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Wolfgang Höhl

Publications and source records attributed to Wolfgang Höhl.

4 recordsLinked to original sources

Digital Humanism and Evolutionary Design

This paper examines the two concepts of digital humanism and evolutionary design. The aim is to identify and highlight potential common structures, synergies, and challenges. How should and can technical systems be designed, and what implications does this have for the design of our environment? In light of the current debate surrounding artificial intelligence, this paper aims to serve as a preliminary study to help better understand the two concepts of digital humanism and evolutionary design within the context of human-centered technological development. Following a brief introduction, the two concepts of Digital Humanism and Evolutionary Design are presented and graphically visualized. The terms of freedom and responsibility in human decision-making, conviviality, and subjectivity are discussed, along with examples illustrating the distinction between human and artificial intelligence (Turing Test and Chinese Room). The various concepts of evolutionary design (e.g., co-evolutionary or sustainable software development, clean code, or green IT) and Gilbert Simondon's concept of the "open machine" are introduced. The interdependencies between functional specialization and open technology development are highlighted. Both concepts share similar structures. In joint cooperation, they can lead to positive effects and mutual synergies. Significant differences lie in the areas of autonomy and determination in decision-making, as well as in genuine and simulated subjectivity. Open technology development is also currently suffering from the functional specialization of software and AI applications due to a purely market- and consumer-oriented approach. Even optimizations for energy efficiency in sustainable software development lead to greater specialization and thus also have a detrimental effect on open and quality-oriented technology development.

cs.AI↗

Understanding Hybrid Spaces: Designing a Spacetime Model to Represent Dynamic Topologies of Hybrid Spaces

This paper develops a spatiotemporal model for the visualization of dynamic topologies of hybrid spaces. The visualization of spatiotemporal data is a well-known problem, for example in digital twins in urban planning. There is also a lack of a basic ontology for understanding hybrid spaces. The developed spatiotemporal model has three levels: a level of places and media types, a level of perception and a level of time and interaction. Existing concepts and types of representation of hybrid spaces are presented. The space-time model is tested on the basis of an art exhibition. Two hypotheses guide the accompanying online survey: (A) there are correlations between media use (modality), the participants' interactions (creativity) and their perception (understanding of art) and (B) individual parameters (demographic data, location and situation, individual knowledge) influence perception (understanding of art). The range, the number of interactions and the response rate were also evaluated. The online survey generally showed a positive correlation between media use (modality) and individual activity (creativity). However, due to the low participation rate ($P_{TN} = 14$), the survey is unfortunately not very representative. Various dynamic topologies of hybrid spaces were successfully visualized. The joint representation of real and virtual places and media types conveys a new basic understanding of place, range and urban density. Relationships between modality, Mobility and communicative interaction become visible. The current phenomenon of multilocality has been successfully mapped. The space-time model enables more precise class and structure formation, for example in the development of digital twins. Dynamic topologies of hybrid spaces, such as in social media, at events or in urban development, can thus be better represented and compared.

cs.CY↗

Ambiguity in Utopian XR-Games. Basic Principles for the Design of Virtual Worlds

Utopian images in XR-games are often ambiguous. How can ambiguity be consciously designed in virtual worlds? What are the design principles for game designers? Ambiguity arises from discontinuity and decontextualization, from the deliberate omission of facts, and from the skillful superimposition of contradictory codes. An ontology of interactive media explains the elusive visual poetry and image perception. The five basic elements of media are presented. The model shows the key correlations of user, content, and technology in image perception. An overview of utopian representation as a cross-media phenomenon places game design in an interdisciplinary context. Six selected computer-generated illustrations show how the above design criteria can be successfully applied to the design of virtual worlds. The ambiguous utopia of an image exists only in a brief, irretrievable moment of our own perception. But this moment is valuable for designing real visions for a better future.

cs.HC↗

COVID-19 and Digital Transformation -- Developing an Open Experimental Testbed for Sustainable and Innovative Environments (ETSIE) using Fuzzy Cognitive Maps

This paper sketches a new approach using Fuzzy Cognitive Maps (FCMs) to operably map and simulate digital transformation in architecture and urban planning. Today these processes are poorly understood. Many current studies on digital transformation are only treating questions of economic efficiency. Sustainability and social impact only play a minor role. Decisive definitions, concepts and terms stay unclear. Therefore this paper develops an open experimental testbed for sustainable and innovative environments (ETSIE) for three different digital transformation scenarios using FCMs. A traditional growth-oriented scenario, a COVID-19 scenario and an innovative and sustainable COVID-19 scenario are modeled and tested. All three scenarios have the same number of components, connections and the same driver components. Only the initial state vectors are different and the internal correlations are weighted differently. This allows for comparing all three scenarios on an equal basis. The mental modeler software is used (Gray et al. 2013). This paper presents one of the first applications of FCMs in the context of digital transformation. It is shown, that the traditional growth-oriented scenario is structurally very similar to the current COVID-19 scenario. The current pandemic is able to accelerate digital transformation to a certain extent. But the pandemic does not guarantee for a distinct sustainable and innovative future development. Only by changing the initial state vectors and the weights of the connections an innovative and sustainable turnaround in a third scenario becomes possible.

cs.CY↗