The Systemic Image

Author(s):  
Inge Hinterwaldner

In media art history as well as in science studies an intensified reception of cybernetic and system-theoretical concepts can be seen in the last few years. In the book a conceptualization of the relationship between the systemic and the iconic in interactive real-time simulations is proposed. To this end, the author differentiates between four main strata of form-giving design decisions: perspectivation, modelling, iconization, interaction. The particular images – ephemeral, changeable and open for interventions – fulfill the conditions of all these layers and, as a necessary consequence, they exhibit characteristic aesthetic features. With a close reading of the chosen example works, the variations within the repetitive cycles become evident as does the reason why the narration remains ‘flat’ (with only a few consecutive steps), contributing to the general impression of being confronted with a situation rather than a story. How are the borders of simulations either artificially marked or hidden and extended with images or other models? What role does the sensuous interface play for the degree and mode of user participation in the simulated scenery? The book assembles some basic preconditions and main features of image worlds based on computer simulations.

Author(s):  
Inge Hinterwaldner

Within real-time simulations, the calculated simulation dynamic is only one movement-generating instance. There exist further and other movement-generating elements of a sensorial nature. Typically, the simulation program encompasses many diverse processes – internal and external ones – taking place simultaneously. Several artificial life applications are analysed with respect to the multi-layered dynamics and with a special focus on how the sensorial levels contribute motions not present in the simulation dynamics itself. Computer simulations also have the potential for deception (some applications aim at exploiting the suspense of disbelief), but surprisingly it is located in their domain, in the process and reaction or consequence design. The optical level follows other logics. Being aware of this fact with all its consequences is crucial for a critical and responsible attitude towards computer simulations.


10.14311/738 ◽  
2005 ◽  
Vol 45 (4) ◽  
Author(s):  
R. E. Crosbie ◽  
N. G. Hingorani

The use of computer simulations is now an established technique in engineering design. Many of these simulations are used to predict the expected behavior of systems that are not yet built, or of existing systems in modes of operation, such as catastrophic failure, in which it is not feasible to test the real system. Another use of computer simulations is for training and testing purposes in which the simulation is interfaced to real hardware, software and/or a human operator and is required to operate in real-time. Examples are plant simulators for operator training or simulated environments for testing hardware or software components. The primary requirement of a real-time simulation is that it must complete all the calculations necessary to update the simulator outputs as well as all the necessary data I/O within the allotted frame time. Many real-time simulations use frame times in the range of a few milliseconds and greater.There is an increasing number of applications, for example in power electronics and automotive systems, in which much shorter frame rates are required. This paper reviews some of these applications and the approaches to real-time simulation that can achieve frame times in the range 5 to 100 microseconds. 


2000 ◽  
Vol 53 (1) ◽  
pp. 146-155 ◽  
Author(s):  
Max J. van Hilten ◽  
Paul H. M. Wolkenfelt

This paper concerns the derivation of a formula to follow geographically fixed turns in a homogeneous current or tidal stream. Until now, various well-founded but limited approximations have been used. In principle, all these approximations are based on the formula v = ω × R. One result of this research is the development and use of a fast-time simulation program. The initial aim was to illustrate to trainees the consequences and, in particular, the possible dangers of these approximations. The fast-time simulation program can be used in support of real-time simulation. Comparisons with real-time simulations carried out by the Dutch Pilots' Corporation (STODEL) indicate that the fast-time simulations generate turning-circle diameters that differ by a maximum 4 percent. The relationship with path-prediction is also dealt with. The possibility of applying the developed formulae in practice and for passage planning is currently under investigation. The fast-time simulation program has not been developed for one specific ship: apart from the use of an assumed position of the pivoting point at 1/3 of the ship's length from the bow, it does not take hydrodynamic effects into account.


2021 ◽  
Author(s):  
◽  
Eliot Blenkarne

<p>Architectural visualisation is often viewed with a degree of hesitancy by the architectural profession, for a perceived lack of criticality in the methods and outputs – particularly with the rise of hyper-real still imagery production. However, photography too suffers from a certain disconnect from an authentic experience of space, which we experience through our moving within it, our sensory gamut stimulated by the atmosphere memorable architecture possesses. This atmosphere is a holistic assemblage of design decisions made by the building designer, connected to mass, light, materiality, sound, among others. The field of gaming has been able to deploy many of these characteristics in virtual space for decades in some manner, and the tools used have been refined to the point where they are technically, and fiscally accessible to architecture.  This thesis proposes that real-time virtual engines, as used by game designers, can extend the field of architectural representation and design, by better conveying a sense of architectural atmosphere and providing increased immersion in virtual space compared to traditional techniques. It first seeks to define what architectural atmosphere may be recognised as, and how it may be caused to manifest, and then applies these findings to virtual space as a means to test the relationship between the real and unreal. Further to this, it applies this methodology to an iterative design process of both an architectural and virtual nature, with a final output that demonstrates the result of both concurrently.</p>


2021 ◽  
Author(s):  
◽  
Eliot Blenkarne

<p>Architectural visualisation is often viewed with a degree of hesitancy by the architectural profession, for a perceived lack of criticality in the methods and outputs – particularly with the rise of hyper-real still imagery production. However, photography too suffers from a certain disconnect from an authentic experience of space, which we experience through our moving within it, our sensory gamut stimulated by the atmosphere memorable architecture possesses. This atmosphere is a holistic assemblage of design decisions made by the building designer, connected to mass, light, materiality, sound, among others. The field of gaming has been able to deploy many of these characteristics in virtual space for decades in some manner, and the tools used have been refined to the point where they are technically, and fiscally accessible to architecture.  This thesis proposes that real-time virtual engines, as used by game designers, can extend the field of architectural representation and design, by better conveying a sense of architectural atmosphere and providing increased immersion in virtual space compared to traditional techniques. It first seeks to define what architectural atmosphere may be recognised as, and how it may be caused to manifest, and then applies these findings to virtual space as a means to test the relationship between the real and unreal. Further to this, it applies this methodology to an iterative design process of both an architectural and virtual nature, with a final output that demonstrates the result of both concurrently.</p>


2018 ◽  
Vol 12 (1) ◽  
pp. 29-44
Author(s):  
Srajana Kaikini

This paper undertakes an intersectional reading of visual art through theories of literary interpretation in Sanskrit poetics in close reading with Deleuze's notions of sensation. The concept of Dhvani – the Indian theory of suggestion which can be translated as resonance, as explored in the Rasa – Dhvani aesthetics offers key insights into understanding the mode in which sensation as discussed by Deleuze operates throughout his reflections on Francis Bacon's and Cézanne's works. The paper constructs a comparative framework to review modern and classical art history, mainly in the medium of painting, through an understanding of the concept of Dhvani, and charts a course of reinterpreting and examining possible points of concurrence and departure with respect to the Deleuzian logic of sensation and his notions of time-image and perception. The author thereby aims to move art interpretation's paradigm towards a non-linguistic sensory paradigm of experience. The focus of the paper is to break the moulds of normative theory-making which guide ideal conditions of ‘understanding art’ and look into alternative modes of experiencing the ‘vocabulary’ of art through trans-disciplinary intersections, in this case the disciplines being those of visual art, literature and phenomenology.


Author(s):  
Kevin Brazil

Art, History, and Postwar Fiction explores the ways in which novelists responded to the visual arts from the aftermath of the Second World War up to the present day. If art had long served as a foil to enable novelists to reflect on their craft, this book argues that in the postwar period, novelists turned to the visual arts to develop new ways of conceptualizing the relationship between literature and history. The sense that the novel was becalmed in the end of history was pervasive in the postwar decades. In seeming to bring modernism to a climax whilst repeating its foundational gestures, visual art also raised questions about the relationship between continuity and change in the development of art. In chapters on Samuel Beckett, William Gaddis, John Berger, and W. G. Sebald, and shorter discussions of writers like Doris Lessing, Kathy Acker, and Teju Cole, this book shows that writing about art was often a means of commenting on historical developments of the period: the Cold War, the New Left, the legacy of the Holocaust. Furthermore, it argues that forms of postwar visual art, from abstraction to the readymade, offered novelists ways of thinking about the relationship between form and history that went beyond models of reflection or determination. By doing so, this book also argues that attention to interactions between literature and art can provide critics with new ways to think about the relationship between literature and history beyond reductive oppositions between formalism and historicism, autonomy and context.


Sensors ◽  
2021 ◽  
Vol 21 (12) ◽  
pp. 4237
Author(s):  
Hoon Ko ◽  
Kwangcheol Rim ◽  
Isabel Praça

The biggest problem with conventional anomaly signal detection using features was that it was difficult to use it in real time and it requires processing of network signals. Furthermore, analyzing network signals in real-time required vast amounts of processing for each signal, as each protocol contained various pieces of information. This paper suggests anomaly detection by analyzing the relationship among each feature to the anomaly detection model. The model analyzes the anomaly of network signals based on anomaly feature detection. The selected feature for anomaly detection does not require constant network signal updates and real-time processing of these signals. When the selected features are found in the received signal, the signal is registered as a potential anomaly signal and is then steadily monitored until it is determined as either an anomaly or normal signal. In terms of the results, it determined the anomaly with 99.7% (0.997) accuracy in f(4)(S0) and in case f(4)(REJ) received 11,233 signals with a normal or 171anomaly judgment accuracy of 98.7% (0.987).


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