105 research outputs found

    How mutable is the future: Can long futures be adaptively transformed by choices and decisions in the face of indomitable challenges?

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    An earlier inquiry and exploration into the systems involved in large scale space travel revealed a compelling narrative of balancing forces and in- fluences, which were later combined with strategy and game theory, and designed into a cooperative multiplayer board game. Evaluations (play- tests) of a prototype board-based game revealed several intriguing dynamics affecting the probabilities of complex futures, one of which suggested that futures are not the outcomes of planned trajectories, but are continuously changing possibilities over time, capable of moving between directional dynamics such as continuation, discipline, collapse, and transformation. Player motivations, interactions, decisions, and actions, both initiated or in response to events, were the primary authors of a game’s progression. This research project further investigates the influence of active intervention into future outcomes by explicitly incorporating critical uncertainties into an updated version of the board game. Using the updated game as a framework for interaction, the project collects data from Design Action Research workshops to discover a rubric effective for measuring patterns of change based on the Dator 4 Futures framework

    Playful User Interfaces:Interfaces that Invite Social and Physical Interaction

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    Modding the Apocalypse: (Re)Making Videogames as Post-Structuralist Free Play

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    This dissertation is about seeing videogames, and videogame design, through the lens of Gregory Ulmer ™s electracy apparatus theory. Videogame modding is emphasized an electrate approach to intervening in existing media. Mods have the potential to make potent rhetorical arguments, but they are little-understood in the field of rhet-comp, and there are numerous obstacles to carving a space for them in academic curricula; nevertheless, they are an increasingly common form of participatory engagement that make use of a broad digital skillset. Modders fit into Gregory Ulmer ™s electracy apparatus as egents ”agents of change in the Internet age ”and their playful appropriation of objects from various archives resembles the electrate genre of MyStory (personal alternative-history). By positioning modding as electrate composition praxis, a new gateway for academic game study and production is opened, one where play is integral to the process of knowledge formation. Fallout 4 (2016) serves as an example of a moddable game whose rhetorical affordances can be adapted to craft MyStories and MEmorials

    The Development Of A Human-centric Fuzzy Mathematical Measure Of Human Engagement In Interactive Multimedia Systems And Applications

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    The utilization of fuzzy mathematical modeling for the quantification of the Human Engagement is an innovative approach within Interactive Multimedia applications (mainly video-based games designed to entertain or train participants on intended topics of interest) that can result in measurable and repeatable results. These results can then be used to generate a cogent Human Engagement definition. This research is designed to apply proven quantification techniques and Industrial/Systems Engineering methodologies to nontraditional environments such as Interactive Multimedia. The outcomes of this research will provide the foundation, initial steps and preliminary validation for the development of a systematic fuzzy theoretical model to be applied for the quantification of Human Engagement. Why is there a need for Interactive Multimedia applications in commercial and educational environments including K-20 educational systems and industry? In the latter case, the debate over education reform has drawn from referenced areas within the Industrial Engineering community including quality, continuous improvement, benchmarking and metrics development, data analysis, and scientific/systemic justification requirements. In spite of these applications, the literature does not reflect a consistent and broad application of these techniques in addressing the evaluation and quantification of Human Engagement in Interactive Multimedia. It is strongly believed that until an administrative based Human Engagement definition is created and accepted, the benefits of Interactive Multimedia may not be fully realized. The influence of gaming on society is quite apparent. For example, the increased governmental appropriations for iv Simulations & Modeling development as well as the estimated multi-billion dollar consumer PC/console game market are evidence of Interactive Multimedia opportunity. This body of work will identify factors that address the actual and perceived levels of Human Engagement in Interactive Multimedia systems and Virtual Environments and factor degrees of existence necessary to quantify and measure Human Engagement. Finally, the research will quantify the inputs and produce a model that provides a numeric value that defines the level of Human Engagement as it is evaluated within the interactive multimedia application area. This Human Engagement definition can then be used as the basis of study within other application areas of interest

    Planetary Science Vision 2050 Workshop : February 27–28 and March 1, 2017, Washington, DC

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    This workshop is meant to provide NASA’s Planetary Science Division with a very long-range vision of what planetary science may look like in the future.Organizer, Lunar and Planetary Institute ; Conveners, James Green, NASA Planetary Science Division, Doris Daou, NASA Planetary Science Division ; Science Organizing Committee, Stephen Mackwell, Universities Space Research Association [and 14 others]PARTIAL CONTENTS: Exploration Missions to the Kuiper Belt and Oort Cloud--Future Mercury Exploration: Unique Science Opportunities from Our Solar System’s Innermost Planet--A Vision for Ice Giant Exploration--BAOBAB (Big and Outrageously Bold Asteroid Belt) Project--Asteroid Studies: A 35-Year Forecast--Sampling the Solar System: The Next Level of Understanding--A Ground Truth-Based Approach to Future Solar System Origins Research--Isotope Geochemistry for Comparative Planetology of Exoplanets--The Moon as a Laboratory for Biological Contamination Research--“Be Careful What You Wish For:” The Scientific, Practical, and Cultural Implications of Discovering Life in Our Solar System--The Importance of Particle Induced X-Ray Emission (PIXE) Analysis and Imaging to the Search for Life on the Ocean Worlds--Follow the (Outer Solar System) Water: Program Options to Explore Ocean Worlds--Analogies Among Current and Future Life Detection Missions and the Pharmaceutical/ Biomedical Industries--On Neuromorphic Architectures for Efficient, Robust, and Adaptable Autonomy in Life Detection and Other Deep Space Missions

    ICTERI 2020: ІКТ в освіті, дослідженнях та промислових застосуваннях. Інтеграція, гармонізація та передача знань 2020: Матеріали 16-ї Міжнародної конференції. Том II: Семінари. Харків, Україна, 06-10 жовтня 2020 р.

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    This volume represents the proceedings of the Workshops co-located with the 16th International Conference on ICT in Education, Research, and Industrial Applications, held in Kharkiv, Ukraine, in October 2020. It comprises 101 contributed papers that were carefully peer-reviewed and selected from 233 submissions for the five workshops: RMSEBT, TheRMIT, ITER, 3L-Person, CoSinE, MROL. The volume is structured in six parts, each presenting the contributions for a particular workshop. The topical scope of the volume is aligned with the thematic tracks of ICTERI 2020: (I) Advances in ICT Research; (II) Information Systems: Technology and Applications; (III) Academia/Industry ICT Cooperation; and (IV) ICT in Education.Цей збірник представляє матеріали семінарів, які були проведені в рамках 16-ї Міжнародної конференції з ІКТ в освіті, наукових дослідженнях та промислових застосуваннях, що відбулася в Харкові, Україна, у жовтні 2020 року. Він містить 101 доповідь, які були ретельно рецензовані та відібрані з 233 заявок на участь у п'яти воркшопах: RMSEBT, TheRMIT, ITER, 3L-Person, CoSinE, MROL. Збірник складається з шести частин, кожна з яких представляє матеріали для певного семінару. Тематична спрямованість збірника узгоджена з тематичними напрямками ICTERI 2020: (I) Досягнення в галузі досліджень ІКТ; (II) Інформаційні системи: Технології і застосування; (ІІІ) Співпраця в галузі ІКТ між академічними і промисловими колами; і (IV) ІКТ в освіті

    Combining Fast-Paced Usability And Scientific Testing To Improve The Lunar Quest Physics Game

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    This study focuses on conducting fast-paced in-house testing in combination with user comments and scores on the Questionnaire for User Interface Satisfaction (QUIS) to provide a better educational game. The standard QUIS was shortened and focused to be more sensitive to aspects of our educational game. The game, Lunar Quest, was created at the University of Central Florida as a supplemental instruction tool that would provide students with examples of several different Physics concepts while being an enjoyable and fun game. Overall the modified version of the QUIS was not successful in determining which categories of the game should be targeted, although the open ended questions did help our researchers focus the game redesign and showed improvement throughout the testing period. © 2009 Springer Berlin Heidelberg

    Multimedia Development of English Vocabulary Learning in Primary School

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    In this paper, we describe a prototype of web-based intelligent handwriting education system for autonomous learning of Bengali characters. Bengali language is used by more than 211 million people of India and Bangladesh. Due to the socio-economical limitation, all of the population does not have the chance to go to school. This research project was aimed to develop an intelligent Bengali handwriting education system. As an intelligent tutor, the system can automatically check the handwriting errors, such as stroke production errors, stroke sequence errors, stroke relationship errors and immediately provide a feedback to the students to correct themselves. Our proposed system can be accessed from smartphone or iPhone that allows students to do practice their Bengali handwriting at anytime and anywhere. Bengali is a multi-stroke input characters with extremely long cursive shaped where it has stroke order variability and stroke direction variability. Due to this structural limitation, recognition speed is a crucial issue to apply traditional online handwriting recognition algorithm for Bengali language learning. In this work, we have adopted hierarchical recognition approach to improve the recognition speed that makes our system adaptable for web-based language learning. We applied writing speed free recognition methodology together with hierarchical recognition algorithm. It ensured the learning of all aged population, especially for children and older national. The experimental results showed that our proposed hierarchical recognition algorithm can provide higher accuracy than traditional multi-stroke recognition algorithm with more writing variability
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