35,932 research outputs found

    +SPACES: Serious Games for Role-Playing Government Policies

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    The paper explores how role-play simulations can be used to support policy discussion and refinement in virtual worlds. Although the work described is set primarily within the context of policy formulation for government, the lessons learnt are applicable to online learning and collaboration within virtual environments. The paper describes how the +Spaces project is using both 2D and 3D virtual spaces to engage with citizens to explore issues relevant to new government policies. It also focuses on the most challenging part of the project, which is to provide environments that can simulate some of the complexities of real life. Some examples of different approaches to simulation in virtual spaces are provided and the issues associated with them are further examined. We conclude that the use of role-play simulations seem to offer the most benefits in terms of providing a generalizable framework for citizens to engage with real issues arising from future policy decisions. Role-plays have also been shown to be a useful tool for engaging learners in the complexities of real-world issues, often generating insights which would not be possible using more conventional techniques

    Early light curves for Type Ia supernova explosion models

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    Upcoming high-cadence transient survey programmes will produce a wealth of observational data for Type Ia supernovae. These data sets will contain numerous events detected very early in their evolution, shortly after explosion. Here, we present synthetic light curves, calculated with the radiation hydrodynamical approach Stella for a number of different explosion models, specifically focusing on these first few days after explosion. We show that overall the early light curve evolution is similar for most of the investigated models. Characteristic imprints are induced by radioactive material located close to the surface. However, these are very similar to the signatures expected from ejecta-CSM or ejecta-companion interaction. Apart from the pure deflagration explosion models, none of our synthetic light curves exhibit the commonly assumed power-law rise. We demonstrate that this can lead to substantial errors in the determination of the time of explosion. In summary, we illustrate with our calculations that even with very early data an identification of specific explosion scenarios is challenging, if only photometric observations are available.Comment: 15 pages, 14 figures, 3 tables, accepted for publication in MNRA

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    The experience of enchantment in human-computer interaction

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    Improving user experience is becoming something of a rallying call in human–computer interaction but experience is not a unitary thing. There are varieties of experiences, good and bad, and we need to characterise these varieties if we are to improve user experience. In this paper we argue that enchantment is a useful concept to facilitate closer relationships between people and technology. But enchantment is a complex concept in need of some clarification. So we explore how enchantment has been used in the discussions of technology and examine experiences of film and cell phones to see how enchantment with technology is possible. Based on these cases, we identify the sensibilities that help designers design for enchantment, including the specific sensuousness of a thing, senses of play, paradox and openness, and the potential for transformation. We use these to analyse digital jewellery in order to suggest how it can be made more enchanting. We conclude by relating enchantment to varieties of experience.</p

    Playing with the future: social irrealism and the politics of aesthetics

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    In this paper we wish to explore the political possibilities of video games. Numerous scholars now take seriously the place of popular culture in the remaking of our geographies, but video games still lag behind. For us, this tendency reflects a general response to them as imaginary spaces that are separate from everyday life and 'real' politics. It is this disconnect between abstraction and lived experience that we complicate by defining play as an event of what Brian Massumi calls lived abstraction. We wish to short-circuit the barriers that prevent the aesthetic resonating with the political and argue that through their enactment, video games can animate fantastical futures that require the player to make, and reflect upon, profound ethical decisions that can be antagonistic to prevailing political imaginations. We refer to this as social irrealism to demonstrate that reality can be understood through the impossible and the imagined

    Transdisciplinarity seen through Information, Communication, Computation, (Inter-)Action and Cognition

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    Similar to oil that acted as a basic raw material and key driving force of industrial society, information acts as a raw material and principal mover of knowledge society in the knowledge production, propagation and application. New developments in information processing and information communication technologies allow increasingly complex and accurate descriptions, representations and models, which are often multi-parameter, multi-perspective, multi-level and multidimensional. This leads to the necessity of collaborative work between different domains with corresponding specialist competences, sciences and research traditions. We present several major transdisciplinary unification projects for information and knowledge, which proceed on the descriptive, logical and the level of generative mechanisms. Parallel process of boundary crossing and transdisciplinary activity is going on in the applied domains. Technological artifacts are becoming increasingly complex and their design is strongly user-centered, which brings in not only the function and various technological qualities but also other aspects including esthetic, user experience, ethics and sustainability with social and environmental dimensions. When integrating knowledge from a variety of fields, with contributions from different groups of stakeholders, numerous challenges are met in establishing common view and common course of action. In this context, information is our environment, and informational ecology determines both epistemology and spaces for action. We present some insights into the current state of the art of transdisciplinary theory and practice of information studies and informatics. We depict different facets of transdisciplinarity as we see it from our different research fields that include information studies, computability, human-computer interaction, multi-operating-systems environments and philosophy.Comment: Chapter in a forthcoming book: Information Studies and the Quest for Transdisciplinarity - Forthcoming book in World Scientific. Mark Burgin and Wolfgang Hofkirchner, Editor

    A virtual laboratory system for physiology teaching

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    The problem of understanding physiological processes can be aided by visualization tools. Traditionally this has been achieved by the use of schematic paper diagrams. However, many physiological processes are quite complex, and in many instances students encounter difficulties in understanding the dynamics. This paper describes the rationale behind an alternative approach using interactive three‐dimensional computer‐graphics simulation to aid comprehension of scientific concepts

    Shifting the Focus: The Role of Presence in Reconceptualising the Design Process

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    In this paper the relationship between presence and imaging is examined with the view to establish how our understanding of imaging, and subsequently the design process, may be reconceptualised to give greater focus to its experiential potential. First, the paper outlines the research project contributing to the discussion. Then, it provides brief overviews of research on both imaging and presence in the process highlighting the narrow conceptions of imaging (and the recognition of the need for further research) compared to the more holistic and experiential understandings of presence. The paper concludes with an argument and proposed study for exploring the role of digital technology and presence in extending the potential of imaging and its role in the design process. As indicated in the DRS Conference Theme, this paper focuses “
on what people experience and the systems and actions that create those experiences.” Interface designers, information architects and interactive media artists understand the powerful influence of experience in design. ‘Experience design’ is a community of practice driven by individuals within digital based disciplines where the belief is that understanding people is essential to any successful design in any medium and that “
experience is the personal connection with the moment and
 every aspect of living is an experience, whether we are the creators or simply chance participants” (Shedroff, 2001, p. 5). Keywords: Design, Design Process, Presence, Imaging, Grounded Theory</p
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