3,107 research outputs found

    Towards a computational reading of emergence in experimental game design

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    In any prolonged creative act, there may be moments when an interesting and/or surprising aspect of the artefact being created, or a related idea, emerges without prior knowledge of the creator. Such emergent properties can be capitalised on to drive the creative process. With the Gamika iOS app, we have made it possible to create novel casual game levels in minutes and hours rather than the usual days and weeks. This has enabled us to undertake and analyse game design sessions with a think aloud methodology, focusing on moments of emergence and how they influenced the level design. This has in turn led us to an initial computational reading of emergence in game design, where we imagine how an automated game designer could recognise and take advantage of unexpected changes in aspects such as aesthetics, gameplay and playing strategies which arise during the creative process

    Semi-automated level design via auto-playtesting for handheld casual game creation

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    We provide a proof of principle that novel and engaging mobile casual games with new aesthetics, game mechanics and player interactions can be designed and tested directly on the device for which they are intended. We describe the Gamika iOS application which includes generative art assets; a design interface enabling the making of physics-based casual games containing multiple levels with aspects ranging from Frogger-like to Asteroids-like and beyond; a configurable automated playtester which can give feedback on the playability of levels; and an automated fine-tuning engine which searches for level parameterisations that enable the game to pass a battery of tests, as evaluated by the auto-playtester. Each aspect of the implementation represents a baseline with much room for improvement, and we present some experimental results and describe how these will guide the future directions for Gamika

    Curious Users of Casual Creators

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    Casual creators are a type of design tool identified by Compton & Mateas, characterised by an orientation towards enjoyable, intrinsically motivated creative exploration, rather than task-oriented designer productivity. In our experiments holding rapid game jams with Wevva, a casual creator for mobile game design, we have noticed, however, that users seem to vary considerably even within the context of using a casual creator. Some people focus on designing specific games, while others explore the design space extensively, or even focus exclusively on prodding the edges of the design space looking for its possibilities and limits. We hypothesise that the latter group of users is driven primarily by curiosity about a casual creator and its design space. This results in different patterns of behaviour to the former group (of design-oriented users), which may worth characterising and perhaps explicitly designing for

    Reflections on QuestVis: A Visualization System for an Environmental Sustainability Model

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    We present lessons learned from the iterative design of QuestVis, a visualization interface for the QUEST environmental sustainability model. The QUEST model predicts the effects of policy choices in the present using scenarios of future outcomes that consist of several hundred indicators. QuestVis treats this information as a high-dimensional dataset, and shows the relationship between input choices and output indicators using linked views and a compact multilevel browser for indicator values. A first prototype also featured an overview of the space of all possible scenarios based on dimensionality reduction, but this representation was deemed to be be inappropriate for a target audience of people unfamiliar with data analysis. A second prototype with a considerably simplified and streamlined interface was created that supported comparison between multiple scenarios using a flexible approach to aggregation. However, QuestVis was not deployed because of a mismatch between the design goals of the project and the true needs of the target user community, who did not need to carry out detailed analysis of the high-dimensional dataset. We discuss this breakdown in the context of a nested model for visualization design and evaluation

    The impact of economics blogs

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    There is a proliferation of economics blogs, with increasing numbers of economists attracting large numbers of readers, yet little is known about the impact of this new medium. Using a variety of experimental and non-experimental techniques, this study quantifies some of their effects. First, links from blogs cause a striking increase in the number of abstract views and downloads of economics papers. Second, blogging raises the profile of the blogger (and his or her institution) and boosts their reputation above economists with similar publication records. Finally, a blog can transform attitudes about some of the topics it covers.Tertiary Education,E-Business,Economic Theory&Research,Information Security&Privacy,Agricultural Knowledge&Information Systems

    Identifying Engagement in Children's Interaction whilst Composing Digital Music at Home

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    Identifying points of engagement from a person’s interaction with computers could be used to assess their experience and to adapt user interfaces in real-time. However, it is difficult to identify points of engagement unobtrusively; HCI studies typically use retrospective protocols or rely on cumbersome sensors for real-time analysis. We present a case study on how children compose digital music at home in which we remotely identify points of engagement from patterns of interaction with a musical interface. A mixed-methods approach is contributed in which video recordings of children’s interactions whilst composing are labelled for engagement and linked to i) interaction logs from the interface to identify indicators of engagement in interaction, and ii) interview data gathered using a remote video-cued recall technique to understand the experiential qualities of engaging interactions directly from users. We conclude by speculating on how the suggested indicators of engagement inform the design of adaptive music systems

    Forensics Writer Identification using Text Mining and Machine Learning

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    Constant technological growth has resulted in the danger and seriousness of cyber-attacks, which has recently unmistakably developed in various institutions that have complex Information Technology (IT) infrastructure. For instance, for the last three (3) years, the most horrendous instances of cybercrimes were perceived globally with enormous information breaks, fake news spreading, cyberbullying, crypto-jacking, and cloud computing services. To this end, various agencies improvised techniques to curb this vice and bring perpetrators, both real and perceived, to book in relation to such serious cybersecurity issues. Consequently, Forensic Writer Identification was introduced as one of the most effective remedies to the concerned issue through a stylometry application. Indeed, the Forensic Writer Identification is a complex forensic science technology that utilizes Artificial Intelligence (AI) technology to safeguard, recognize proof, extraction, and documentation of the computer or digital explicit proof that can be utilized by the official courtroom, especially, the investigative officers in case of a criminal issue or just for data analytics. This research\u27s fundamental objective was to scrutinize Forensic Writer Identification technology aspects in twitter authorship analytics of various users globally and apply it to reduce the time to find criminals by providing the Police with the most accurate methodology. As well as compare the accuracy of different techniques. The report shall analytically follow a logical literature review that observes the vital text analysis techniques. Additionally, the research applied agile text mining methodology to extract and analyze various Twitter users\u27 texts. In essence, digital exploration for appropriate academics and scholarly artifacts was affected in various online and offline databases to expedite this research. Forensic Writer Identification for text extraction, analytics have recently appreciated reestablished attention, with extremely encouraging outcomes. In fact, this research presents an overall foundation and reason for text and author identification techniques. Scope of current techniques and applications are given, additionally tending to the issue of execution assessment. Results on various strategies are summed up, and a more inside and out illustration of two consolidated methodologies are introduced. By encompassing textural, algorithms, and allographic, emerging technologies are beginning to show valuable execution levels. Nevertheless, user acknowledgment would play a vital role with regards to the future of technology. To this end, the goal of coming up with a project proposal was to come up with an analytical system that would automate the process of authorship identification methodology in various Web 2.0 Technologies aspects globally, hence addressing the contemporary cybercrime issues

    Improved computation of individual ZPD in a distance learning system

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    This paper builds upon theoretical studies in the field of social constructivism. Lev Vygotsky is considered one of the greatest representatives of this research line, with his theory of the Zone of Proximal Development (ZPD). Our work aims at integrating this concept in the practice of a computer-assisted learning system. For each learner, the system stores a model summarizing the current Student Knowledge (SK). Each educational activity is specified through the deployed content, the skills required to tackle it, and those acquired, and is further annotated by the effort estimated for the task. The latter may change from one student to another, given the already achieved competence. A suitable weighting of the robustness (certainty) of student’s skills, stored in SK, and their combination are used to verify the inclusion of a learning activity in the student’s ZPD. With respect to our previous work, the algorithm for the calculation of the ZPD of the individual student has been optimized, by enhancing the certainty weighting policy, and a graphical display of the ZPD has been added. Thanks to the latter, the student can get a clear vision of the learning paths that he/she can presently tackle. This both facilitates the educational process, and helps developing the metacognitive ability self-assessment
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