Intelligence-based Design
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Intelligence-based Design
Intelligence-based design is the purposeful manipulation of the built-environment to effectively engage humans in an essential manner through complex organized information. Intelligence-based theory evidences the conterminous relationship between mind and matter, i.e. the direct neurological evaluations of surface, structure, pattern, texture and form. Intelligence-based theory maintains that our sense of well-being is established through neuro-engagement with the physical world at the deepest level common to all people i.e. "Innate Intelligence." These precursory readings of the physical environment represent an evolved set of information processing skills that the human mind has developed over millennia through direct lived experience. This physiological engagement with the world operates in a more immediate sense than the summary events of applied meaning or intellectual speculation. It is through this direct neurological engagement that humans connect more fully with the world. ...
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Christopher Alexander
Christopher Wolfgang John Alexander (4 October 1936 – 17 March 2022) was an Austrian-born British-American architect and Design theory, design theorist. He was an Professors in the United States#Professor emeritus and emerita, emeritus professor at the University of California, Berkeley. His theories about the nature of human-centered design have affected fields beyond architecture, including urban design, software design, and sociology. Alexander designed and personally built over 100 buildings, both as an architect and a general contractor. In software, Alexander is regarded as the father of the pattern language movement. According to creator Ward Cunningham, the first wiki—the technology behind Wikipedia—led directly from Alexander's work. Alexander's work has also influenced the development of agile software development. In architecture, Alexander's work is used by a number of different contemporary architectural communities of practice, including the New Urbanist mov ...
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Notes On The Synthesis Of Form
''Notes on the Synthesis of Form'' is a book by Christopher Alexander about the process of design. Design Alexander defines design as "the process of inventing things which display new physical order, organization, form, in response to function...". Even though his focus was formed in architectural design and civil engineering, the core ideas underlying his approach can be applied to many other fields. Alexander's analysis of the village of Bavra, in Gujarat, India formed the major case study in the dissertation and the book. Influence By the time it was published, the book was considered "one of the most important contemporary books about the art of design, what it is, and how to go about it." The book influenced a number of leading software writers, including Larry Constantine, Ed Yourdon, Alan Cooper, and Tom DeMarco. Alexander's later work For some reasons – perhaps related to the mathematical difficulties he faced or to the paradigm shift taking place in the design met ...
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Artificial Intelligence
Artificial intelligence (AI) is the capability of computer, computational systems to perform tasks typically associated with human intelligence, such as learning, reasoning, problem-solving, perception, and decision-making. It is a field of research in computer science that develops and studies methods and software that enable machines to machine perception, perceive their environment and use machine learning, learning and intelligence to take actions that maximize their chances of achieving defined goals. High-profile applications of AI include advanced web search engines (e.g., Google Search); recommendation systems (used by YouTube, Amazon (company), Amazon, and Netflix); virtual assistants (e.g., Google Assistant, Siri, and Amazon Alexa, Alexa); autonomous vehicles (e.g., Waymo); Generative artificial intelligence, generative and Computational creativity, creative tools (e.g., ChatGPT and AI art); and Superintelligence, superhuman play and analysis in strategy games (e.g., ...
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Herbert A
Herbert may refer to: People * Herbert (musician), a pseudonym of Matthew Herbert * Herbert (given name) * Herbert (surname) Places Antarctica * Herbert Mountains, Coats Land * Herbert Sound, Graham Land Australia * Herbert, Northern Territory, a rural locality * Herbert, South Australia. former government town * Division of Herbert, an electoral district in Queensland * Herbert River, a river in Queensland * County of Herbert, a cadastral unit in South Australia Canada * Herbert, Saskatchewan, Canada, a town * Herbert Road, St. Albert, Canada New Zealand * Herbert, New Zealand, a town * Mount Herbert (New Zealand) United States * Herbert, Illinois, an unincorporated community * Herbert, Michigan, a former settlement * Herbert Creek, a stream in South Dakota * Herbert Island, Alaska Arts, entertainment, and media Fictional entities * Herbert (Disney character) * Herbert Pocket, a character in the Charles Dickens novel ''Great Expectations'' * Herbert West ...
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A Pattern Language
''A Pattern Language: Towns, Buildings, Construction'' is a 1977 book on architecture, urban design, and community livability. It was authored by Christopher Alexander, Sara Ishikawa and Murray Silverstein of the Center for Environmental Structure of Berkeley, California, with writing credits also to Max Jacobson, Ingrid Fiksdahl-King and Shlomo Angel. Decades after its publication, it is still one of the best-selling books on architecture. The book creates a new language, what the authors call a pattern language derived from timeless entities called patterns. As they write on page xxxv of the introduction, "All 253 patterns together form a language." Patterns describe a problem and then offer a solution. In doing so the authors intend to give ordinary people, not only professionals, a way to work with their neighbors to improve a town or neighborhood, design a house for themselves or work with colleagues to design an office, workshop, or public building such as a school. St ...
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Design Patterns (computer Science)
In software engineering, a software design pattern or design pattern is a general, reusability, reusable solution to a commonly occurring problem in many contexts in software design. A design pattern is not a rigid structure to be transplanted directly into source code. Rather, it is a description or a template for solving a particular type of problem that can be deployed in many different situations. Design patterns can be viewed as formalized best practices that the programmer may use to solve common problems when designing a software application or system. Object-oriented design patterns typically show relationships and interactions between class (computer science), classes or object (computer science), objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages. Some patterns can be rendered unnecessary in languages that have built-in support for solving the proble ...
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The Nature Of Order
''The Nature of Order: An Essay on the Art of Building and the Nature of the Universe'' () is a four-volume work by the architect Christopher Alexander published in 2002–2004. In his earlier work, Alexander attempted to formulate the principles that lead to a good built environment as Pattern (architecture), patterns, or recurring design solutions. However, he came to believe that patterns themselves are not enough to generate life in buildings and cities, and that one needs a "morphogenesis, morphogenetic" understanding of the formation of the built environment as well as a deep understanding of how the makers get in touch with the creative process.Alexander, Christopher. (2004). "Sustainability and morthogenisis: The birth of a living world". Schumacher Lecture, Bristol, October 30, 2004. Center for Environmental Structur/ref> ''The Phenomenon of Life'' Volume 1 attempts to define "life" in the built environment and determine why one built environment may have more life than ...
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Biophilia Hypothesis
The biophilia hypothesis (also called BET) suggests that humans possess an innate tendency to seek connections with nature and other forms of life. Edward O. Wilson introduced and popularized the hypothesis in his book, ''Biophilia'' (1984). He defines biophilia as the "innate tendency to focus on life and lifelike processes". He argued that "to explore and affiliate with life is a deep and complicated process in mental development. To an extent still undervalued in philosophy and religion, our existence depends on this propensity, our spirit is woven from it, hope rises on its currents". Wilson saw modern biology as converging with biophilia: "Modern biology has produced a genuinely new way of looking at the world that is incidentally congenial to the inner direction of biophilia. In other words, instinct is in this rare instance aligned with reason. . . . to the degree that we come to understand other organisms, we will place a greater value on them, and on ourselves". Natural ...
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Rodney Brooks
Rodney Allen Brooks (born 30 December 1954) is an Australian robotics, roboticist, Fellow of the Australian Academy of Science, author, and robotics entrepreneur, most known for popularizing the behavior based robotics, actionist approach to robotics. He was a Panasonic Professor of Robotics at the Massachusetts Institute of Technology and former director of the MIT Computer Science and Artificial Intelligence Laboratory. He is a founder and former Chief Technical Officer of iRobot and co-founder, Chairman and Chief Technical Officer of Rethink Robotics (formerly Heartland Robotics) and is the co-founder and Chief Technical Officer of Robust.AI (founded in 2019). Life Brooks received an M.A. in pure mathematics from Flinders University of South Australia. In 1981, he received a PhD in Computer Science from Stanford University under the supervision of Thomas Binford. He has held research positions at Carnegie Mellon University and Massachusetts Institute of Technology, MIT and a ...
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Subsumption Architecture
Subsumption architecture is a reactive robotic architecture heavily associated with behavior-based robotics which was very popular in the 1980s and 90s. The term was introduced by Rodney Brooks and colleagues in 1986.Brooks, R. A., "A Robust Programming Scheme for a Mobile Robot", Proceedings of NATO Advanced Research Workshop on Languages for Sensor-Based Control in Robotics, Castelvecchio Pascoli, Italy, September 1986. Subsumption has been widely influential in autonomous robotics and elsewhere in real-time AI. Overview Subsumption architecture is a control architecture that was proposed in opposition to traditional symbolic AI. Instead of guiding behavior by symbolic mental representations of the world, subsumption architecture couples sensory information to action selection in an intimate and bottom-up fashion. It does this by decomposing the complete behavior into sub-behaviors. These sub-behaviors are organized into a hierarchy of layers. Each layer implements a pa ...
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Behavior-based Robotics
Behavior-based robotics (BBR) or behavioral robotics is an approach in robotics that focuses on robots that are able to exhibit complex-appearing behaviors despite little internal variable state to model its immediate environment, mostly gradually correcting its actions via sensory-motor links. Principles Behavior-based robotics sets itself apart from traditional artificial intelligence by using biological systems as a model. Classic artificial intelligence typically uses a set of steps to solve problems, it follows a path based on internal representations of events compared to the behavior-based approach. Rather than use preset calculations to tackle a situation, behavior-based robotics relies on adaptability. This advancement has allowed behavior-based robotics to become commonplace in researching and data gathering. Most behavior-based systems are also reactive, which means they need no programming of what a chair looks like, or what kind of surface the robot is moving on. I ...
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Design
A design is the concept or proposal for an object, process, or system. The word ''design'' refers to something that is or has been intentionally created by a thinking agent, and is sometimes used to refer to the inherent nature of something – its design. The verb ''to design'' expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan may also be considered to be a design (such as in arts and crafts). A design is expected to have a purpose within a specific context, typically aiming to satisfy certain goals and constraints while taking into account aesthetic, functional and experiential considerations. Traditional examples of designs are architectural and engineering drawings, circuit diagrams, sewing patterns, and less tangible artefacts such as business process models.Dictionary meanings in the /dictionary.cambridge.org/dictionary/english/design Cambridge Dictionary of American English at /www. ...
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