Testing 1,2, testing.... #instagram #instapost #algorithum (at Southend-on-Sea) https://www.instagram.com/p/CJlVHdZFCPh/?igshid=12mcy0uxv89lj
seen from Malaysia
seen from Türkiye
seen from Spain

seen from United States
seen from United States
seen from Japan

seen from United States
seen from Germany

seen from Türkiye

seen from United Kingdom
seen from United States
seen from Sweden
seen from United States
seen from Türkiye
seen from China
seen from Malaysia
seen from Türkiye
seen from Netherlands

seen from Türkiye

seen from Türkiye
Testing 1,2, testing.... #instagram #instapost #algorithum (at Southend-on-Sea) https://www.instagram.com/p/CJlVHdZFCPh/?igshid=12mcy0uxv89lj
Via Swiss Miss
Simulation
Orion, Juliana, Maria, Kimberly
Relation to digital technology:
Humans generate simulations by using varying applications. A few examples of these applications include but are not limited to Java, Excel, and PowerPoint. The goal of a simulation is to develop a functional and often interactive model. This is accomplished by “imitating the operation of a real-world process or system over time”.
These simulations are often used to help better society without causing harm to others. People are educated on how to respond to a potentially dangerous situation without actually having the risk of being in that situation. This trains individuals in the fields of military, medical, and engineering, among many others. These fields can lead to death if people do not carry out their task correctly. These simulations help people to know where their flaws are and then assist them in working to correct those flaws so that there will be no complications when they execute the real thing.
Simulations help to facilitate change. These changes are made even on a global scale. Simulations can open language barriers. New methods can also be created then shared through simulation. One example of this is in the healthcare industry. By utilizing simulations, people are able to experiment with new techniques with little to no consequence.
Simulations are only as useful as the programmer makes it. This provokes many questions about the errors these programs could have. If humans create the program, then they will have an impact on how it is run and carried out. The credibility of the creator dictates how much trust one can place in a simulation. Then the real question is what is more credible, experience in the field they are simulating or experience working with code. Does it matter if the creator has experience in what they are programming if they know how to code correctly and efficiently?
Technical and Material Underpinnings:
The technical and material underpinnings are the hardware and software that make it possible to connect the physical environment to the virtual environment. When this connection between man and machine is made, it is called simulation. Simulations can be used in a variety of situations each using a different software or hardware (Gain and Beer, 2008). These devices are called platforms, different platforms allow an individual to reach the virtual world through simulation of movement of the body such as body tracking, visual display, voice and audio recognition, and eye movement. These platforms then allow the individual to partake in the virtual world while reading their movements (2014). After the connection is made the simulation can occur. The connection allows the individual to partake in the simulation weather it be a medical procedure, bike race, or a flight simulator (2015).
Perception of Reality:
Computer systems use algorithms and equations to make behaviors, as well as, records of data of what is being modeled. A simulation is the algorithms and equations actually being run in a designated or specific type of format, the format is then displayed through an application or program using hardware and software. Video games and gaming systems take advantage of these algorithms and equations to run their model also known as a simulation. New media technologies produce simulations that blur the boundaries between real and the virtual (Gain and Beer, 2008). Games that can have a thin line between these worlds are known as wii sport games, guitar hero and the way it’s played, and other games that that use the physical actions of an individual to control movement within the digital world.
Digital society:
Digital society and its relationship to stimulation is most often referred to globalization and consumption. However, the “bigger picture” is focused around how our physical and digital world have become meshed together and connected, and what this typically looks like in our society today, as well as what impact this has on our society. There has been a huge drift, this drift is often noted as the transition from original emphasis on the producer of stimulations and platforms to more recent and current emphasis on who is consuming this digital media (2016). Technology is the main determinant and precursor of the type of knowledge as well as the amount of knowledge that we learn in the virtual world. The more we are exposed to stimulations through games, applications, or platforms; the more we will be able to use it as an aid for helping us to advance our learning, and therefore, the more information we will gather. Because technology predetermines our take on the world, an unclear, “blurred boundary” has been created between the real world and the virtual world, thus creating a much more “subjective reality”. Simulation derives from code. Some examples are brands, logos, and binary code.
University of Central Florida.. 2014. “What is Stimulation” Retreived Jaunuary 11, 2016 (http://www.ist.ucf.edu/background.htm)
Science Daily. 2016. “Computer Simulation” Retreived January 11, 2016 (http://wwily.com/terms/computer_simulation.htmw.scienceda)
Wikipedia. 2015. “Simulation” Retreived January 11, 2016 (https://en.wikipedia.org/wiki/Simulation)
Image: Retrieved January 11, 2016 (http://www.cd-adapco.com/sites/default/files/iStock_000009058764Large.jpg)