Recently, there has been an increase of interest in the social impact of virtual reality technologies, as virtual worlds experienced an increase of their popularity in various social groups (teenagers, businesses). The growing trend for people to spend more time in suchlike virtual spaces implies a demand for intelligent virtual environments, that could mimic the real world as a simulation and provide functionalities and tools for behaviour analysis and adaptation to user preferences. Within the context of e-government, this paper presents the ongoing project +Spaces, which is developing a range of virtual environment tools. The platform architecture is presented and technical challenges involved in creating intelligent virtual spaces for e-government as well as draft policies to be used in role-playing simulations are discussed.
Abstract The increasing un-sustainability of the built university and the rise of the apparent mass democratization or synchronization of higher education through the virtual Massive Open Online Course [MOOC] is occurring concurrently with the mutation of the historically grounded Accident into the Knowledge Accident. The standardization of higher education through the MOOC has created the conditions for the Knowledge Accident, the "integral accident", of the built university. This is where we find the present state of the university, in a moment of crisis grounded in unconstrained "progress". The current form of the MOOC, begun in 2011, has expanded and evolved with such rapidity that the effect cannot be accurately analyzed or observed. It's perceived success is framed solely within its temporality and rapid growth, obscuring the potentially detrimental effect on the built campus. The 'pedagogical campus and classroom' is being replaced by the individual screen and the living room; the classroom becomes in effect chair-less. This conflict of temporal vs. real, hierarchical vs. horizontal has created the conditions for the fragmentation of the built university; the accident is unknown. The evolving theory of the accident becomes a lens through which to assess these the conditions of the present, specifically the increasing vulnerability of higher education and the built university. The temporal nature of the digital is generating, but also obscuring the detrimental effects on not just the built university, but higher education in general, shielded behind data generated illusions of progress and success. This theses caters to the virtual MOOC, becoming the design for its built infrastructure while exposing the accident of the virtual: its corrosive effects on meaning and place. Architects have the ability to preemptively respond.
Although it might sound absurd, digitalization of the world is a natural process. Notions like technological or biological evolution, as well as digital and post-digital age have their origins in other disciplines. For architecture, the reflection on digitalization is clear and straightforward methodological relationship between the real, the virtual and the actual, overlapping of which is a spatial category. It is easy to consider broader context of such deliberation to be cultural, political, economic or neo-liberal, super-modern or post-postmodern can be easy, but, however the future of architecture is seen, it is crucial to redefine the spatiality of human body whose borders got blurred by technology. In order not to step too far away into the territory of anthropology of such defined topic, we should limit our exploration to the analogies closer to architecture such as relationship between software and hardware, nature and technology, or myth and abstraction. In thus formulated sequence of things states, such as, neoliberal capitalism, religiosity, or even more general like sense of abstraction or inclination to surreal, can be classified as nature that confirms itself through the thesis that What survives is allowed. However, architecture always presented a radical cut in relation to nature, with a desire to redesign it. Bearing in mind that architectural dreams always surpassed the possibilities of their fulfilment, thus growing into the myths of power and infinity, the transfer between the real and the virtual, on the road to actual that occurs today, can be considered as the same process but two-way without being mediated by other media. This means that the relationship of human towards oneself is the same as the one generating one's relationship towards the nature, as well as the wish to adjust to oneself the same dream that lead one to understand, by the nature of things, given role. According to Heidegger etymological origin of the word being comes from the word to settle or adjust (the environment). According to Donald Mertzel and Meg Harris Williams architecture is comprised of petrified dreams. Per Gilles Deleuze actual becomes only when the real transfers into the virtual and gains its new purport. For Maurice Merlo- Ponty invisibility is an integral part of perception, while for Juhani Pallasmaa it is more than that, it is the part of prelevance itself. According to Vincent Mosco sublime infinity is the necessary depth of human image of the world, the same world in which the evolutions of the creator and the created, according to Bergson, became equal.While Decartus' infinite series of unattainable returns us to the nature of Plato's primordial-space.
[ES] El principal testimonio del recinto erigido por la Legión VII Gémina en León durante el año 74 d. C. es la muralla romana, de planta rectangular con esquinas oblongas, que sigue el modelo campamental canónico. Las numerosas excavaciones desarrolladas han confirmado que en realidad se trata de dos murallas adosadas, una del periodo altoimperial y otra de finales del siglo III o comienzos del siglo IV, adosada a la anterior por su cara externa. A estas debemos añadirles un terraplén interior que corresponde a un sistema defensivo precedente. La restitución virtual en 3D permite contemplar con mayor detalle los rasgos de este complejo constructivo, que con casi 20 metros de anchura, ha condicionado el desarrollo urbanístico de la ciudad. ; [EN] The Roman wall, of rectangular plan and rounded corners, following the canonical military model, is the major evidence of the fortress built by the Legion VII Gemina in León in 74 AD. The archaeological interventions developed throughout the decades have confirmed that the defensive system consists of two adjacent walls: the first one dates back to the Low Empire, while the other, attached to the previous one by its external face, is dated Late Third to Early Fourth century AD. We, too, must add an internal rampart (agger) corresponding to a previous defensive system. The 3D virtual restitution we have undertaken allows us to contemplate, with further detail, the features of this almost 20 meters wide constructive complex that has conditioned the urban development of the city of León. ; Morillo Cerdán, Á.; Mendo, O.; Prieto, D.; Duprado, G.; Bonacasa, S. (2014). Restitución virtual de la muralla romana de León: una visión diacrónica. Virtual Archaeology Review. 5(10):140-146. https://doi.org/10.4995/var.2014.4227 ; OJS ; 140 ; 146 ; 5 ; 10 ; DURÁN CABELLO, R. M. (2009): "Reflexiones sobre la técnica constructiva de la muralla romana de León", A. Morillo, N. Hanel y E. Martín (eds.), Limes XX. Estudios sobre la Frontera Romana, Anejos de Gladius 13, Madrid, pp. 793-804. ...
El principal testimonio del recinto erigido por la Legión VII Gémina en León durante el año 74 d. C. es la muralla romana, de planta rectangular con esquinas oblongas, que sigue el modelo campamental canónico. Las numerosas excavaciones desarrolladas han confirmado que en realidad se trata de dos murallas adosadas, una del periodo altoimperial y otra de finales del siglo III o comienzos del siglo IV, adosada a la anterior por su cara externa. A estas debemos añadirles un terraplén interior que corresponde a un sistema defensivo precedente. La restitución virtual en 3D permite contemplar con mayor detalle los rasgos de este complejo constructivo, que con casi 20 metros de anchura, ha condicionado el desarrollo urbanístico de la ciudad. ; The Roman wall, of rectangular plan and rounded corners, following the canonical military model, is the major evidence of the fortress built by the Legion VII Gemina in León in 74 AD. The archaeological interventions developed throughout the decades have confirmed that the defensive system consists of two adjacent walls: the first one dates back to the Low Empire, while the other, attached to the previous one by its external face, is dated Late Third to Early Fourth century AD. We, too, must add an internal rampart (agger) corresponding to a previous defensive system. The 3D virtual restitution we have undertaken allows us to contemplate, with further detail, the features of this almost 20 meters wide constructive complex that has conditioned the urban development of the city of León.
As the size, complexity, and functionality of systems we need to model and simulate con-tinue to increase, benefits such as interoperability and reusability enabled by distributed discrete-event simulation are becoming extremely important in many disciplines, not only military but also many engineering disciplines such as distributed manufacturing, supply chain management, and enterprise engineering, etc. In this dissertation we propose a distributed simulation framework for the development of modeling and the simulation of complex systems. The framework is based on the interoperability of a simulation system enabled by distributed simulation and the gateways which enable Com-mercial Off-the-Shelf (COTS) simulation packages to interconnect to the distributed simulation engine. In the case study of modeling Virtual Test Bed (VTB), the framework has been designed as a distributed simulation to facilitate the integrated execution of different simulations, (shuttle process model, Monte Carlo model, Delay and Scrub Model) each of which is addressing differ-ent mission components as well as other non-simulation applications (Weather Expert System and Virtual Range). Although these models were developed independently and at various times, the original purposes have been seamlessly integrated, and interact with each other through Run-time Infrastructure (RTI) to simulate shuttle launch related processes. This study found that with the framework the defining properties of complex systems - interaction and emergence – are realized and that the software life cycle models (including the spiral model and prototyping) can be used as metaphors to manage the complexity of modeling and simulation of the system. The system of systems (a complex system is intrinsically a "system of systems") continuously evolves to accomplish its goals, during the evolution subsystems co-ordinate with one another and adapt with environmental factors such as policies, requirements, and objectives. In the case study we first demonstrate how the legacy models developed in COTS simulation languages/packages and non-simulation tools can be integrated to address a compli-cated system of systems. We then describe the techniques that can be used to display the state of remote federates in a local federate in the High Level Architecture (HLA) based distributed simulation using COTS simulation packages. ; 2005-05-01 ; Ph.D. ; Engineering and Computer Science, Other ; Doctorate ; This record was generated from author submitted information.
This paper deals with the zone migration problem in large-scale distributed virtual environments (DVEs), e.g., massively multi-player online games, distributed military simulations, etc. To support real-time interactions among thousands of concurrent, geographically separated clients, a distributed server architecture is generally needed. In such architecture, the large virtual world can be partitioned into multiple smaller zones, enabling load distributions or zone-to-server mappings to improve interactivity. For example, a zone might be mapped (assigned) to a server location near most of its clients to reduce network latency. In this paper, we consider the problem of live zone migration over wide area networks (WANs) to support DVE zone re-mapping or load re-distribution in a geographically distributed server infrastructure. We propose a virtualization-based zone migration approach, and develop several migration algorithms to effectively migrate multiple DVE zones.
En el siguiente trabajo se exponen los resultados obtenidos del análisis paramental realizado en la puerta occidental del castellum de Tamuda (Tetuán, Marruecos), en el desarrollo de la campaña de investigación y puesta en valor correspondiente a 2009. Dichos resultados han permitido establecer un análisis diacrónico sobre la evolución de esta puerta del campamento romano, en el cual se han podido establecer distintas fases constructivas desde los primeros momentos fundacionales hasta el último momento de uso. Ello ha permitido, gracias a los datos obtenidos tanto por medio de sondeos estratigráficos como del estudio arqueoarquitectónico de los paramentos, la reconstrucción virtual del conjunto a lo largo de sus diferentes fases, ofreciendo una imagen visual bastante fidedigna. ; In the following work the results obtained of the analysis expose paramental realized in the western door of Tamuda's castellum (Tetuán, Morocco), in the development of the campaign investigation(research) and putting in value corresponding to 2009. The above mentioned results have allowed to establish an diachronic analysis on the evolution of this door of the Roman camp, in which they could have established different constructive phases from the first foundations moments up to the last moment of use. It has allowed, thanks to the information obtained so much by means of stratigraphic polls as of the study archeoarchitectura of the paraments, the virtual reconstruction of the set along his(her,your) different phases, offering a visual trustworthy enough image.
Distributed virtual environments (DVEs) are distributed systems that allow multiple geographically distributed clients (users) to interact simultaneously in a computer-generated, shared virtual world. Applications of DVEs can be seen in many areas nowadays, such as online games, military simulations, collaborative designs, etc. To support large-scale DVEs with real-time interactions among thousands or even more distributed clients, a geographically distributed server architecture (GDSA) is generally needed, and the virtual world can be partitioned into many distinct zones to distribute the load among the servers. Due to the geographic distributions of clients and servers in such architectures, it is essential to efficiently assign the participating clients to servers to enhance users' experience in interacting within the DVE. This problem is termed the client assignment problem (CAP) in this paper. We propose a two-phase approach, consisting of an initial assignment phase and a refined assignment phase to address the CAP. Both phases are shown to be NP-hard. Several heuristic assignment algorithms are then devised and evaluated via extensive simulations with realistic settings. We find that, even under heterogeneous environments like the Internet where accurate input data for the assignment algorithms are usually impractical to obtain, the proposed algorithms are still beneficial to the performances of DVE.
Distributed Virtual Environments (DVEs) are distributed systems that allow multiple geographically distributed clients (users) to interact simultaneously in a computer-generated, shared virtual world. Applications of DVEs can be seen in many areas nowadays, such as online games, military simulations, collaborative designs, etc. To support large-scale DVEs with real-time interactions among thousands or more distributed clients, a geographically distributed server architecture (GDSA) is generally needed, and the virtual world can be partitioned into many distinct zones to distribute the load among the servers. Due to the geographic distributions of clients and servers in such architectures, it is essential to efficiently assign the participating clients to servers to enhance users' experience in interacting within the DVE. This problem is termed the client assignment problem. In this paper, we propose a two-phase approach, consisting of an initial assignment phase and a refined assignment phase to address this problem. Both phases are shown to be NP-hard, and several heuristic assignment algorithms are then devised based on this two-phase approach. Via extensive simulation studies with realistic settings, we evaluate these algorithms in terms of their performances in enhancing interactivity of the DVE.
Phantasmagoria, Modernity, and the City. Urban Modernity and the Politics of Historical Memory -- Specters and Fetishism -- Phantasmagoria and Gesamtkunstwerk, Excursus I: The Specters of Baron Haussmann -- Media, Technology, and Modern Experience. Walter Benjamin and Media Theory -- From Aisthesis to Anaesthetics -- Poverty of Experience and the Architecture of City -- Spectacle and Phantasmagoria. The Ghosts of Guy Debord -- Spectacle Critique and Architectural Theory -- From Spectacle to Phantasmagoria, Excursus II: The Architecture of Phantasmagoria -- The Architecture of Phantasmagoria and the Contemporary City. Virtual Technology, Apparatus, and Anaesthetics -- The Phantoms of Architectural Theory -- The City as Phantasmagoria of the World Interior -- Epilogue: Specters of the city and the Critique of Ideology
Multi-access edge computing (MEC) comes with the promise of enabling low-latency applications and of reducing core network load by offloading traffic to edge service instances. Recent standardization efforts, among which the ETSI MEC, have brought about detailed architectures for the MEC. Leveraging the ETSI model, in this paper we first present a flexible, yet full-fledged, MEC architecture that is compliant with the standard specifications. We then use such architecture, along with the popular OpenAir Interface (OAI), for the support of automotive services with very tight latency requirements. We focus in particular on the Extended Virtual Sensing (EVS) services, which aim at enhancing the sensor measurements aboard vehicles with the data collected by the network infrastructure, and exploit this information to achieve better safety and improved passengers/driver comfort. For the sake of concreteness, we select the intersection control as an EVS service and present its design and implementation within the MEC platform. Experimental measurements obtained through our testbed show the excellent performance of the MEC EVS service against its equivalent cloud-based implementation, proving the need for MEC to support critical automotive services, as well as the benefits of the solution we designed. ; This work was supported by the European Commission through the H2020 5G-TRANSFORMER project (Project ID 761536). The work of Christian Vitale was also supported by the European Union's Horizon 2020 Research and Innovation Programme under Grant 739551 (KIOS CoE) and from the Republic of Cyprus through the Directorate General for Euro-pean Programmes, Coordination, and Development.
Abstract This article explores the life history of Ulrick Rosarion, a Haitian federal prosecutor who built his career during the Duvalier dictatorship. Rosarion lived his entire life in a small house of downtown Port-au-Prince, in a neighborhood formerly inhabited by the Black middle-classes that gained prominence in the political and administrative sphere during the dictatorship (1957-1986). Rosarion was also a writer who produced four books of nationalist poetry. Based on interviews and readings of his literary production, and beyond, through an exploration of architectural forms and material remnants echoing the dictatorship, this paper explores how an idealized version of the dictatorship today haunts the political landscape of Haiti. Moreover, this article argues that the state takes on a sensual form that allows for the diffusion and/or rupture of past ideologies.
It is projected that the boundary between our physical and virtual environments will be further blurred through the emergence of the "internet of things" (IoT). The IoT is a network of physical objects embedded with electronics, software, sensors, and network connectivity that enables its objects to collect and exchange information on the internet. The most prevalent example of IoT today is your mobile phone. The mobile phone is an electronic device with software that tracks your location via GPS and your preferences based on your interactions on the internet. The collecting and exchanging of information in today' centralized internet infrastructure is controlled by a few powerful political and corporate institutions, who have influence and ownership over physical infrastructure of the internet (its fiber optic cables, submarine cable stations,data centers, etc.) and over how one navigates it. This thesis builds upon the "hacktivist" mentality of information accessibility. "Hacktivism" is fundamentally rooted in the belief that information should be free and accessible to everyone. Thus, this thesis looks closely at the politically contested and censored environment of Vietnam through the introduction of hacker space, a hub for technological innovation in Hanoi, as a seed intended to transform the physical and virtual landscape of Vietnam.
"This book covers a multitude of newly developed hardware and software technology advancements in urban and spatial planning and architecture, drawing on the most current research and studies of field practitioners who offer solutions and recommendations for further growth, specifically in urban and spatial developments"--