construction of the silent film era as an idealized origin. In contrast, films by Guy Maddin and Esteban Sapir take a reflective approach through transferring silent film language into modern visual culture and self-referential reflections on silent film's format.
This document discusses William Gibson's apparent nostalgia for modernist and avant-garde art forms and technologies in his cyberpunk novels. It explores how Gibson draws from Futurist visions and Art Deco imagery in Neuromancer, with references to other movements like Constructivism and Dada. While Neuromancer celebrates avant-garde art through its experimental style, Gibson's later works lose this edge and portray the influences with growing irony. The increasing parody suggests Gibson became conscious of postmodern literary trends in using fragmented histories and nostalgia.
The document discusses the ancient rhetorical concept of "commonplaces" or "places," which referred to standardized topics or passages that could be reused in speeches. Over time, commonplaces became more systematic and were collected in commonplace books. By the 17th century, commonplacing merged with encyclopedias as the dominant form of structuring knowledge. Modern notions of originality made explicit commonplacing inappropriate, though the practice continued covertly through quotation. Today, knowledge is structured through vast networks of interconnected textual fragments that no single person can master, representing a shift from places to "non-places" of knowledge that are constantly in flux.
The document outlines the schedule and topics for the KIT-Workshop "Technological Nostalgia" held on April 22-23, 2010 in Karlsruhe, Germany. The workshop focused on the themes of media, mobility, and architecture with keynote lectures and contributions from scholars from universities across Europe. Day 1 included sessions on media with contributions from Oliver Mayer, Erwin Feyersinger, Jaako Suominen, Maciej Maryl, and Sandor Klapcsik. Day 2 focused on mobility and architecture, with contributions from Federico Paolini, Charly Morr, and Tomas Dvorak. The schedule provided times for each presentation, discussion periods, and introductions from
The document discusses the ancient rhetorical concept of "commonplaces" or "places," which referred to standardized topics or passages that could be reused in speeches. Over time, commonplaces became more systematic and were collected in commonplace books. By the 17th century, commonplacing merged with encyclopedias as the dominant form of structuring knowledge. Modern notions of originality made explicit commonplacing inappropriate, though the practice continued covertly through quotation. Today, knowledge is structured through vast networks of interconnected textual fragments that no single person can master, representing a shift from places to "non-places" of knowledge.
This document summarizes a paper that examines Italy's resistance to transitioning to unleaded petrol and catalytic converters between 1981 and 2000. There were three main reasons for opposition: 1) Italian drivers were attached to popular older cars and didn't want limitations, 2) Italy had a slow renewal of its vehicle fleet so drivers didn't want to pay to replace cars, and 3) the largest Italian automaker Fiat opposed unleaded petrol because its high-compression engines required high-octane gasoline.
Mayer Restorative And Reflective NostalgiaJoerg Hartmann
This document discusses contemporary adaptations of silent films that take either a restorative or reflective nostalgic approach. Restorative adaptations, like Die Gebrüder Skladanowsky and Der die Tollkirsche ausgräbt, construct the silent film era as an idealized origin and rely solely on imitation. Reflective adaptations, from filmmakers like Guy Maddin and Esteban Sapir, transfer silent film language into modern visual culture and integrate self-referential reflections on silent film's format. The paper aims to examine these different strategies for appropriating silent film's formal qualities.
This document discusses William Gibson's apparent nostalgia for modernist and avant-garde art forms and technologies in his cyberpunk novels. It explores how Gibson draws from Futurist visions and Art Deco imagery in Neuromancer, with references to other movements like Constructivism and Dada. While Neuromancer celebrates avant-garde art through its experimental style, Gibson's later works lose this edge and portray the influences with growing irony. The increasing parody suggests Gibson became conscious of postmodern literary trends in using fragmented histories and nostalgia.
The document outlines the schedule for the KIT-Workshop "Technological Nostalgia" held from April 22-23, 2010 in Karlsruhe, Germany, including presentations on architecture, mobility, and media across two days at the Ostendorf-Haus conference venue, with speakers, discussions, and meals at the Kaiserhof restaurant and Hotel Erbprinzenhof accommodation.
1. From avantgarde to nostalgia:
Public images of Felix Wankel’s rotary engine (1959-1989)
Felix Wankel’s rotary engine was presented to a broader public in
1959. The first cars equipped with it were the NSU Spider (1964) and
the famous sedan NSU Ro 80 (1967). Many contemporaries expected
that the rotary engine would replace common piston engines in the
course of the next decade. Marketing for the rotary engine thus
entailed a special strategy to foster technological nostalgia: It
attempted by various means to declare piston engines outdated. In
the end, these efforts did not cause the rotary engine to become the
standard technology used to drive a car, in spite of world-wide
distribution and experimentation by a large number of automakers.
In the wake of the oil-crisis (1973/74), most of them turned to fuel-efficient diesel engines instead. Today, cars with
rotary engines have thus become a subject of technological nostalgia themselves. My contribution will discuss this
case study with special emphasis on the various instances of technological nostalgia included in the history of the
rotary engine.