New Horizons in English Studies, Vol 5, Iss 1, Pp 172-185 (2020)
science fiction prototyping, robot ethics, robot rights, law, ai, and Language and Literature
Science fiction narratives have not only influenced the way the majority of people imagine the future, but they have also shaped the general expectations for the technological development. This phenomenon has been called “science fiction prototyping” by Brian David Johnson. The prototype of a robot is created by science fiction works. Robots as artificially created entities are often presented as potential “members” of future society. Therefore, their legal status in imaginary reality is worth considering. The analysis of Blade Runner (1982) by Ridley Scott and I, Robot (2004) by Alex Proyas juxtaposes features that, according to the legal tradition, are most often attributed to moral subjects of legal protection with human-like features of robots. The interdisciplinary approach adopted in this study involves applying legal reasoning to the study of science fiction.
design, utopia, alteration, prototyping, progetto, and alterazione
The purpose of this paper is to re-explore the relationship between utopia and architecture, trying first and foremost to challenge the way utopia has been conceived by architectural thought: i.e., as the prefiguration of a future seen as an ‘otherness’ distinct from the present, as far as the totality of its spatial, social, and political dimensions are concerned. Such vision – as we will argue – turns out to be deeply linked to a design logic of ‘projection’ and ‘prescription’; this, however, is not the only possible logic of design. Through a reflection upon some contemporary architectural practices, we will try to highlight a new horizon for design action, in which even utopia abandons its traditional ‘projective’ role and takes on a new meaning: rather than being the non-place of a possible future, utopia stands for what doesn’t have place in the present but can emerge from its alteration. Such notion of utopia as a form of ‘situated critique’, in a concrete space and time, helps to dig more deeply into the political potential of many contemporary forms of architectural and urban design. Il proposito di questo contributo è tornare a esplorare la relazione tra utopia e architettura, cercando innanzitutto di mettere in questione il modo in cui l’utopia è stata concepita tradizionalmente nel pensiero architettonico: vale a dire, come la prefigurazione di un futuro concepito come alterità rispetto al presente, nella totalità delle sue dimensioni spaziali, sociali e politiche. Tale visione - come si cercherà di illustrare - è intimamente legata a una certa logica “proiettiva” e “prescrittiva” che, tuttavia, non è l’unica logica possibile del progetto. Attraverso una riflessione su alcuni modi del progetto di architettura contemporaneo, si cercherà infatti di mettere in evidenza una nuova logica progettuale, in cui anche l’utopia abbandona il suo carattere proiettivo tradizionale per acquisire un nuovo senso: non più il non-luogo di un futuro possibile, bensì ciò che non ha luogo nel presente e che può tuttavia emergere dalla sua alterazione. Questa nozione di utopia come “critica situata” concretamente in uno spazio e in un tempo aiuta a comprendere più in profondità il potenziale politico di molte delle forme contemporanee di progetto architettonico e urbano.
literary mapping, geospatial prototyping, scholarly communication, 'paradise lost', History of scholarship and learning. The humanities, AZ20-999, Electronic computers. Computer science, and QA75.5-76.95
By focusing on the process of building 'A Map of Paradise Lost'—a geospatial humanities text-to-map project that visualizes the locatable places in John Milton’s 'Paradise Lost'— this paper addresses the question “why map literature?” and demonstrates how the process of research prototyping is in itself a form of knowledge production. Through a series of 'prototyping moments', we address how the different steps involved in building a geospatial humanities project can produce new knowledge about the fields it relates to: literary studies and digital humanities. The prototyping moments make arguments that advance our understanding of Milton’s 'Paradise Lost', approaches to data visualization for cartographic comparison in and beyond DH, and models for interdisciplinary collaboration. Résumé En se concentrant sur le processus de construction 'd’une Carte du Paradis Perdu' – un projet d’humanités géospatiales qui visualise, dans une carte à partir du texte, les places localisables dans le 'Paradis Perdu' de John Milton – cet article aborde la question «pourquoi une littérature cartographique?» et démontre comment le processus de prototypage de recherche est en soi une forme de production de connaissances. A travers une série de 'moments de prototypage', nous abordons comment les différentes étapes impliquées dans la construction d’un projet d’humanités géospatiales peuvent produire de nouvelles connaissances concernant les domaines relatifs à ce sujet: études littéraires et humanités digitales. Les moments de prototypage présentent des arguments qui améliorent notre compréhension du 'Paradis Perdu' de Milton, des approches de visualisation des données pour une comparaison cartographique «à l’intérieur» et «au-delà» des humanités digitales ainsi que des modèles pour une collaboration interdisciplinaire. Mots-clés: cartographie littéraire; prototypage géospatial; communication savante; 'Paradis Perdu'
Mohammed Ouadoud, Tarik Marrakchi, and Rajae Taghzout
International Journal of Recent Contributions from Engineering, Science & IT, Vol 8, Iss 4, Pp 28-47 (2020)
lms, ims-ld, elearning platform, designing an ims-ld, nosql, symfony framework, disciplinary information space, Computer engineering. Computer hardware, TK7885-7895, and Science
This work is mainly based on the prototyping of a disciplinary information space for a new LMS. Our work is first to think about the conditions for creating a real LMS between learners and teachers. We have chosen to base ourselves on the hybridization between four learning theories as the basis for teaching this LMS, namely traditional pedagogy, behaviorism, cognitivism and social constructivism. These pedagogies have already proven themselves, mainly in classroom learning situations. The LMS consists of different activity spaces for teaching and learning activities. We limit ourselves in this work to the prototyping of disciplinary information space for a new LMS based on IMS-LD, NoSQL MongoDB database, and Symfony framework.
Kamil Garbacz, Lars Stagun, Sigrid Rotzler, Markus Semenec, and Malte von Krshiwoblozki
Proceedings, Vol 68, Iss 5, p 5 (2021)
E-textiles, modular rapid prototyping toolkit, E-textile Bonder, Textile Prototyping Lab, adhesive bonding technology, and General Works
We present a novel E-textiles toolkit that can be used in the rapid prototyping of electronic textiles during the research and evaluation phase. The modular, Arduino-compatible toolkit incorporates various sensors and control and communication modules. The needs of fashion professionals have been considered during the conception of the toolkit, which was developed in close cooperation with partners from textile research institutes, the textile industry, art schools and design. After the initial manual prototyping, the toolkit modules can be directly transferred to reliable industrial integration using advanced machinery. To achieve this, we developed the E-textile Bonder, a machine capable of mechanically and electrically connecting modules to textiles with integrated conductors. This paper gives an overview of the toolkit as well as the design considerations discussed and implemented during the cooperation with textile industry stakeholders. Furthermore, the integration process with the E-Textile Bonder is described, and its advantages over other technologies are discussed.
Neila Newdirley Câmara Pinto and Sheila Cordeiro Mota
InfoDesign: Brazilian Journal of Information Design, Vol 17, Iss 2, Pp 49-65 (2020)
ensino de jovens e adultos, heurísticas, validação, Information technology, and T58.5-58.64
Este artigo apresenta os processos de desenvolvimento das fases de prototipação, testes e validação de um instrumento avaliativo inserido no contexto da educação de jovens e adultos, na fase alfabetizadora, em decorrência de perceber como o design educacional poderia contribuir para melhorar a experiência dos usuários prioritários – professores e alunos. Os requisitos do projeto foram construídos por meio da metodologia e das ferramentas utilizadas pelo Design Thinking, dentre elas cartões de insight e critérios norteadores. Na fase de prototipação foram utilizados os níveis recomendados por Vianna & Vianna (2012), nos testes e validação foram utilizados instrumentos heurísticos – Principios Heuristicos de Nielsen e Molich (1990) e Leis da Simplicidade de Maeda (2006). ***** This article presents the development processes of the prototyping, testing and validation phases of an evaluation instrument inserted in the context of youth and adult education, in the literacy phase, as a result of realizing how educational design could contribute to improving the experience of priority users - teachers and students. The project requirements were built using the methodology and tools used by Design Thinking, including insight cards and guiding criteria. In the prototyping phase, the levels recommended by Vianna & Vianna (2012) were used, in the tests and validation heuristic instruments were used - Heuristic Principles of Nielsen and Molich (1990) and Simplicity Laws of Maeda (2006).
Fransiska Wahyuning Kurniawati, Christ Rudianto, Augie David Manuputty, and Agustinus Fritz Wijaya
Journal of Information Systems and Informatics, Vol 2, Iss 1, Pp 89-104 (2020)
prototyping, user interface, information system, internship, Mathematics, QA1-939, Electronic computers. Computer science, and QA75.5-76.95
Human Resources (HR) is one of the important things that determines the success of the services of a company, one of the things done to prepare a good HR is to launch a program of Job Training (PKL) or also known as an internship. PT.Gramedia Asri Media became one of the companies implementing the internship program, but the existing internship program was still carried out manually by distributing information to tertiary institutions via email. This journal aims to create an apprenticeship information system design by developing a system using the prototyping method so that the apprenticeship process can be carried out in a single system from the dissemination of information to the resolution of administrative problems related to finance and the need for an apprenticeship approval document. The system development method used therein is the prototyping method that starts from analyzing user needs to creating a User Interface (UI) that is easily understood by the user. The apprenticeship information system is expected to make the apprenticeship process more effective both in registering and processing the internship data contained therein.
Koay Kheng Lee, Syrdal Dag Sverre, Dautenhahn Kerstin, and Walters Michael L.
Paladyn: Journal of Behavioral Robotics, Vol 11, Iss 1, Pp 66-85 (2020)
prototyping, human-robot interactions, user studies, social robotics, robot companions, and Technology
This paper presents a proof of concept prototype study for domestic home robot companions, using a narrative-based methodology based on the principles of immersive engagement and fictional enquiry, creating scenarios which are inter-connected through a coherent narrative arc, to encourage participant immersion within a realistic setting. The aim was to ground human interactions with this technology in a coherent, meaningful experience. Nine participants interacted with a robotic agent in a smart home environment twice a week over a month, with each interaction framed within a greater narrative arc. Participant responses, both to the scenarios and the robotic agents used within them are discussed, suggesting that the prototyping methodology was successful in conveying a meaningful interaction experience.
This article documents four mandibular reconstructions performed using free fibula flaps. CT scan DICOM (Digital Imaging and COmmunication in Medicine) files were obtained in order to print stereolithographic models of the mandible, and in one case cutting guides for fibular osteotomies. One case study details the treatment a cancer recurrence on a right emimandibulectomy. Because of a lack of access to previous CT scans, the left part of the mandible was mirrored to obtain an accurate 3D model. In one case, due to the young age of the woman, a double barrel fibula flap was used. All cases resulted in satisfactory chewing function and aesthetic outcome, with no flap failures. The report concludes that Virtual Planning and Rapid Prototyping are helpful as they reduce costs and intraoperative times while simultaneously improving surgical precision.
Adam L. Bachmann, Michael D. Dickey, and Nathan Lazarus
Quantum Beam Science, Vol 4, Iss 44, p 44 (2020)
laser forming, rapid prototyping, self-folding origami, metal bending, Technology, Electrical engineering. Electronics. Nuclear engineering, and TK1-9971
Lasers can be used to bend 2D metal sheets into complex 3D objects in a process called ‘laser forming.’ Laser forming bends metal sheets by locally heating the sheets to generate plastic strains and is an established metal bending technology in the shipbuilding industry. Recent studies have investigated the laser forming of thin metal parts as a complementary rapid prototyping technology to metal 3D printing. This review discusses the laser forming process, beginning with the mechanisms before covering various design considerations. Laser forming for the rapid manufacturing of metal parts is then reviewed, including the recent advances in process planning, before highlighting promising future research directions.