Reappointment Application - 2005
The following is the 4th item and last item in the submission for reappointment to the University of Aizu. It was submitted on the 10th of February, and for the next week some changes can be made to the submission and in particular the 4th item below Future plan for research and education. Review and comments to this part of the reappointment application including personal comments regrading the future plan for research and education submission would be appreciated and maybe submitted as foot notes to the submission. The body of the text has been double spaced for the purpose of peer review.
Thanks in advance
Carl and Jody... :-))
Reappointment Application for Carl Vilbrandt - 2005 page 9
4. Future plan for research and education
(1) Plan of Education
The
Computer Arts Laboratory of the University of Aizu is a unique place
where basic and applied computer research and many other disparate
disciplines can exist and coalesce to provide a flexible,
collaborative framework of academic study called the Digital Arts.
Under a Digital Arts framework, a person is encouraged to create,
organize and coordinate their own track of academic study in
collaboration with others whenever possible. The Computer Arts
Laboratory has been fortunate to be involved in international,
collaborative research with various universities such as West
Virginia University, University of California Los
Angeles, Warwick University of the UK, and the MIT Media Lab's Center
for Bits to Atom. All or most of the digital research, education and
development is done under the basic ethics of digital freedom, human
rights and environmental sustainability, which are the three
provisions of the Common Good Public License Agreement.
In
regard to education, we must come to recognize that age differences
in technology fluency are now more important than geographical
differences and are causing immense social discontinuities (Alvin
Toffler). Educational institutions have yet to grasp and respond to
the cyber generation gap. The young person who is immersed in the
digital environs of cellphones, PCs, access to the Internet, and the
highly interactive virtual worlds of games, oft referred to as
Cyberspace (William Gibson, 1984), could aptly be called a digital
native. The older person who did not have this immersive
exposure when young could be called a digital immigrant.
Immersion in video or highly interactive virtual worlds over a period
of time has been shown by comparative measurements to irreversibly
change the structure of the brain due to its neural plasticity (Marc
Prensky). Thus we have reason to say that a digital native
and a digital immigrant have very different empirical
knowledge bases, like trying to have a conversation with someone
who does not speak your language or understand your culture.
This
is the academic imperative - to redefine the foundations of the
current educational systems and support the invention of new social
structures that are in keeping with the almost limitless
informational space based on the use of digital materials. New
dimensionalities of digital information requiring indexing
systems and digital data structures that are yet to be invented are
the order of the day. Personal fabrication systems (MIT, Neil
Gershenfeld) are the knowledge testing portals for the future, and
they are of vital importance to the Digital Arts framework of a just
in time system of knowledge and learning in the digital age.
The
applied research and education in the Computer Arts Lab is a "hands
on" approach based on the practice of "the arts" of
applied and theoretical sciences as it may have been practiced during
the European Renaissance. A high level of literacy in the use and
mastery of digital devices, artful and skillful manipulation of
digital materials and processes for the creation of digital
objects, inclusive of any or all "the arts" such as in the
practice of architecture, manufacturing engineering, materials and
process engineering, is a prerequisite to research for under-graduate
and graduate students in the Computer Arts Lab.
Reappointment Application for Carl Vilbrandt - 2005 page 10
(2) Research Plan
The immediate technological goals of the research presented in this submission for reappointment are two fold. One is the creation of unique multi-dimensional, intangible digital objects that represent all of the physical qualities of tangible objects. The second is the development of independent, robust data structures for the purpose of their long term digital conservation. This is a multi-disciplinary task requiring the knowledge of tangible materials and processes (e.g. materials of the stone, bronze, iron ages, etc.) in order to be properly represented by the almost intangible materials of the digital age.
Interestingly, perhaps one of the most important results of the research is the development of pragmatic, ethical agreements required to create long term, trusted digital data repositories. While the research is attempting to form the basic technological framework for digital modeling and simulation in the future, at the same time it is creating the foundations of an enlightened and coherent set of ethics to deal with the difficult questions we are already asking in relation to nano technology, genetics, ubiquitous information and copyright, and so on.
If we take a historical view, we might consider the advent of digital implicit objects as a means of defining static or dynamic events or objects in the real or imaginary world as parallel to the invention of writing.
Just
as the development of the printed book had a profound and dramatic
effect on education and forms the past foundations of academia and
scientific thought, we should expect no less of an effect on
educational and organizational structures of today by the development
of personal fabrication systems. In an international meeting last
month at Boston's MIT Center for Bits to Atoms, it was recognized
that the development of implicit objects and their implementation in
interactive immerse real-time environments under the Common Good
Public License was a critical element to continue the development
of personal fabrication systems world wide.
The cultural
heritage preservation research and the development of implicit
objects for that purpose are the results of an interdisciplinary
Digital Arts project in support of Aizu history initiated by Drs.
Janet and James Goodwin in 1995. This
research is looking beyond the end of the current Digital Age to the
Quantum Age of Singularities described by Vernor Vinge (1986, SDSU
Center for Computing) to ask how Function Representation (F-rep), A.
Pasko et al. (2000), can be used to create a system that
functionally defines dynamic objects and their environmental settings
so that they can be abstracted from their physical form and
embodied in robust, long term digital archives. The results of the
research demonstrate the transformation of form and function from
the tangible "its" of each of the original wooden parts
forming the unique temple of Sazaedo in the Aizu region of Japan --
indeed a virtual pilgrimage of its time! -- to the intangible "bits"
that precisely define and archive each of the wooden parts and their
placement in such a manner as to record the construction processes.
The theoretical foundations for the digital preservation
research lies in seminal studies of physical systems by Leo Szilard
introducing the bit as a unit of information about the location of a
gas molecule (1929), Claude Shannon showing that encoding information
digitally can create a threshold allowing for perfect communication
over a noisy channel (1948), by John von Neumann (1952), and Shmuel
Winograd and Jack Cowan (1963), extending this result to prove that
reliable digital computation can be done by unreliable analog
components, and by John von Neumann (1957) on self-reproducing
machines. The origins for the research critical to the digital
representation of physical objects both fixed and dynamic are found
in the sentinel works by A. Pasko and V. Adzhiev (2000) on
Function-based shape modeling, i.e.
Reappointment Application for Carl Vilbrandt - 2005 page 11
the
mathematical framework and specialized language of Function
Representation (or F-rep) that can be used to define the geometric,
volumetric and physical properties of an object by a single real
continuous function of point coordinates as F(X) >= 0, thus
providing a common method for the mathematical description of static
or dynamic objects of mixed materials based on continuous functions
that can be said to have n-ary dimensions and attributes where F(x1,
x2, x3, ..., xn) >= 0 is limited only by the computational
resources available. It would appear, but is yet to be fully
confirmed by this research, that any dynamic or physical aspect of
our current understanding of a natural object can be digitally
represented with F-rep methods.
Perhaps the most important,
provocative underlying principle to achieving long term digital
preservation is that computational equivalence can be found in nature
or that is to say nature can compute. Provocative or not, there has
been many previous indications that this could be true, e.g.
Fibonacci number series, The Mandelbrot and Julia Fractal Sets,
Lindenmayer Systems. If nature can compute, therefore it would follow
that nature can also be represented and understood by using the
language of computation, an insight that was pioneered by Rolf
Landauer's (1961) explanation of the origin of physical dissipation
in logical erasure - the paradigm that digital information not only
represents the physical but is physical, where the erasure of one bit
of information always increases the thermal dynamic entropy of the
world. This is a bridge underlying the theory of information science
and perhaps to understanding the concepts concerning the unique
intangible existence of digital materials and processes and the
underlying first principles concerning their use -- the pragmatic
requirement for ethical agreements in research.
Furthermore,
important to this research are the computational intense studies on
chaos and the wider issues of complexity which show that the
dissipation of energy creates order from chaos and the confirmation
that nature can compute, demonstrated by a simple Cellular
Automata Rule number 110, which gives rise to complexity from
arbitrary input, thus setting forth the Principle of Computational
Equivalence by S. Wolfram (2002) -- that is to say nature's simple
rules can compute and nature's computations produce self emergent
complex programs of exponential evolutionary growth as explained by
the Law of Accelerating Returns, Ray Kurzweil ( 2001). John
Archibald Wheeler (1989) described the aim of understanding nature or
nature understanding itself as using the language of computation to
go from "its to bits," meaning that the natural world is
most fundamentally understood and inclusively understands itself as a
manifestation of digital information. This work serves as a
provocative underlying philosophical principle in the quest to
digitally preserve the local Aizu temples through applied research
first by meeting the research goals of equivalence between the
tangible atoms of the natural "its" and the intangible
binary existence of digital "bits" opening the way for the
possibility of the temples eternal existence meeting the
secondary goal of long term digital preservation. Thus digital
preservation using Constructive Modeling can be understood as the
abstraction and application of logical descriptions of the
construction and functions of physical objects. This effort starts
with studies of transduction at the interface between digital and
physical systems, includes investigation of quantum and classical
mechanisms for manipulating information, and encompasses the
development of generalized principles for organizing these resources
into scalable, "fungible" systems based on architectural
F-rep data structures. Ultimately, these activities are leading
towards a design practice for Avogadro - scale engineering that can
bring rigor to the Constructive Modeling of enormously complex
systems requiring only implicit F-rep objects providing
specifications for their volumetric configuration, shape and
function.