Thursday, February 4, 2010

[Yasmin_discussions] simulation and emulation

"
RB et al

i agree that my three categories are not very rigorous=i was hoping
that a yasminer more familiar with the literature could help

my three categories of simulation, emulation and representation
are of course all systems of representation

In the distinction i tried to make a virtual world is an emulation not a
simulation=second life for instance does not encode any physics to create
behaviours,
and special effects in films ( for instance to emulate water phenomena) also
do not encode physical models

there are some virtual world games that do encode variable gravity, i dont
know of any that allow you to change the speed of light or other physical
constants

Louis Bec mentioned the ability to adjust parameters in the model that
is used in a simulation, which then allows projection/prediction

i agree that the process that leads to the result is the key difference
between simulation,emulation and representation=but i hope someone
has better terms

another thought= at the art and darwin symposium in marseille there was
much discussion about how the brain takes sensory data to create a
mental model that is coherent and predictive of the world outside
and inside the body= the internal brain process
is also a kind of emulation ( not simulation in my vocabulary)

roger
---------- Forwarded message ----------
From: r buiani &lt;rbuiani@gmail.com <lt%3Brbuiani@gmail.com>&gt;
Date: Tue, Feb 2, 2010 at 9:53 PM
Subject: Re: [Yasmin_discussions] simulation vs emulation vs representation
To: YASMIN DISCUSSIONS
&lt;yasmin_discussions@estia.media.uoa.gr<lt%3Byasmin_discussions@estia.media.uoa.gr>
&gt;

1) general definitions tend to gloss over the distinctions between various
types of simulations or simulated phenomena (there is a great difference
between a &quot;simulation&quot; used to communicate or to understand a
specific
phenomenon (e.g. a microscopic organism, a coded piece of information) and
&quot;simulation&quot; that acts as a metonymic, or metaphoric device (a
brand, or a
virtual world)


2) we tend to focus on the product, and not in the processes that lead to
such product (e.g. the process that leads to a --or different types of--
visualization products as opposed to the process that leads to simulation in
everyday life or in film)
3) we tend to define simulation a linear progression and an ubiquitous
phenomenon (that is, as an avoidable process that involves the entire sphere
of knowledge)


rb
RB&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;In the distinction i tried to
make a virtual world is=
an emulation not a simulation=3D&lt;/div&gt;&lt;div&gt;second life for
instance does n=
ot encode any physics to create
behaviours&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;there a=
re some virtual world games that do encode variable gravity, i dont
know&lt;/d=
iv&gt;
&lt;div&gt;of any that allow you to change the speed of light or other
physical c=
onstants&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;i agree that
the process that leads to th=
e result is the key difference&lt;/div&gt;&lt;div&gt;between
simulation,emulation and r=
epresentation&lt;/div&gt;
&lt;div&gt;&lt;br&gt;&lt;/div&gt;&lt;div&gt;roger&lt;br&gt;&lt;br&gt;&lt;div
class=3D&quot;gmail_quote&quot;&gt;---------- Forw=
arded message ----------&lt;br&gt;From: &lt;b
class=3D&quot;gmail_sendername&quot;&gt;r buiani&lt;/b=
&gt; &lt;span dir=3D&quot;ltr&quot;&gt;&amp;lt;&lt;a href=3D&quot;mailto:
rbuiani@gmail.com&quot;&gt;rbuiani@gmail.=
com&lt;/a&gt;&amp;gt;&lt;/span&gt;&lt;br&gt;
Date: Tue, Feb 2, 2010 at 9:53 PM&lt;br&gt;Subject: Re: [Yasmin_discussions]
simu=
lation vs emulation vs representation&lt;br&gt;To: YASMIN DISCUSSIONS
&amp;lt;&lt;a href=
=3D&quot;mailto:yasmin_discussions@estia.media.uoa.gr
&quot;&gt;yasmin_discussions@estia.=
media.uoa.gr&lt;/a&gt;&amp;gt;&lt;br&gt;
&lt;br&gt;&lt;br&gt;
&lt;br&gt;
1) general definitions tend to gloss over the distinctions between various =
types of simulations or simulated phenomena (there is a great difference be=
tween a &amp;quot;simulation&amp;quot; used to communicate or to understand
a speci=
fic phenomenon (e.g. a microscopic organism, a coded piece of information) =
and &amp;quot;simulation&amp;quot; that acts as a metonymic, or metaphoric
=A0devic=
e (a brand, or a virtual world)&lt;/div&gt;
&lt;div class=3D&quot;gmail_quote&quot;&gt;&lt;br&gt;&lt;/div&gt;&lt;div
class=3D&quot;gmail_quote&quot;&gt;&lt;br&gt;
2) we tend to focus on the product, and not in the processes that lead to s=
uch product (e.g. the process that leads to a --or different types of-- vis=
ualization products as opposed to the process that leads to simulation in e=
veryday life or in film)&lt;br&gt;

3) we tend to define simulation a linear progression and an ubiquitous phen=
omenon (that is, as an avoidable process that involves the entire sphere of=
knowledge)
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