View allAll Photos Tagged Computational
Visualization of monthly average highest and lowest temperatures recorded for Chicago from 1975 through 2004.
Computational Fluid Dynamics (CFD) Centre at Renault F1
4 February 2009
for further information see:
www.formula1news.net/ing-renault-computational-fluid-dyna...
www.flightglobal.com/articles/2008/12/01/319584/boeing-ph...
ABM bridge systems - Project Factsheet
Originally posted to GuessWhereUK? flickr group/pool
A suspect this one might last a while
I want to know what this building is/contains not simply the location, if you know the location you should be able to find what this is, although you might not find a photo from this angle
Clues:
4 February 20:59 - Clue 1: the tellytubbies don't live here
clues from guesses:
This in Oxfordshire
It is a new building/construction
---
It could be described as an office as defined as
'Office:(noun) a room, set of rooms, or building used as a place of business for non-manual work'
however this building has a very specific use.
---
This building is linked to sport, but the sport does not take place
This is part of a larger Complex
This is not the front entrance to this building
there is a motorsport connection
A Formula 1 racing team is based in this complex
a wind tunnel is fairly close to what this building is, but is not a wind tunnel exactly
Incorrect Guesses:
Sittingbourne
Duxford
Croyde
Archaeolink Visitor Centre, Aberdeenshire
a former railway tunnel
a visitor centre
this is not a military base or associated with the military
a science park
Swimming Pool
an educational establishment (ie school, college)
not golf related
The Williams F1 Grand Prix Collection
Williams F1
underground engine test facility
08/02/2009 : 11.00am - 239 views - 36comments - 8 guessers
NEW for 1987 from your friends at Ogel Computational Gaming Systems:
TOMB SEEKER
Help Johnny Thunder escape a ancient temple complex while avoiding Lord Sam Sinister's henchmen, booby traps, and barrel-tossing giant apes. Along the way, uncover lost treasures and reveal great secrets all while saving your fellow Adventurers from henchman bosses.
Also, the skull on top of the cabinet glows when the game is in play, laughs when you lose, and taunts potential players when not in play.
(From the makers of Classic Astro-Nut, Ghost Chasers, Super Station Master, and many more: Ogel Computational Gaming Systems. Ask about our in-home game system: BRK-58 on our toll-free ordering / service phone line or fax us at the address below!)
Ogel Computational Gaming Systems - The Digital Frontier of Tomorrow... Today!
LDD file: www.moc-pages.com/user_images/80135/1466378851m.lxf
drawing on canvas with trear physics tendrils using texones creative computing framework which is based on processing
SRF Mechanical Fabrication & Assembly Technician Aaron Auston, right, checks the parameters as a crane is used to move a LCLS-II HE vacuum vessel inside the Test Lab at Jefferson Lab in Newport News, Va., on Aug. 20, 2025. (Aileen Devlin | Jefferson Lab)
About
We went to the design museum in Munich and changed upon this OLED display where walking in front of it would cause it to light up. This is the back of the circuit board, and the security guard was really nervous when I got really close to the display to take this photograph.
toomanytribbles, she of the bokehlicious shots and one of my favourite flickrites, took a similar shot here. I had that in back of my mind when I spotted this.
See part II here
Outrageous BBC model B's, Electrons and the richest kids got the fabled Archimedes a 32bit RISC processor legend of its era
2021
Used an image that I shot in the spring of 2021. www.flickr.com/photos/10729602@N05/51150286484/in/datepos....
Added a night sky in Photoshop, used some clip-art to finish it off.
The flying witch is the same one I used in 2013 www.flickr.com/photos/10729602@N05/10520378434/in/photoli..., no originally on my part.
Functional notation is only available for a subset of functions. Here is an alternative syntax for factoring and expanding polynomials.
The Combustion Research Computation and Visualization collaborative research facility serves as a focal point to accelerate the realization of predictive modeling and simulation for combustion. The CRCV is cofunded by the DOE’s Office of Science and EERE and provides interactive data visualization and collaborative workspaces, as well as a 2,000-square-foot machine room for the dedicated computational capability.
(Photo by Randy Wong)
Design Dialogues Fall 2010: Computation After New Media
Guest Curator: Garnet Hertz
This lecture series explores key concepts in computational media to empower individuals to imagine, collaborate, provoke, and prototype through computing.
As a result of its widespread adoption, digital media has transitioned from "new media" to a ubiquitous part of contemporary life. This shift from novelty to familiarity has considerable ramifications for academic institutions working in the fields of media arts and digital culture. Exploring the formal potentials of information and networked technologies is no longer of significant interest: information technologies need to be understood as an embedded part of culture and history. Digital cultural practices must also work to extend their parent disciplines, including the studio arts, media history and theory, design, computer science and engineering.
Each speaker in the "Computation After New Media" series will focus on one word— a single term they feel is a core part of their work within the framework of computation. These lectures will be aimed at exploring the underlying structures of computationalism, providing an important leverage into the philosophy, languages, and principles of digital media.
SCHEDULE:
- October 1: Sharon Daniel, UCSC
- October 8: Eddo Stern, UCLA
- October 22: Paul Dourish, UCI
- October 29: George Legrady, Experimental Visualization Lab, UCSB
- November 19: Casey Reas, UCLA, author, Form + Code in Design, Art, and Architecture
- December 3: Celia Pearce, Georgia Tech, author Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
Design Dialogues brings provocateurs from the worlds of design, art, academia, and technology into the MDP Studio. Each term, a guest curator is invited to build a series around a theme of their choosing.
Meetings: 12-2 pm. Talks: 3-6 pm in the Wind Tunnel Gallery. Open only to Media Design students, alumni, and faculty.
October 1: Sharon Daniel
Sharon Daniel is Professor of Film and Digital Media at the University of California, Santa Cruz where she teaches classes in digital media theory and practice. Her research involves collaborations with local and on-line communities, which exploit information and communications technologies as new sites for "public art." Daniel’s role as an artist is that of “context provider”—assisting communities, collecting their stories, soliciting their opinions on politics and social justice, and building the online archives and interfaces that make this data available across social, cultural and economic boundaries. Her goal is to avoid representation—not to attempt to speak for others but to allow them to speak for themselves.
Daniel’s work has been exhibited internationally at museums, festivals including the Corcoran Biennial, the University of Paris, the Dutch Electronic Arts Festival, Ars Electronica and the Lincoln Center Festival as well as on the Internet. Her essays have been published in books and professional journals such as Leonardo and the Sarai Reader. Daniel has recently presented “Improbablevoices.net” at the Fundacion Telefonica in Buenos Aires and at the conference “contested commons” in New Delhi, India. Her current research is supported by grants from the Daniel Langlois Foundation, the UCIRA, UCSC Arts Research Institute, and the Creative Work Fund.
October 8: Eddo Stern
Eddo Stern works on the disputed borderlands between fantasy and reality, exploring the uneasy and otherwise unconscious connections between physical existence and electronic simulation. His work explores new modes of narrative and documentary, experimental computer game design, fantasies of technology and history, and cross-cultural representation in computer games, film, and online media. He works in various media including computer software, hardware and game design, kinetic sculpture, performance, and film and video production. His short machinima films include "Sheik Attack", "Vietnam Romance", "Landlord Vigilante" and "Deathstar". He is the founder of the now retired cooperative C-level where he co-produced the physical computer gaming projects "Waco Resurrection", "Tekken Torture Tournament", "Cockfight Arena", and the internet meme conference "C-level Memefest" He is currently developing the new sensory deprivation game "Darkgame". Stern's work can be seen online at www.eddostern.com/
October 22: Paul Dourish
Paul Dourish is a Professor of Informatics in the Donald Bren School of Information and Computer Sciences at UC Irvine, with courtesy appointments in Computer Science and Anthropology. He teaches in the Informatics program and in the interdisciplinary graduate program in Arts Computation and Engineering. His primary research interests lie at the intersection of computer science and social science; he draws liberally on material from computer science, science and technology studies, cultural studies, humanities, and social sciences in order to understand information technology as a site of social and cultural production. In 2008, he was elected to the CHI Academy in recognition of his contributions to Human-Computer Interaction.
Dourish is the author of "Where the Action Is: The Foundations of Embodied Interaction" (MIT Press, 2001), which explores how phenomenological accounts of action can provide an alternative to traditional cognitive analysis for understanding the embodied experience of interactive and computational systems. Before coming to UCI, he was a Senior Member of Research Staff in the Computer Science Laboratory of Xerox PARC; he has also held research positions at Apple Computer and at Rank Xerox EuroPARC. He holds a Ph.D. in Computer Science from University College, London, and a B.Sc. (Hons) in Artificial Intelligence and Computer Science from the University of Edinburgh.
November 19: Casey Reas
Casey Reas lives and works in Los Angeles. His software, prints, and installations have been featured in numerous solo and group exhibitions at museums and galleries in the United States, Europe, and Asia. Casey's ongoing Process series explores the relationship between naturally evolved systems and those that are synthetic. The imagery evokes transformation, and visualizes systems in motion and at rest. Equally embracing the qualitative human perception and the quantitative rules that define digital culture, organic form emerges from precise mechanical structures.
Casey is a professor at the University of California, Los Angeles. He holds a masters degree from the Massachusetts Institute of Technology in Media Arts and Sciences as well as a bachelors degree from the School of Design, Architecture, Art, and Planning at the University of Cincinnati. With Ben Fry, Reas initiated Processing in 2001. Processing is an open source programming language and environment for creating images, animation, and interaction.
Reas and Fry published Processing: A Programming Handbook for Visual Designers and Artists, a comprehensive introduction to programming within the context of visual media (MIT Press, 2007). In 2010, they publishing Getting Started with Processing, a casual introduction to programming (O'Reilly, 2010). With Chandler McWilliams and Lust, Casey has just published Form+Code in Design, Art, and Architecture (PAPress, 2010), a non-technical introduction to the history, theory, and practice of software in the arts.
Casey is the recipient of a 2008 Tribeca Film Institute Media Arts Fellowship (supported by the Rockefeller Foundation), a 2005 Golden Nica award from the Prix Ars Electronica, and he was included in the 2008 ArtReview Power 100. His images have been featured in various publications including The New York Times, The International Herald Tribune, Print, Eye, Technology Review, and Wired.
December 3: Celia Pearce
Celia Pearce is a game designer, author, researcher, teacher, curator and artist, specializing in multiplayer gaming and virtual worlds, independent, art, and alternative game genres, as well as games and gender. She began designing interactive attractions and exhibitions in 1983, and has held academic appointments since 1998. Her game designs include the award-winning virtual reality attraction Virtual Adventures (for Iwerks and Evans & Sutherland) and the Purple Moon Friendship Adventure Cards for Girls.
Celia received her Ph.D. in 2006 from SMARTLab Centre, then at Central Saint Martins College of Art and Design, University of the Arts London. She currently is Assistant Professor of Digital Media in the School of Literature, Communication and Culture at Georgia Tech, where she also directs the Experimental Game Lab and the Emergent Game Group. She is the author or co-author of numerous papers and book chapters, as well as The Interactive Book (Macmillan 1997) and Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds (MIT 2009). She has also curated new media, virtual reality, and game exhibitions and is currently Festival Chair for IndieCade, an international independent games festival and showcase series. She is a co-founder of the Ludica women’s game collective.
Curator: Garnet Hertz
Doctor Garnet Hertz is a Fulbright Scholar and contemporary artist whose work explores themes of technological progress, creativity, innovation and interdisciplinarity. Hertz is a Faculty Member of the Media Design Program at the Art Center College of Design in Pasadena California, a Postdoctoral Research Scholar at the Institute for Software Research at UC Irvine and is Artist in Residence in the Laboratory for Ubiquitous Computing and Interaction at UC Irvine. He has shown his work at several notable international venues in eleven countries including Ars Electronica, DEAF and SIGGRAPH and was awarded the prestigious 2008 Oscar Signorini Award in robotic art. He is founder and director of Dorkbot SoCal, a monthly Los Angeles-based DIY lecture series on electronic art and design. His research is widely cited in academic publications, and popular press on his work has disseminated through 25 countries including The New York Times, Wired, The Washington Post, NPR, USA Today, NBC, CBS, TV Tokyo and CNN Headline News.
The Combustion Research Computation and Visualization (CRCV) laboratory at the Combustion Research Facility (CRF) was dedicated Jan. 19, 2011. The 8,400-square-foot building provides additional resources and collaboration space to develop new sophisticated models and predictive capabilities that are critical to the development of future efficient engines and reduced pollutants. It was cofunded by two Department of Energy offices—Science and Energy Efficiency & Renewable Energy. The CRCV provides interactive data visualization and collaborative workspaces as well as a 2,000-square-foot machine room for dedicated computational capability.
(Photo by Andrew Slusser)
The Combustion Research Computation and Visualization (CRCV) laboratory at the Combustion Research Facility (CRF) was dedicated Jan. 19, 2011. The 8,400-square-foot building provides additional resources and collaboration space to develop new sophisticated models and predictive capabilities that are critical to the development of future efficient engines and reduced pollutants. It was cofunded by two Department of Energy offices—Science and Energy Efficiency & Renewable Energy. The CRCV provides interactive data visualization and collaborative workspaces as well as a 2,000-square-foot machine room for dedicated computational capability.
(Photo by Andrew Slusser)
The DSLR is dead – that’s what Light CTO Dr. Rajiv Laroia has been saying for years and now former Google Exec Vic Gundotra has agreed (see his facebook post). And Vic took it a step further saying that the greatest innovations are happening in computational photography.
The end of...
lightrumors.co/2017/08/02/dslr-dead-computational-photogr...
The Combustion Research Computation and Visualization (CRCV) laboratory at the Combustion Research Facility (CRF) was dedicated Jan. 19, 2011. The 8,400-square-foot building provides additional resources and collaboration space to develop new sophisticated models and predictive capabilities that are critical to the development of future efficient engines and reduced pollutants. It was cofunded by two Department of Energy offices—Science and Energy Efficiency & Renewable Energy. The CRCV provides interactive data visualization and collaborative workspaces as well as a 2,000-square-foot machine room for dedicated computational capability.
(Photo by Andrew Slusser)
The U.S. Association for Computational Mechanics awarded Sandia National Laboratories researcher Pavel Bochev the Thomas J.R. Hughes Medal for his contributions to the field of computation fluid dynamics.
Learn more at bit.ly/2jmo7vX.
Photo by Randy Montoya.
Flexible computational infrastructure and software tools are provided to support modeling and understanding of the structure and properties of nanostructured materials. Staff at Brookhaven's Center for Functional Nanomaterials, who work with external users, have research expertise in areas that include nanoscale structure formation and assembly processes, bonding and atomic-scale structure, electron transport, optical and electronic excitations in nanomaterials, and homogeneous and inhomogeneous catalysis.
Spectral Clustering of Urban Networks
Based on the map of Venice this is the plot of the network spectrum in three dimensions divided into six clusters.
Spectral clustering is particularly useful for analyzing data where where topological links outweigh convex boundaries, that is, when connections a more significant than simple proximity. This makes it an interesting method for the analysis of urban networks where cul-de-sacs, dead ends, physical barriers, or topographic distance can separate two points that are otherwise quite proximate.
Cluster centrality is shown on this plot by distance from the center point of each cluster the distribution of cluster centrality in the plot at left (with box plot around quartiles). Network links are not represented in this plot but comparing to the map view, one can quite easily intuit the relationship of nodes to their spatial location.
The final network comprises over 11,300 nodes and 12,500 edges.
We will be conducting a workshop at the Singapore pavilion of the Venice Biennale engaging this topic and will hopefully find modifications to this network and to the methods.
The Combustion Research Computation and Visualization (CRCV) laboratory at the Combustion Research Facility (CRF) was dedicated Jan. 19, 2011. The 8,400-square-foot building provides additional resources and collaboration space to develop new sophisticated models and predictive capabilities that are critical to the development of future efficient engines and reduced pollutants. It was cofunded by two Department of Energy offices—Science and Energy Efficiency & Renewable Energy. The CRCV provides interactive data visualization and collaborative workspaces as well as a 2,000-square-foot machine room for dedicated computational capability.
(Photo by Andrew Slusser)
The Bulbous Bow of the Carnival Splendor.
When I was a kid I always thought (and all my plastic models reinforced the idea) that the bow of ship should be sharp so it can cut through the water with the least resistance. Kind of like a knife, eh?
It turns out that a much bigger drag on a ship is determined by how the water flows around the hull. Shaping the underwater bow of the ship like a bulb can reduce the drag by changing the bow waves, and thus increasing the efficiency, speed, range, and stability of the vessel. A 12% to 15% increase in fuel efficiency makes this bulb even more beautiful.
Don't you think this looks like a heart? almost? It's my late Valentine to the Flickr community. :)
EverydEveryday life of "elementary school of cute eyes"
It draws with Photoshop. It is a very lovely mascot character.
LINE Sticker
「T-KONI`s Art Gallery」(Imagekind.com)
「T-KONI`s Unique Products 」(Zazzle.com)
Sandia researcher Pavel Bochev, a computational mathematician, has received an Ernest Orlando Lawrence Award for his pioneering theoretical and practical advances in numerical methods for partial differential equations.
Learn more at bit.ly/2OWmFzV.
Photo by Randy Montoya.
Alexei Samsonovich presents:Cognitive Constructor: An Intelligent Tutoring System Based on a Biologically Inspired Cognitive Architecture (BICA) by Alexei V. Samsonovich, Kenneth A. de Jong , Anastasia Kitsantas, Erin E. Peters, Nada Dabbagh, and M. Layne Kalbfleisch of Krasnow Institute for Advanced Study at George Mason University
Computational Consciousness
Can be defined as a fully functional computational equivalent of the human mind in its higher cognitive abilities
Two approaches: piece-by-piece versus grow.
Sidenote:
Human brain is the last and grandest biological frontier,
the most complex thing we have yet discovered in our universe.
-James Watson
Technical Session II: Architecture of AGI Systems at the The First Conference on Artificial General Intelligence (AGI-08)
This room is The Zone, at the FedEx Institute of Technology, University of Memphis. It was a very good venue for this conference.
Artificial General Intelligence (AGI) research focuses on the original and ultimate goal of AI -- to create intelligence as a whole, by exploring all available paths, including theoretical and experimental computer science, cognitive science, neuroscience, and innovative interdisciplinary methodologies. AGI is also called Strong AI in the AI community.
Another good reference is Artificial General Intelligence : A Gentle Introduction by Pei Wang
I030208 090
Computationally designed jewelry. Made with Processing + HE_Mesh + OpenSCAD. 3D printed in Gold Plated Brass.
I'm now adding 9 in the 9th position from the left (the rightmost position, the ones position). This is done in 2 steps: add 10, subtract 1. In this step I add 10 by adding 1 in the tens position.
Computational domes. The design is generated with shape grammars and the construction is adapted with a catenary-simulation. Scripted in Processing.
ASCENSION: An Interactive Installation
----------------
The Project
Willpower (William Ismael) + Carrie Mae Rose collaborate in the duo FLUID THUNDER for the interactive projection mapping of the tetrahedron winged computational fashion installation at Eyebeam (Art + Technology Center in New York City).
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The Process
Carrie Mae creates hand-built wing structures out of wire tetrahedrons and fabric. Willpower codes 2 animations in Processing, which is an open-source programming language, development environment, and online community. He uses Leap Motion, which is a sensory technology, detecting human hands and fingers. He uses a Processing Library by onformative (a studio for generative design based in Berlin) called LeapMotionForProcessing to use Processing seemlessly with Leap Motion. Willpower attaches his interactive human generated animations to the Leap Motion sensor. They follow a person's hand movements in real-time and on key with accurate precision. The public interacts with the installation by activating the wings through their physical movements.
----------------
The Story
The animation displays beams of light representing solar neutrinos and the love we have access to at all times. Wings symbolize aspiration and ascension. The light is symbolic of angelic light coming from realms above, shining down to inspire and remind us that we are pure love in our hearts. The bubble eruptions represent both the thunderous fire energy residing inside our human forms and the Big Bang Theory that we are all becoming lighter and lighter each moment in time throughout our expansion into infinite space.
----------------
The Experience
Human beings generate the art on the angel wings by moving their hands. They become part of the art. They create the art. An ongoing 3D generative animation is mapped behind the wings. An interactive animation generated by people is mapped onto the wings. Without human movements, no animation is created on the tetrahedron angel wings. We include you to be part of the art because it is about us. It is about the interaction between the artists and the visitors. We communicate and transcend messages which are experienced beyond just looking at a piece by making you a co-creator of the piece. It is about us coming together and interacting in the space with 'others' we may have not engaged in a conversations with otherwise. It becomes an unique shared experience.
----------------
Credits
Installed at Eyebeam.
Sculpture by Carrie Mae Rose.
Interactive Projection Mapping by WILLPOWER STUDIOS (William Ismael).
Video Shot + Edited + Music by WILLPOWER STUDIOS (William Ismael).
Watch Video: vimeo.com/78205976
Download Press Package: fluidthunder.com/ASCENSION-Press.zip
To know more about project, visit FluidThunder.com
Sitting in the doctor’s office, Catherine Rosenberg, of Little Egg Harbor Township, noticed something on a medical report that most patients wouldn’t—the mathematical formula used to calculate the volume of fluid in her swollen leg.
Rosenberg, who was diagnosed with synovial sarcoma at 8 years old, conquered cancer, but the radiation treatments led to her developing lymphedema, a condition that causes severe swelling in the limbs.
Immediately after seeing the formula, her knowledge of numerical analysis told her that there are much more accurate ways to calculate the volume of fluid buildup. Two Stockton degrees, an undergraduate degree in Mathematics and a master’s in Computational Science, and a dedication to advance the field of medicine led her to develop a patent-pending method of measuring fluid in lymphedema patients with help from a number of professors at Stockton and her doctor, Eric Chang.
Photo: Susan Allen/ Stockton University
Justine Cassell, Associate Dean, Technology, Strategy and Impact, .School of Computer Science, Carnegie Mellon University, USA speaking during the Session "Compassion through Computation: Fighting Algorithmic Bias" at the Annual Meeting 2019 of the World Economic Forum in Davos, January 23, 2019. Congress Centre - Betazone
Copyright by World Economic Forum / Jakob Polacsek
Computational Fluid Dynamics simulation of the airflow in and around data centre equipment installed with a real data centre.
meta_creation lab: inter-actors, attractors and the aesthetics of complexity
marlon barrios solano
www.dance-tech.net/page/meta-creation
A collaborative workshop interfacing movement art practices, digital creativity, portable computation and networked systems.
This workshop is a collaborative lab to creatively explore the contemporary approaches, practices and aesthetics of self organization and of complex systems within the dynamic couplings of mind, body and information/data flows.
This workshop is an open space for experimentation and inquiry within a well defined theoretical/aesthetic frame and open space format: the participants self-organize in different node projects (collaborative and flexible groups) in order to investigate and deploy bottom-up architectures as compositional prototyping strategies and processes. It explores interactivity plus generativity.
An embodied/distributed cognition approach is used to generate physical activities and games, guided discussions/conversations about relevant artists works and concepts exploring the aesthetic of complex systems and emergence.
Open source technologies and methodologies will be explored in combination with composition in real-time.
Inter and trans-disciplinary explorations are encouraged and diversity is the main asset.
Several nodes of research projects are suggested:
Sampling, recombinations and mashups
New Internet technologies (web 2.0) and collaborative creation
Post-pc technologies apps, tablets and mobile technologies
Life logging and creative process
Media Capturing and Real time processing
Bottom-up architectures of generative systems
Hybrid realities and alternative sites
Portable cameras and video production
Online video and video straming
Cloud/social computing
Locative media/Mobile
Performance, rule systems and algorithms.
Computer aided choreography
Portable hardware as interfaces/interactive media control
Social media for distributed creativity and knowledge production
Networked documentaries/storytelling.
Photos from workshops in Beirut, Lebanon.
October 2011
Simon Lucas, Pablo García, Francisco Florez Revuelta, y Lucas Martínez Bernabeu, estos dos últimos de la Universidad de Alicante.
BLOODHOUND SSC is a car that hopes to reach 1,000 mph (Mach 1.3 or 1.3 times the speed of sound) and set a new World Land Speed Record.
Swansea University researchers have been closely involved with the project.
Watch a 2 minute BBC report on Bloodhound and Swansea University's involvement
www.bbc.co.uk/news/uk-wales-27689733
Details of Dr Ben Evans' lectures on Bloodhound:
Alright, students, if our speed is 235 kt, our altitude is 7680', our distance to Rwy 24 is 32.8 nm, and our arrival is in 8 min/22sec, what is our descent rate in fpm? Ha.