Presentation Khatami Shadi

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    CELLULAR AUTOMATA

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    SYSTEMS

    Static(inputonly)

    Dynamic

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    SYSTEMS

    Static(inputonly)

    Dynamic

    Reactive Sytems

    Interactive Sytems

    - the Response is always fxed

    designers oftehn use the word interactive to describe systems that simply react to input, for example,

    describing a set of Web pages connected by hyperlinks as interactive media. -Usman Haque

    Syn. Feedback Loop, closed inormation loop, serl-regulating systems, recirculating system

    - The response is dynamic and dependent on the input

    Input Output

    FUNCTION

    Input OutputFUNCTION

    Feedback

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    SYSTEMS

    Static(inputonly)

    Dynamic

    Reactive

    Interactive

    Reactive

    Interactive

    First Order

    Second Order

    - Simple eedback loop- Has only one loop

    - Can not adjust its own goals

    Syn. Learning System, Sel adjusting system

    - Can modiy its goals based on the eects o another system or inputs rom the environment

    - Second order systems can be nested within one other and they can either reinorce each either or have

    competing goals.

    Input Output

    SET

    FUNCTION

    Feedback

    First Order System Output

    Output

    Assess

    OutcomeDETERMINE

    FUNCTION

    Environmental actor

    Second Order System Output

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    SYSTEMS

    Static(inputonly)

    Dynamic

    FirstOrder

    SecondOrder

    Reactive

    Interactive

    Reactive

    Interactive

    CELLULAR AUTOMATA

    A regular grid o cellswith fnite states and a defned neighbourhood.

    any dimension eg. on/o

    Time = 0

    eg. A cells neighbourhood can be itsel and its

    surrounding cells in any direction up to 2 cells distance.

    Cells are given a defned state to begin with.

    Time = 1 unit

    generation 1

    Each cell assesses its own state and the state o its neighbours and responds according to a set o rules.

    according to some fxed rule

    Time = 2 unit

    generation 2

    Each cell re-asesses its own state and the state o its neighbours and responds according to a set o rules.

    Time = 3 unit

    generation 3

    Time = 4 unit

    generation 4

    typically the rules are the same or all cellsand are applied to all cells simultaneously.

    eg. I 2 or more neighbours are on,

    turn o. Otherwise, remain on

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    CELLULAR AUTOMATA - Digital Models

    Conways Game of Life -Neighbours = directly surrounding cells. States = live/dead. Rules: 1_cell with ewer than 2 live neighbours dies. 2_Cell with more than 3 liveneighbours dies. 3_Cell with 2 or 3 live neighbours lives to next generation. 4_dead cell with exactly 3 live neighbours becomes live.

    Brians Brain -Neighbours = directly surrounding cells.States =on/dying/o. Rules: 1_o cell turns on i exactly two neighbours are on. 2_On cells enter a dying state.3_dy-ing cells go to o state.

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    CELLULAR AUTOMATA - Digital Model (2D)< http://www.youtube.com/watch?v=xOL0gXEEl5c>

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    CELLULAR AUTOMATA - Digital Model (2D)

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    CELLULAR AUTOMATA - Digital Model (3D)

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    CELLULAR AUTOMATA - Biological Model (mixing o liquids)

    Mixing o two liquids appears random.

    However, the process ollows a defnite set

    o rules. Each molecules ability to move and

    thereore mix depends on its own physical

    properties and the physical properties o

    its neighbours. These conditions are as-

    sessed and direction and speed o motion

    are determined accordingly.

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    CELLULAR AUTOMATA - Biological Model (bioluminescent algae)

    Each cell undergoes a chemical reaction

    activated by motion or its adjacent neigh-

    bours.

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    CELLULAR AUTOMATA - Biological Model (conus seashells)

    < http://en.wikipedia.org/wiki/Cellular_automaton>

    Secretion o pigment rom each cell is de-

    pendant on its neighbouring cells similar

    to Rule 30 where cells are activated based

    on a mathematical sequence o numbers.

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    CELLULAR AUTOMATA - Physical Model

    < http://www.decept.org/nolie/index_english.html#video>

    Dplacements -It consists o 24 cells

    arranged in a grid.

    Each an acts as a cell

    and is activated ac-

    cording to the game

    o lie.

    Hardware: 24 ans,3 Pico IP systems, 1

    computer. Sotware:

    Processing, PicoLib.

    (Developed by Manuel

    Braun)

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    CELLULAR AUTOMATA - Physical Model

    < http://blog.makezine.com/archive/2008/11/game_o_lie_materialized.html>

    Evil/Live 2 - 256 hal-ogen lights and speak-

    ers were arranged in a

    16 x16 grid each acting

    as a cell and ollowing

    the rules o game o

    lie.

    (Developed by Bill Vorn)

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    CELLULAR AUTOMATA - Physical Model

    < www.we-make-money-not-art.com/yyy/0aaarco98ub.jpg>

    Propagaciones - It consists o 50 small robots installedon top o poles. They are all made o similar circuits but each

    looks dierent. They interact with people around them and

    among each other by turning lights on and spinning around.

    Each ollows the rules rom Conways game o lie.

    (Developed by Leandro Nez )

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    CELLULAR AUTOMATA - Physical Model

    < http://www.digital-architecture.org/hinterlands/exhibitor/marilena-skavara/>

    Adaptive Fa[ca]de - An adaptive skin that isconstantly training itsel to understand the envi-

    ronment. It uses an artifcial neural network thatresponds to the level o light in the environment

    aiming to provide optimal light intensity or a

    space.

    (Developed by Marilena Skavara )