118,672 research outputs found

    Continuous Experimentation in Mobile Game Development

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    Software companies need capabilities to evaluate the user value and the success of their products. This is especially crucial for highly competitive markets, such as the mobile game industry, where thousands of new games are introduced every month. Game companies often run continuous experiments as an integrated part of the overall development process. This paper presents a game company’s journey on experimentation, and describes how the experiments are used at different stages of the development cycle to produce reliable, meaningful data for developers as well as how to balance between different data collection methods. Our study indicates that experiments are important in all stages of the development in different forms. Early stages in the development experiments can be run with proxy users due to lack of real users, whereas later in the development Key Performance Indicator (KPI) metrics play the most important role in experiments. Establishing concrete goals for the experiments, balancing between qualitative and quantitative data collection, experimentation throughout the development process with the guidance of an efficient leadership appears to be the key to success.Software companies need capabilities to evaluate the user value and the success of their products. This is especially crucial for highly competitive markets, such as the mobile game industry, where thousands of new games are introduced every month. Game companies often run continuous experiments as an integrated part of the overall development process. This paper presents a game company’s journey on experimentation, and describes how the experiments are used at different stages of the development cycle to produce reliable, meaningful data for developers as well as how to balance between different data collection methods. Our study indicates that experiments are important in all stages of the development in different forms. Early stages in the development experiments can be run with proxy users due to lack of real users, whereas later in the development Key Performance Indicator (KPI) metrics play the most important role in experiments. Establishing concrete goals for the experiments, balancing between qualitative and quantitative data collection, experimentation throughout the development process with the guidance of an efficient leadership appears to be the key to success.Software companies need capabilities to evaluate the user value and the success of their products. This is especially crucial for highly competitive markets, such as the mobile game industry, where thousands of new games are introduced every month. Game companies often run continuous experiments as an integrated part of the overall development process. This paper presents a game company’s journey on experimentation, and describes how the experiments are used at different stages of the development cycle to produce reliable, meaningful data for developers as well as how to balance between different data collection methods. Our study indicates that experiments are important in all stages of the development in different forms. Early stages in the development experiments can be run with proxy users due to lack of real users, whereas later in the development Key Performance Indicator (KPI) metrics play the most important role in experiments. Establishing concrete goals for the experiments, balancing between qualitative and quantitative data collection, experimentation throughout the development process with the guidance of an efficient leadership appears to be the key to success.Peer reviewe

    Designing wheelchair-based movement games

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    People using wheelchairs have access to fewer sports and other physically stimulating leisure activities than nondisabled persons, and often lead sedentary lifestyles that negatively influence their health. While motion- based video games have demonstrated great potential of encouraging physical activity among nondisabled players, the accessibility of motion-based games is limited for persons with mobility disabilities, thus also limiting access to the potential health benefits of playing these games. In our work, we address this issue through the design of wheelchair-accessible motion-based game controls. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games. Building on the toolkit, we developed Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs, and we created Wheelchair Revolution, a motion-based dance game that is accessible to both persons using wheelchairs and nondisabled players. Evaluation results show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage broad audiences in physically stimulating play. Through the application of the wheelchair as an enabling technology in games, our work has the potential of encouraging players of all ages to develop a positive relationship with their wheelchair

    Towards balancing production and protection participatory landscape performance assessment in Kwazulu-Natal, South Africa

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    Afin d'atteindre des objectifs simultanés de protection de la biodiversité et de production agricole dans un espace donné, il est nécessaire d'analyser le fonctionnement des espaces ruraux à l'échelle du paysage. Le présent article relate les résultats d'une évaluation de la performance d'un paysage au Nord de la Province du KwaZulu-Natal, en Afrique du Sud. L'évaluation de la performance est un moyen de décrire le statut d'un paysage donné. Elle est utile aux personnes chargées de la planification et à d'autres acteurs en tant qu'aide à la décision en ce qui concerne les objectifs à atteindre pour améliorer la performance du paysage. Des ateliers de groupe avec des agriculteurs locaux et d'autres acteurs d'institutions clés nous ont permis d'effectuer un classement de la performance du paysage en fonction de 4 critères : protection, production, conditions de vie et institutions. La note globale obtenue est de 2,97 / 5, indiquant que le paysage en question a une bonne performance, au-dessus de la moyenne. Les notes individuelles par objectif et par groupe d'acteurs montraient cependant une assez grande variabilité. Le paysage analysé peut être qualifié de paysage d'écoagriculture ayant un fort potentiel pour que soient mis en oeuvre des processus de transformation et de gestion à l'échelle du paysage reposant sur la participation des agriculteurs et d'autres acteurs. De tels processus peuvent améliorer la fourniture de services environnementaux et les conditions de vie des habitants. (Résumé d'auteur

    An Institutional Frame to Compare Alternative Market Designs in EU Electricity Balancing

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    The so-called â electricity wholesale marketâ is, in fact, a sequence of several markets. The chain is closed with a provision for â balancing,â in which energy from all wholesale markets is balanced under the authority of the Transmission Grid Manager (TSO in Europe, ISO in the United States). In selecting the market design, engineers in the European Union have traditionally preferred the technical role of balancing mechanisms as â security mechanisms.â They favour using penalties to restrict the use of balancing energy by market actors. While our paper in no way disputes the importance of grid security, nor the competency of engineers to elaborate the technical rules, we wish to attract attention to the real economic consequences of alternative balancing designs. We propose a numerical simulation in the framework of a two-stage equilibrium model. This simulation allows us to compare the economic properties of designs currently existing within the European Union and to measure their fallout. It reveals that balancing designs, which are typically presented as simple variants on technical security, are in actuality alternative institutional frameworks having at least four potential economic consequences: a distortion of the forward price; an asymmetric shift in the participantsâ profits; an increase in the System Operatorâ s revenues; and inefficiencies

    Contract as Deliberation

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    Living City, A Collaborative Browser-Based Massively Multiplayer Online Game

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    This work presents the design and implementation of our Browser-based Massively Multiplayer Online Game, Living City, a simulation game fully developed at the University of Messina. Living City is a persistent and real-time digital world, running in the Web browser environment and accessible from users without any client-side installation. Today Massively Multiplayer Online Games attract the attention of Computer Scientists both for their architectural peculiarity and the close interconnection with the social network phenomenon. We will cover these two aspects paying particular attention to some aspects of the project: game balancing (e.g. algorithms behind time and money balancing); business logic (e.g., handling concurrency, cheating avoidance and availability) and, finally, social and psychological aspects involved in the collaboration of players, analyzing their activities and interconnections
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