a personal body health room: A.I on the advance
By Henryk Szubinski
Digital morphogenesis is a process of shape development (or morphogenesis[1]) enabled by computation. While this concept is applicable in many areas, the term “digital morphogenesis” is used primarily in architecture.
In architecture, digital morphogenesis is a group of methods that employ digital media for form-making and adaptation rather than for representation, often in an aspiration to express or respond to contextual processes.[2][3][4][5] “In this inclusive understanding, digital morphogenesis in architecture bears a largely analogous or metaphoric relationship to the processes of morphogenesis in nature, sharing with it the reliance on gradual development but not necessarily adopting or referring to the actual mechanisms of growth or adaptation. Recent discourse on digital morphogenesis in architecture links it to a number of concepts including emergence, self-organization and form-finding.”[6]
you approach the computer terminal fixed on the wall:
the rest of the walls in your personal room space are all designed to use any transparency of the body room , your inner fysiology, the veins flowing through your body, the beating of your heart; swith on the function 1 where you stand , the image is presented before you,
The room has a layered format, to accesss your body functions in the category; digestion, you go to the wall where the designated area before you is The kitchen.
The objects foods and products are all there according to your own likes.
You go to the terminal , punch in the body function to be calculated as ; KITCHEN, SPICE section, the wall swithes over to the fysiological influence of the food stuffs to the bodies own LIVE screen format..
You approach the computer again, the data appears :
YOUR specific are……………the data continues on the basis of a transparency of level 1 over / level 2 = difference 3
The resultant process is based on the security of the multi universes as a format of epilleptoid formats in which the data on
A1/A2 = a altered displacement onto which the base floor is a gravity response to maintained fysiological data of the intercie of the divisives of the areas used;
basic to this is the quantal ability of the projections of a localisation of non wanted itrusions of a format based on reducing the objects be they food stuffs as the data on A1//A2 (g+/- x)
= the values of the weights and their values as thrown away and is then not included in the calculations so that a safe format for subsequent interactions with the body imagings.
This kind of data environment can be used with the EARTH basically showing how it feels or as a format for technological inventions..
= BODY ROOM TO MOOVE and to maintain interlock on the specificis continually at hand to be calculated .This is the basic and main point of a artificial intelligence unit.. BODY ROOM = x and g value interactive positional throw aways.
after interactions need not be a problem with the personal data on throw aways as the luggage of the interactions of problems that can be solved by ones own effort.
According to Ernest Adams, author and consulter on game design,[4] immersion can be separated into three main categories:
- Tactical immersion
- Tactical immersion is experienced when performing tactile operations that involve skill. Players feel “in the zone” while perfecting actions that result in success.
- Strategic immersion
- Strategic immersion is more cerebral, and is associated with mental challenge. Chess players experience strategic immersion when choosing a correct solution among a broad array of possibilities.
- Narrative immersion
- Narrative immersion occurs when players become invested in a story, and is similar to what is experienced while reading a book or watching a movie.
Staffan Björk and Jussi Holopainen, in Patterns In Game Design,[5] divide immersion into similar categories, but call them sensory-motoric immersion, cognitive immersion and emotional immersion, respectively. In addition to these, they add three new categories:
- Spatial immersion
- Spatial immersion occurs when a player feels the simulated world is perceptually convincing. The player feels that he or she is really “there” and that a simulated world looks and feels “real”.
- Psychological immersion
- Psychological immersion occurs when a player confuses the game with real life.
- Sensory immersion
- The experience of entering into the three-dimensional environment, and being intellectually stimulated by it. The player experiences a unity of time and space as the player fuses with the image medium, which affects impression and awareness.
- to define the type of integrator for the computations at a harmonic levele the laws of Newton are used:
- In physics, simple harmonic motion (SHM) is the motion of a simple harmonic oscillator, a motion that is neither driven nor damped. A body in simple harmonic motion experiences a single force which is given by Hooke’s law; that is, the force is directly proportional to the displacement x and points in the opposite direction.
The motion is periodic: the body oscillates about an equilibrium position in a sinusoidal pattern. Each oscillation is identical, and thus the period, frequency, and amplitude of the motion are constant. If the equilibrium position is taken to be zero, the displacement x of the body at any time t is given by
where A is the amplitude, f is the frequency, and φ is the phase.
The frequency of the motion is determined by the intrinsic properties of the system (often the mass of the body and a force constant), while the amplitude and phase are determined by the initial conditions (displacement and velocity) of the system. The kinetic and potential energies of the system are also determined by these properties and conditions.
Simple harmonic motion can serve as a mathematical model of a variety of motions, such as the oscillation of a spring. Other phenomena can be approximated by simple harmonic motion, including the motion of a pendulum and molecular vibration.
- examples cited courtesy with comparisons with wikipedia data