11 research outputs found
Game Design Factor Questionerin User Experience Analysis on Selera Nusantara Game
Game products are one of the media to provide pleasure, satisfaction and knowledge for users. Game Selera Nusantara is a game product created by a game studio in Yogyakarta, namely Gambir Studio, created with the aim of providing pleasure, satisfaction and knowledge to its users. In order for the goal of the Selera Nusantara Game to be achieved, a game design by a user-centered game designer is needed. Game Selera Nusantara is a game with the Casual genre that has a target audience of children and teenagers with the main goal of introducing Nusantara cuisine. The good aim of the Selera Nusantara Game which introduces the culture of the archipelago is the basis of this research by assessing the quality of the game so that it can be accepted by the target audience optimally. The User Experience method with Game Design Factor Questionaire and compared with the results of interviews with game designers from Game Selera Nusantara used in this study provides an analysis of the quality of the game quantitatively. The results of the analysis show that Game Selera Nusantara has a high score on the criteria of Game Goals, Game Mechanism, Interaction, Fantasy Game, Narrative, Sensation, Game Value, Mystery, Flow, which is more than 90%. This means that the Selera Nusantara game has been able to fulfill the goal of providing pleasure, satisfaction and knowledge to its users in accordance with the design of the game designer
3D terrain generation using neural networks
With the increase in computation power, coupled with the advancements in the field in the form of
GANs and cGANs, Neural Networks have become an attractive proposition for content generation. This
opened opportunities for Procedural Content Generation algorithms (PCG) to tap Neural Networks
generative power to create tools that allow developers to remove part of creative and developmental
burden imposed throughout the gaming industry, be it from investors looking for a return on their
investment and from consumers that want more and better content, fast. This dissertation sets out to
develop a PCG mixed-initiative tool, leveraging cGANs, to create authored 3D terrains, allowing users
to directly influence the resulting generated content without the need for formal training on terrain
generation or complex interactions with the tool to influence the generative output, as opposed to
state of the art generative algorithms that only allow for random content generation or are needlessly
complex. Testing done to 113 people online, as well as in-person testing done to 30 people, revealed
that it is indeed possible to develop a tool that allows users from any level of terrain creation
knowledge, and minimal tool training, to easily create a 3D terrain that is more realistic looking than
those generated by state-of-the-art solutions such as Perlin Noise.Com o aumento do poder de computação, juntamente com os avanços neste campo na forma de GANs
e cGANs, as Redes Neurais tornaram-se numa proposta atrativa para a geração de conteúdos. Graças
a estes avanços, abriram-se oportunidades para os algoritmos de Geração de Conteúdos
Procedimentais(PCG) explorarem o poder generativo das Redes Neurais para a criação de ferramentas
que permitam aos programadores remover parte da carga criativa e de desenvolvimento imposta em
toda a indústria dos jogos, seja por parte dos investidores que procuram um retorno do seu
investimento ou por parte dos consumidores que querem mais e melhor conteúdo, o mais rápido
possível. Esta dissertação pretende desenvolver uma ferramenta de iniciativa mista PCG, alavancando
cGANs, para criar terrenos 3D cocriados, permitindo aos utilizadores influenciarem diretamente o
conteúdo gerado sem necessidade de terem formação formal sobre a criação de terrenos 3D ou
interações complexas com a ferramenta para influenciar a produção generativa, opondo-se assim a
algoritmos generativos comummente utilizados, que apenas permitem a geração de conteúdo
aleatório ou que são desnecessariamente complexos. Um conjunto de testes feitos a 113 pessoas
online e a 30 pessoas presencialmente, revelaram que é de facto possível desenvolver uma ferramenta
que permita aos utilizadores, de qualquer nível de conhecimento sobre criação de terrenos, e com
uma formação mínima na ferramenta, criar um terreno 3D mais realista do que os terrenos gerados a
partir da solução de estado da arte, como o Perlin Noise, e de uma forma fácil
Ubiquitous Computing
The aim of this book is to give a treatment of the actively developed domain of Ubiquitous computing. Originally proposed by Mark D. Weiser, the concept of Ubiquitous computing enables a real-time global sensing, context-aware informational retrieval, multi-modal interaction with the user and enhanced visualization capabilities. In effect, Ubiquitous computing environments give extremely new and futuristic abilities to look at and interact with our habitat at any time and from anywhere. In that domain, researchers are confronted with many foundational, technological and engineering issues which were not known before. Detailed cross-disciplinary coverage of these issues is really needed today for further progress and widening of application range. This book collects twelve original works of researchers from eleven countries, which are clustered into four sections: Foundations, Security and Privacy, Integration and Middleware, Practical Applications
Safety and Reliability - Safe Societies in a Changing World
The contributions cover a wide range of methodologies and application areas for safety and reliability that contribute to safe societies in a changing world. These methodologies and applications include: - foundations of risk and reliability assessment and management
- mathematical methods in reliability and safety
- risk assessment
- risk management
- system reliability
- uncertainty analysis
- digitalization and big data
- prognostics and system health management
- occupational safety
- accident and incident modeling
- maintenance modeling and applications
- simulation for safety and reliability analysis
- dynamic risk and barrier management
- organizational factors and safety culture
- human factors and human reliability
- resilience engineering
- structural reliability
- natural hazards
- security
- economic analysis in risk managemen
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Epistemic tools: the phenomenology of digital musical instruments
Digital music technologies, and instruments in particular, are the result of specific systems of thought that define and enframe the user’s creative options. Distinctive divisions between digital and acoustic instruments can be traced, contrasting the conceptually based design of software with the affordances and constraints of physical artefacts. Having lost the world’s gift of physical properties, the digital instrument builder becomes more than a mere luthier. The process of designing and building the instrument is transformed into a process of composition, for it typically contains a greater degree of classification and music theory than its acoustic counterpart.
Part I of this thesis begins by framing musical systems in the context of the philosophy of technology. Here technological conditions are questioned and theories introduced that will assist the investigation into the relationship between creativity and technology. After this general grounding, the ramifications digital technologies pose to the human body are explored in the context of human expression through tool use. The human-machine relationship is described from phenomenological perspectives and relevant theories of cognitive science. This analysis serves as a foundation for the concept of epistemic tools, defined as the mechanism whereby techno-cultural models are inscribed into technological artefacts. The cultural element of tool use and tool origins is therefore emphasised, an aspect that is highly relevant in musical technologies. Part I thus frames the material properties of acoustic and digital instruments in relation to human culture, cognition, performance and epistemology.
Part II contextualises these theories in practice. The ixiQuarks, the live improvisation musical environment that resulted from the current research, are presented as a system addressing some of the vital problems of musical performance with digital systems (such as the question of embodiment and theoretical inscriptions), proposing an innovative interaction model for screen-based musical instruments. The concept of virtual embodiment is introduced and framed in the context of the ixi interaction model. Two extensive user studies are described that support the report on ixiQuarks. Furthermore, comparative surveys on the relationship between expression and technology are presented: a) the phenomenology of musical instruments, where the divergence between the acoustic and the digital is investigated; b) the question of expressive freedom versus time constraints in musical environments is explored with practitioners in the field; and c) the key players in the design of audio programming environments explain the rationale and philosophy behind their work. These are the first major surveys of this type conducted to date, and the results interweave smoothly with the observations and findings in the chapters on the nature and the design of digital instruments that make up the majority of Part II.
This interdisciplinary research investigates the nature of making creative tools in the digital realm, through an active, philosophically framed and ethnographically inspired study, of both practical and theoretical engagement. It questions the nature of digital musical instruments, particularly in comparison with acoustic instruments. Through a survey of material epistemologies, the dichotomy between the acoustic and the digital is employed to illustrate the epistemic nature of digital artefacts, necessitating a theory of epistemic tools. Consequently virtual embodiment is presented as a definition of the specific interaction mode constituting human relations with digital technologies. It is demonstrated that such interactions are indeed embodied, contrasting common claims that interaction with software is a disembodied activity. The role of cultural context in such design is emphasised, through an analysis of how system design is always an intricate process of analyses, categorisations, normalisations, abstractions, and constructions; where the design paths taken are often defined by highly personal, culturally conditioned and often arbitrary reasons.
The dissertation therefore dissects the digital musical instrument from the perspectives of ontology, phenomenology and epistemology. Respective sections in Part I and Part II deal with these views. The practical outcome of this research – the ixiQuarks – embodies many of the theoretical points made on these pages. The software itself, together with the theoretical elucidation of its context, should therefore be viewed as equal contributions to the field of music technology. The thesis closes by considering what has been achieved through these investigations of the technological context, software development, user studies, surveys, and the phenomenological and epistemological enquiries into the realities of digital musical instruments, emphasising that technology can never be neutral
Aprendizaje, Innovación y Cooperación como impulsores del cambio metodológico. Actas del V Congreso Internacional sobre Aprendizaje, Innovación y Cooperación. CINAIC 2019 (9-11 de Octubre de 2019, Madrid, España)
La misión de CINAIC se basa en contribuir a mejorar el proceso de formación y aprendizaje a través de la innovación educativa. Para ello, y desde el año 2011, los años impares se organiza un congreso internacional y los años pares se desarrollan actividades experimentales y abiertas con un fuerte contenido innovador. CINAIC también tiene el compromiso de ayudar a mejorar la calidad de la innovación educativa llevada a cabo con planteamientos científicos y, en la medida de sus posibilidades, contribuir a divulgar dichas experiencias para que se produzca un mayor impacto en la educación. CINAIC se ha consolidado como un punto de encuentro del profesorado que realiza innovación, como un foro de debate con una activa participación de los asistentes, como un centro de divulgación de las buenas prácticas y como un espacio de aprendizaje y experimentación. Junto a las innovaciones ya consolidadas, como presentaciones en formato PechaKucha, como actividades participativas y cooperativas, como seminarios y talleres sobre temáticas útiles (tendencias, indicadores y divulgación científica de la innovación educativa), espacios abiertos de discusión como ECO-LAB. En esta edición se introduce la innovación: «mesa redonda de palabras» y «Escuela de cocina» Las “mesas redondas de palabras”. Son similares a una mesa redonda, pero es el público el que participa en ella. Inicialmente a cada persona del público se le asigna una palabra al entrar en la sesión. La mesa comienza con un moderador, una o dos personas invitadas y sillas vacías. Esas sillas se irán ocupando por personas del público que tengan las palabras que vayan saliendo en las reflexiones. La «Escuela de Cocina» está compuesta por un conjunto de talleres donde se trabajará con «recetas» concretas para aplicar diversas innovaciones educativas en el aula. Las recetas integran y secuencian ingredientes (tipos de contenidos), actividades (a realizar por el profesorado y alumnado) y herramientas (tecnologías educativas). Las personas que participen en estas actividades «cocinarán» las recetas para poder llevarse los platos a sus respectivas asignaturas. Desde los comités organizador, científico, editorial y de acción social les damos la bienvenida a esta nueva edición de CINAIC que tendrá lugar en Madrid del 9 al 11 de octubre de 2019
Design and Evaluation of Parametrizable Multi-genre Game Mechanics
Part 1: StorytellingInternational audienceDesigning digital games is primarily interaction design. This interaction manifests as a meaningful change in the game world. An aspect of a game can only change dynamically with a parametric model of this aspect available. One aspect of digital games is yet missing such a systematic description: the genre of a game is currently only determined by its designer. This paper introduces a new approach that allows for dynamic blending between genres. We describe a set of game mechanics that express the characteristics of different game genres. We extract a parametric model from these mechanics to allow dynamic blending. The paper illustrates the possibilities of this approach with an implementation of a multi-genre-game. It also provides empiric evidence that the described model successfully generates different game genres
XXV Congreso Argentino de Ciencias de la Computación - CACIC 2019: libro de actas
Trabajos presentados en el XXV Congreso Argentino de Ciencias de la Computación (CACIC), celebrado en la ciudad de Río Cuarto los días 14 al 18 de octubre de 2019 organizado por la Red de Universidades con Carreras en Informática (RedUNCI) y Facultad de Ciencias Exactas, Físico-Químicas y Naturales - Universidad Nacional de Río CuartoRed de Universidades con Carreras en Informátic