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1991
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14 pages
1 file
Automated systems that can operate in unrestricted real-world domains are still well beyond current computational capabilities.
The 18th European …, 2004
Research into multi-agent systems has increased over several years, leading to demand for multi-agent system simulators to investigate the interaction between different agents and their environment. The more complex and intelligent the agents become, the more difficult it is to simulate them. Distributing the simulation across different processors would improve its performance. This paper describes the implementation of a multi-agent test-bed called TileWorld on a distributed blackboard system, DARBS. The slowdown of the simulator on a single processor has been measured as the number of agents increases, and the likely effect of migrating to a multiple-processor system is assessed.
Proceedings of the 2021 DigitalFUTURES
Bio-tile is a multipurpose artifact designed for protecting the coastline from erosion while creating a landscape element and an architectural experience for visitors. Bio-tile performs as a mitigation strategy to slow down erosion while promoting biodiversity. This paper describes the methodology used to develop the bio-tile as the nexus between digital and environmental for resolving coastline challenges through material tectonics. A non-linear algorithm and nature’s inherent code are used to develop the Bio-tile, a nature-based hybrid infrastructure. This approach aims to generate a performance-oriented design by using emergence theory to construct shoreline elements adaptive to climatic conditions.
2014 14th International Conference on Control, Automation and Systems (ICCAS 2014), 2014
Humanoid robots have been a central research topic of robotics for the last 30 years. However, it has not been until the last decade that humanoids became a viable commercial product. While not full scale, robots such as NAO provide a large range of motion with multiple sensors for the environment. With these new robots, this paper explores their application in the manufacturing industry. Floor tiling, a still manual procedure on-site, requires significant time in both awkward positions and bent over. These two movements are main causes of back injury, the leading cause of early retirement and overall injuries in the construction industry. This paper explores the efficacy of using current commercial robots for on-site autonomous floor tiling through specific experiments and methods in programming integrated systems. A novel system for combining the automation of manufacturing of mosaics and the automation of on-site square floor tiling is presented.
2023
Living in space is a subject that attracts the attention of many researchers, astronomers, entrepreneurs, and engineers because it allows the development of new technologies that will be available to humanity in the future. The idea of living beyond the earth is now connected to the planet of Mars, reaching which has become possible, and according to the National Aeronautics and Space Administration, humans can make the journey to Mars; the problem is related to money. To live in space, humans need to develop structures that allow them to survive for long periods of time. Space architecture is the discipline that focuses on designing and constructing inhabited environments in outer space. ABSTRACT I ACKNOWLEDGMENTS II LIST OF FIGURES V LIST OF TABLES VII INTRODUCTION 00. HISTORY 00.01. HUMAN MIGRATION 00.02. HUMAN CIVILIZATIONS 01-COMPUTATIONAL DESIGN 01.01. INTRODUCTION 01.02. FROM BUILDING MODELLING TO DESIGN COMPUTATION 01.03. COMPUTATIONAL DESIGN AND ARCHITECTURE 01.04. GRASSHOPPER 01.05. CHANEL MOBILE ART PAVILION / ZAHA HADID ARCHITECTS 01.06. BAO'AN INTERNATIONAL AIRPORT TERMINAL 3 02-SPACE ARCHITECTURE 02.01. INTRODUCTION 02.02. SPACE ARCHITECTURE 02.03. EDUCATION EXAMPLE: (SICSA, UNIVERSITY OF HOUSTON) 02.04. COMPARISON BETWEEN DIFFERENT PROJECTS IN DIFFERENCE CONTEXTS 02.05. IN SITU RESOURCES 02.06. SPACE HABITAT PROJECTS 02.07. ANALOG MISSIONS 03. MARS THE RED 03.01. INTRODUCTION IV 03.02. SOLAR SYSTEM 03.03. MARS EXPLORATION PROGRAM
This paper explores the application of computational techniques in problem solving. Specifically, it examines the use of a software add-on in the realm of space layout planning, to enable customization in the housing industry. The paper first proposes a comprehensive system to enable mass customization of housing, based on analysis of diverse research precedents, in addition to current industry applications. Then, a generative design model is proposed for the problem of space layout design. The model derives its logic from the concept of physical simulation and then implemented through a computer application that enables easy exploration and visualization of solutions. This paper represents a phase from an ongoing research endeavor to enable efficient customization in the housing industry through employing computational methods in design and production.
2009
In this paper we propose to pave indoor floors with "communicating" tiles in order to extend perception and communication of mobile agents and more generally to implement environment-based multi-agent models. Each tile supports a real-time process which ensures communication with its neighbours and any agent laid on it. We details algorithms required for tiles to interact with mobile agents and to carry out distributed processes. Then we apply our approach to a behavior-based model, by splitting the model into the tiles and a simple agent. We show this new version is equivalent to the original one and so discuss its advantages.
Nathan R. Prestopnik (2010, p. 167) argues that a true design science requires in equal measure theory, design, and evaluation. In his view, design science serves as the bridge between the three. This paper takes a corresponding design science (Prestopnik, 2010, p. 174) approach insofar as it connects pure theory, technical development, and evaluation. A. Challenges for Research in Human-Environment Interaction From the perspective of producing valid scientific results about architectural design, nearly all space habitat analogue studies to date have been less than successful. Insofar as the author is aware, there has yet to be one documented and published, statistically valid experimental research design in this field. The best results are still mainly anecdotal, "surveys of the experts," or experiments with vanishingly small sample sizes. Up to now, the Human Factors discipline has led what little rigorous research there is on living and working environments for space exploration. However, there have been some major shortcomings in this research. So long as the traditional Aero-Human Factors approaches dominate habitat design research, the human spaceflight community is unlikely to find the data or answers that it needs. The reasons for this problem include: 1. Human Factors scientists and engineers generally decline to recognize the human-environment interaction. 2. Aero-dominated Human Factors researchers tend to believe that a Human Factors problem occurs only over a very brief period of time, (e.g. in the last few seconds before the airplane crashes). 3. Extended mission durations are what primarily distinguish Space Human Factors from Aero Human Factors, but they are very costly and the metrics are primitive for how human performance and human-environment interaction change over long durations such as a 1000 day round trip to Mars. In sum, human systems research for the design evaluation of space habitats must look beyond the traditional strictures of the Aero Human Factors discipline. It becomes necessary to look to other social science disciplines that can address environment interaction and long durations such as Environmental Psychology, Anthropology, and Sociology. Beyond these academic pursuits, Space Architecture through full-scale simulation needs to develop as its own design research discipline. A systematic approach to the uses, types, and degree of closure for mockups and simulators can provide a foundation for this understanding. B. Perception and Cognition All forms of representation are "virtual" to some degree. A freehand pencil drawing is a virtual or heuristic representation of something. Many important paradigms in architecture contain a heuristic or virtual representation of an earlier form. The distinction between representation and physical embodiment is not new; Emmanuel Kant described it succinctly in Critique of Pure Reason [1781]. Kant focused on the ways in which people see and feel phenomena. Perception is empirical consciousness, that is, consciousness in which there is at the same time sensation.. .. Experience is empirical knowledge, that is, knowledge which determines an object by means of perception. Kant's distinction between perception and experience corresponds to the difference between CAD, virtual reality, and full-scale architectural simulations. People who are well trained in architectural drawing and other forms of representation are able to visualize a three-dimensional environment from a 2D architectural drawing. However, most people cannot visualize a full environment from a 2D plan or building section. Kant frames the paradox such that although someone cannot visualize 3D space from the perception of 2D drawings, the moment she or he is in a physical mockup, that person can visualize and understand it. EVERYONE HAS EMPIRICAL KNOWLEDGE and is an expert because they already know and live in physical reality. What is most important is that what people learn through experience they learn more deeply and permanently than what they learn by reading, seeing drawings, or listening to explanations. This empirical knowledge determines how people will perceive and evaluate the space habitat environment. Kant was the consummate methodologist. This discussion follows with a focus upon methodology through categorization that defines the thresholds between different state-conditions of the environment. This methodology can span seemingly disparate systems of thought such as closure of pressure vessels, electrical safety, environmental psychology, fire safety, and technology readiness levels, among other sets of parameters.
The Journal of Supercomputing, 2000
Loop tiling is an effective optimizing transformation to boost the memory performance of a program, especially for dense matrix scientific computations. The magnitude and stability of the achieved performance improvements are heavily dependent on the appropriate selection of tile sizes.
Lecture Notes in Computer Science, 2014
In the classical model of tile self-assembly, unit square tiles translate in the plane and attach edgewise to form large crystalline structures. This model of self-assembly has been shown to be capable of asymptotically optimal assembly of arbitrary shapes and, via information-theoretic arguments, increasingly complex shapes necessarily require increasing numbers of distinct types of tiles. We explore the possibility of complex and efficient assembly using systems consisting of a single tile. Our main result shows that any system of square tiles can be simulated using a system with a single tile that is permitted to flip and rotate. We also show that systems of single tiles restricted to translation only can simulate cellular automata for a limited number of steps given an appropriate seed assembly, and that any longer-running simulation must induce infinite assembly.
Journal of Thermal Analysis and Calorimetry, 2000
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