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Year of publication
- 2020 (26) (remove)
In dieser Untersuchung wird eine Geschichte von Problemen der Gleichzeitigkeit zwischen Sehen und Hören, beziehungsweise der Synchronität von Bild und Ton, bis zur Entstehung des Tonfilms rekonstruiert. Dabei werden Linien gezogen zwischen diskursiven Konfigurationen und medialen Anordnungen, in denen das Verhältnis von Sehen und Hören oder Bild und Ton als zeitliches erscheint – in denen Sehen und Hören, Bild und Ton zwischen Mannigfaltigkeit und Einheit verschmelzen, auseinanderfallen, interagieren, redundant oder spezifisch werden, einander ergänzen, dominieren, verfehlen verdrängen, aufspalten…
Tonfilm ist in der Kinogeschichte eben nicht nur eine Ergänzung. Vielmehr ähnelt er dem Auftritt eines Gespensts, das das Wissen und die Techniken der Trennung der Sinne schon länger, vielleicht schon immer begleitet hatte. Das Auftreten des Tonfilms ist auch überhaupt früher Anlass eines weitreichenden Diskurses darüber, was Audiovision eigentlich sein könnte und sollte. Noch allgemeiner könnte auch davon gesprochen werden, dass Tonfilm eins der ersten großen Projekte der Konvergenz technischer Medien ist, die heute – besonders angesichts des Computers – als entscheidender Aspekt von Mediengeschichte erscheint.
Die Linien der Probleme von Gleichzeitigkeit/Ungleichzeitigkeit an den Schnittstellen von Wissen, Technik und Ästhetik werden insbesondere durch drei Felder hindurch nachgezeichnet:
1) Die Geschichte von Intermodalität in Bezug auf die Frage nach Gleichzeitigkeit und Ungleichzeitigkeit als Problem und Gegenstand von Wissenschaft seit dem 19. Jahrhundert, vornehmlich in zwei Gebieten: Als Fehlerquelle im astronomischen Observatorium bei der Messung, Feststellung und Vereinheitlichung von Raum und Zeit, die auf individuelle Abweichungen Intermodaler Wahrnehmung verweist und als Problem der „persönlichen Gleichung“ weit über die Astronomie hinaus Karriere macht. Als heiße Zone wahrnehmungspsychologischer Experimente und ihrer Apparate seit der Mitte des 19. Jahrhunderts, die mit dem Konzept der „Komplikation“ Fragen nach einer Synthese der Sinneswahrnehmungen und damit letztlich nach der Selbstgegenwart des Menschen stellt.
2) Eine Technikgeschichte des Problems auditive und visuelle Zeitmedien – wie Phonograph und Film – zu koppeln, zu synchronisieren. Darin eskalieren zwei zeitkritische Relationen: Einerseits zwischen diskreter, intermittierender Bewegung des Films und stetiger, kontinuierlicher Bewegung des Phonographen, andererseits in Bezug darauf, an welcher Stelle – wo und wann – audiovisuelle Gegenwart des Kinos ensteht; oder auch verfehlt wird.
3) Eine Geschichte von Filmtheorie und -ästhetik, in der sich mit der Durchsetzung des Tonfilms um 1930 die Frage stellt, was dieses neue Medium sei und was damit zu tun. Diese Verhandlungen spannen sich zwischen dem formulierten Ziel einer spezifischen Illusion oder Präsenz von Tonfilm durch Synchronität auf der einen Seite und der sich aus dem Verdacht des Betrugs durch Synchronität ergebenden Forderung nach „Asynchronismus“ als kritischer Methode auf der anderen Seite auf.
Ausgehend von der These, dass im 19. Jahrhundert die Sinne aufgeteilt werden, dann wird in diesen Anordnungen an irgendeiner Stelle Heterogenes gleichzeitig passieren. An welcher Stelle? Und was bedeuten diese (Un-)Gleichzeitigkeiten? Was dabei - sehr allgemein gesprochen - auf dem Spiel steht, sind Möglichkeiten einer audiovisuell geteilten – getrennten oder gemeinsamen - Welt und Gegenwart.
Abstract In the first part of this research, the utilization of tuned mass dampers in the vibration control of tall buildings during earthquake excitations is studied. The main issues such as optimizing the parameters of the dampers and studying the effects of frequency content of the target earthquakes are addressed.
Abstract The non-dominated sorting genetic algorithm method is improved by upgrading generic operators, and is utilized to develop a framework for determining the optimum placement and parameters of dampers in tall buildings. A case study is presented in which the optimal placement and properties of dampers are determined for a model of a tall building under different earthquake excitations through computer simulations.
Abstract In the second part, a novel framework for the brain learning-based intelligent seismic control of smart structures is developed. In this approach, a deep neural network learns how to improve structural responses during earthquake excitations using feedback control.
Abstract Reinforcement learning method is improved and utilized to develop a framework for training the deep neural network as an intelligent controller. The efficiency of the developed framework is examined through two case studies including a single-degree-of-freedom system and a high-rise building under different earthquake excitation records.
Abstract The results show that the controller gradually develops an optimum control policy to reduce the vibrations of a structure under an earthquake excitation through a cyclical process of actions and observations.
Abstract It is shown that the controller efficiently improves the structural responses under new earthquake excitations for which it was not trained. Moreover, it is shown that the controller has a stable performance under uncertainties.
Diese Dissertation beschäftigt sich mit Kunstwerken, die das alltägliche Ding in den Blick nehmen. Nährboden dieser Kunstform sind die soziokulturellen Entwicklungen des 20. Jahrhunderts, mit denen wesentliche Veränderungen hinsichtlich des Verhältnisses von Mensch und Ding einhergingen.
Daraus resultierte eine allgemeine künstlerische Zuwendung zu den Dingen und eine einzigartige Kulmination aus verschiedenartigen Auseinandersetzungen mit ihnen als kunstfähige Gegenstände, über die sich die neue Dingwelt erschlossen wurde und deren Kunstwerke einen Spiegel dieser Entwicklungen darstellen.
Die Dissertation stellt ebenfalls die Dinge selbst in den Fokus. Vier Aspekte von Dingen (Materialität, Funktionalität, Repräsentationalität und Relationalität) werden gesondert ins Auge gefasst und in den theoretischen Diskurs des 20. Jahrhunderts eingeordnet, um sie als Teil der gelebten Realität besser zu verstehen, von der sich der ästhetische Blick nicht trennen lässt. Anhand der künstlerischen Positionen von Robert Rauschenberg, Christo und Jeanne-Claude, Daniel Spoerri und Arman sowie Claes Oldenburg werden die verschiedenen Aspekte der Dinge näher betrachtet und analysiert, wie diese speziell in den Kunstwerken thematisiert werden und welche Relevanz sie für deren Rezeptionserfahrung haben.
Die Korrelation dieser beiden Ebenen - die Dinge als konstitutiver Bestandteil im sozialen Raum und die Dinge als Elemente in Kunstwerken -, die im Fokus der vorliegenden Untersuchung steht, ermöglicht es, die künstlerische Zuwendung zu den Dingen in den 1960er-Jahren neu einzuordnen. Darüber hinaus wird dadurch ein differenziertes Bild von der Kunst dieser Zeit sowie den Dingen in der Kunst im Allgemeinen gezeichnet.
Self-healing materials have recently become more popular due to their capability to autonomously and autogenously repair the damage in cementitious materials. The concept of self-healing gives the damaged material the ability to recover its stiffness. This gives a difference in comparing with a material that is not subjected to healing. Once this material is damaged, it cannot sustain loading due to the stiffness degradation. Numerical modeling of self-healing materials is still in its infancy. Multiple experimental researches were conducted in literature to describe the behavior of self-healing of cementitious materials. However, few numerical investigations were undertaken.
The thesis presents an analytical framework of self-healing and super healing materials based on continuum damage-healing mechanics. Through this framework, we aim to describe the recovery and strengthening of material stiffness and strength. A simple damage healing law is proposed and applied on concrete material. The proposed damage-healing law is based on a new time-dependent healing variable. The damage-healing model is applied on isotropic concrete material at the macroscale under tensile load. Both autonomous and autogenous self-healing mechanisms are simulated under different loading conditions. These two mechanisms are denoted in the present work by coupled and uncoupled self-healing mechanisms, respectively. We assume in the coupled self-healing that the healing occurs at the same time with damage evolution, while we assume in the uncoupled self-healing that the healing occurs when the material is deformed and subjected to a rest period (damage is constant). In order to describe both coupled and uncoupled healing mechanisms, a one-dimensional element is subjected to different types of loading history.
In the same context, derivation of nonlinear self-healing theory is given, and comparison of linear and nonlinear damage-healing models is carried out using both coupled and uncoupled self-healing mechanisms. The nonlinear healing theory includes generalized nonlinear and quadratic healing models. The healing efficiency is studied by varying the values of the healing rest period and the parameter describing the material characteristics. In addition, theoretical formulation of different self-healing variables is presented for both isotropic and anisotropic maerials. The healing variables are defined based on the recovery in elastic modulus, shear modulus, Poisson's ratio, and bulk modulus. The evolution of the healing variable calculated based on cross-section as function of the healing variable calculated based on elastic stiffness is presented in both hypotheses of elastic strain equivalence and elastic energy equivalence. The components of the fourth-rank healing tensor are also obtained in the case of isotropic elasticity, plane stress and plane strain.
Recent research revealed that self-healing presents a crucial solution also for the strengthening of the materials. This new concept has been termed ``Super Healing``. Once the stiffness of the material is recovered, further healing can result as a strengthening material. In the present thesis, new theory of super healing materials is defined in isotropic and anisotropic cases using sound mathematical and mechanical principles which are applied in linear and nonlinear super healing theories. Additionally, the link of the proposed theory with the theory of undamageable materials is outlined. In order to describe the super healing efficiency in linear and nonlinear theories, the ratio of effective stress to nominal stress is calculated as function of the super healing variable. In addition, the hypotheses of elastic strain and elastic energy equivalence are applied. In the same context, new super healing matrix in plane strain is proposed based on continuum damage-healing mechanics.
In the present work, we also focus on numerical modeling of impact behavior of reinforced concrete slabs using the commercial finite element package Abaqus/Explicit. Plain and reinforced concrete slabs of unconfined compressive strength 41 MPa are simulated under impact of ogive-nosed hard projectile. The constitutive material modeling of the concrete and steel reinforcement bars is performed using the Johnson-Holmquist-2 damage and the Johnson-Cook plasticity material models, respectively. Damage diameters and residual velocities obtained by the numerical model are compared with the experimental results and effect of steel reinforcement and projectile diameter is studied.
In recent decades, a multitude of concepts and models were developed to understand, assess and predict muscular mechanics in the context of physiological and pathological events.
Most of these models are highly specialized and designed to selectively address fields in, e.g., medicine, sports science, forensics, product design or CGI; their data are often not transferable to other ranges of application. A single universal model, which covers the details of biochemical and neural processes, as well as the development of internal and external force and motion patterns and appearance could not be practical with regard to the diversity of the questions to be investigated and the task to find answers efficiently. With reasonable limitations though, a generalized approach is feasible.
The objective of the work at hand was to develop a model for muscle simulation which covers the phenomenological aspects, and thus is universally applicable in domains where up until now specialized models were utilized. This includes investigations on active and passive motion, structural interaction of muscles within the body and with external elements, for example in crash scenarios, but also research topics like the verification of in vivo experiments and parameter identification. For this purpose, elements for the simulation of incompressible deformations were studied, adapted and implemented into the finite element code SLang. Various anisotropic, visco-elastic muscle models were developed or enhanced. The applicability was demonstrated on the base of several examples, and a general base for the implementation of further material models was developed and elaborated.
Multi-user projection systems provide a coherent 3D interaction space for multiple co-located users that facilitates mutual awareness, full-body interaction, and the coordination of activities. The users perceive the shared scene from their respective viewpoints and can directly interact with the 3D content.
This thesis reports on novel interaction patterns for collaborative 3D interaction for local and distributed user groups based on such multi-user projection environments. A particular focus of our developments lies in the provision of multiple independent interaction territories in our workspaces and their tight integration into collaborative workflows. The motivation for such multi-focus workspaces is grounded in research on social cooperation patterns, specifically in the requirement for supporting phases of loose and tight collaboration and the emergence of dedicated orking territories for private usage and public exchange. We realized independent interaction territories in the form of handheld virtual viewing windows and multiple co-located hardware displays in a joint workspace. They provide independent views of a shared virtual environment and serve as access points for the exploration and manipulation of the 3D content. Their tight integration into our workspace supports fluent transitions between individual work and joint user engagement. The different affordances of various displays in an exemplary workspace consisting of a large 3D wall, a 3D tabletop, and handheld virtual viewing windows, promote different usage scenarios, for instance for views from an egocentric perspective, miniature scene representations, close-up views, or storage and transfer areas. This work shows that this versatile workspace can make the cooperation of multiple people in joint tasks more effective, e.g. by parallelizing activities, distributing subtasks, and providing mutual support.
In order to create, manage, and share virtual viewing windows, this thesis presents the interaction technique of Photoportals, a tangible interface based on the metaphor of digital photography. They serve as configurable viewing territories and enable the individual examination of scene details as well as the immediate sharing of the prepared views. Photoportals are specifically designed to complement other interface facets and provide extended functionality for scene navigation, object manipulation, and for the creation of temporal recordings of activities in the virtual scene.
A further objective of this work is the realization of a coherent interaction space for direct 3D input across the independent interaction territories in multi-display setups. This requires the simultaneous consideration of user input in several potential interaction windows as well as configurable disambiguation schemes for the implicit selection of distinct interaction contexts. We generalized the required implementation structures into a high-level software pattern and demonstrated its versatility by means of various multi-context 3D interaction tools.
Additionally, this work tackles specific problems related to group navigation in multiuser projection systems. Joint navigation of a collocated group of users can lead to unintentional collisions when passing narrow scene sections. In this context, we suggest various solutions that prevent individual collisions during group navigation and discuss their effect on the perceived integrity of the travel group and the 3D scene. For collaboration scenarios involving distributed user groups, we furthermore explored different configurations for joint and individual travel.
Last but not least, this thesis provides detailed information and implementation templates for the realization of the proposed interaction techniques and collaborative workspaces in scenegraph-based VR systems. These contributions to the abstraction of specific interaction patterns, such as group navigation and multi-window interaction, facilitate their reuse in other virtual reality systems and their adaptation to further collaborative scenarios.