Characteristics of the Iconicity of Simulations

Author(s):  
Inge Hinterwaldner

Computer simulations are centered around events and come to the fore where prefabricated paths are avoided. However, these calculated constructs have nothing to do with phantasies of limitless possibilities. In order to frame the repertoire of available actions in a real time scenery, 'purpose filters' are built in. If a situation can be described as allowing only a limited set of events, then situationality is a major feature of simulations. Some further apparent characteristics are manifold variability, the provision of co-presence and simultaneity of the occurrences, a certain 'flatness' of events or uniformity of the whole constellation, as well as its interruption with montage-like cuts on the surface and substrate. These characteristics contribute to a better understanding of which kind of design set is at stake with simulations, where their borders and their strengths lie. What design strategy is to be adopted in order to provide an iconicity capable of contributing and constituting an instantaneity and flexibility?

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.


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.


Biosystems ◽  
2002 ◽  
Vol 64 (1-3) ◽  
pp. 73-96 ◽  
Author(s):  
Flavio H Fenton ◽  
Elizabeth M Cherry ◽  
Harold M Hastings ◽  
Steven J Evans

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. 


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