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1987
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34 pages
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This chapter contains sections titled: The game of “life”, Echoing, Tracing, How to breed gliders
The plurality of definitions of life is often perceived as an unsatisfying situation stemming from still incomplete knowledge about ‘what it is to live’ as well as from the existence of a variety of methods for reaching a definition. For many, such plurality is to be remedied and the search for a unique and fully satisfactory definition of life pursued. In this contribution on the contrary, it is argued that the existence of such a variety of definitions of life undermines the very feasibility of ever reaching a unique unambiguous definition. It is argued that focusing on the definitions of specific types of ‘living systems’ – somehow in the same way that one can define specific types of ‘flying systems’ – could be more fruitful from a heuristic point of view than looking for ‘the’ right definition of life, and probably more accurate in terms of carving Nature at its joints.
Exhibition: https://www.ithaca.edu/fleff/iterations/
1. Thomas B. Brody ,The interactive fly-A cyber space guide to Drosophila development and metazoan revolution, 2012,
The Aerocene Reader - Exhibition Road, Studio Tomás Saraceno, Sasha Engelmann, Karina Pragnell (eds), Berlin: Studio Tomas Saraceno,2017, 2017
through an exploration of Tomas Saraceno's project of the Aerocene, I am attempting a definition of 'life' on the basis of simultaneous connectivity (to be a part of) and withdrawal (to stand apart). I am emplying Deleuze's concept of a life in order to understand the singularity of life, and then link it to the responsibility of the Aerocene, namely the self-floating contraption that has been tried out in several parts of the world and recently at Exhibition Road, London. The text is accompanied by a set of photographs by picpoet.
2012
Abstract: The RoboCup 2D Simulation League incorporates several challenging features, setting a benchmark for Artificial Intelligence (AI). In this paper we describe some of the ideas and tools around the development of our team, Gliders2012. In our description, we focus on the evaluation function as one of our central mechanisms for action selection. We also point to a new framework for watching log files in a web browser that we release for use and further development by the RoboCup community.
The application of computer graphics has resulted in a universal method of displaying events or addressing engineering challenges. A mix of graphic and computer talents can help with a variety of technological issues. The discipline of flight simulation is one of the most important areas where computer graphics may be applied. The software needed to show three-dimensional scenes for flight training isn't widely available. The various operating parameters for simulated flight landings are described in detail. The goal of this project is to write the programmes that will allow a pilot to view a three-dimensional scene from any position and viewpoint, resulting in a flight simulator game. The purpose of this simulator is to teach you about space mathematics, pitch, yaw, and roll, as well as how to create fractal landscapes. With all of the controls at your disposal, this is one of those "easy to learn, difficult to master" scenarios. I. INTRODUCTION A flight simulator is a device that simulates the flight of an aircraft and its environment, as well as any events that occur while it is in the air. It's a universe where anyone who wants to be a pilot, or simply learn how to fly a plane, or simply play without needing to utilise the original plane can do so. In this instance, the flight simulator is critical for aspiring pilots or airline pilots to study. To support this pilot prospective study, the flight simulator should be designed to mimic the real-life conditions they might face when flying. This device must have equations for how an aircraft is flying, how flight controls react when activated, the effects of other aircraft systems, and how an aircraft reacts to external variables such as damping and gravity in this manner. Literature Survey A. Flight Simulator for Serious Gaming When games are designed with different intentions like teaching, learning and training, then it is called serious gaming applications or simulators. Serious gaming concepts cope with solving real world problems more than providing entertainment. In several fields, training is a risky, costly and demanding process. Pilot, astronaut, military, fire rescue training and medical surgery training can be pointed out as such domains. In order to reduce the potential risk and training cost serious gaming concepts can also be adapted to various fields such as health, security, inland defence, communication as well as in education fields. Experiential learning is a different paradigm other than the traditional reading and writing education. This concept has the proper combination among learning, training and other life activities and extracting the knowledge itself. Acting and experimenting are identified as teaching enhancers. Experience creates a concrete basis of learning through experiencing. It enhances observation and decision-making power. This simulation environment will only cover the practical section where they have to use the real equipment or flights. Even with the simulators there are impossible scenarios where it cannot be simulated to get the real feeling and apply the real time motion or physics.
The application of computer graphics has resulted in a universal method of displaying events or addressing engineering challenges. A mix of graphic and computer talents can help with a variety of technological issues. The discipline of flight simulation is one of the most important areas where computer graphics may be applied. The software needed to show three-dimensional scenes for flight training isn't widely available. The various operating parameters for simulated flight landings are described in detail. The goal of this project is to write the programmes that will allow a pilot to view a three-dimensional scene from any position and viewpoint, resulting in a flight simulator game. The purpose of this simulator is to teach you about space mathematics, pitch, yaw, and roll, as well as how to create fractal landscapes. With all of the controls at your disposal, this is one of those "easy to learn, difficult to master" scenarios.
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This project aims at addressing playgrounds and their utilization in current urban scenarios, in developing and under-developed countries. It experiments with digital technology to recreate a play space wherein children can actively engage with each other and the space utilizing upon a unique medium of play. As playgrounds have traditionally always been situated within a natural habitat or environment, this further reinforces the concept of developing the idea-based on something closerly related to nature. Working around notions related to nature, music and how can children play around them; conceptualized 'Nature rePlay"; an immersive environment making use of interactive digital media in both real urban settings and performing arts.
Digital Creativity, 2010
This essay begins with discussion of four relatively recent works which are representative of major themes and preoccupations in Artificial Life Art: 'Propagaciones' by Leo Nuñez; 'Sniff' by Karolina Sobecka and Jim George; 'Universal Whistling Machine' by Marc Boehlen; and 'Performative Ecologies' by Ruari Glynn. This essay is an attempt to contextualise these works by providing an overview of the history and forms of Artificial Life Art as it has developed over two decades, along with some background in the ideas of the Artificial Life movement of the late 1980s and 1990s. 1
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