94,308 research outputs found

    The riddle of togelby

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    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.At the 2017 Artificial and Computational Intelligence in Games meeting at Dagstuhl, Julian Togelius asked how to make spaces where every way of filling in the details yielded a good game. This study examines the possibility of enriching search spaces so that they contain very high rates of interesting objects, specifically game elements. While we do not answer the full challenge of finding good games throughout the space, this study highlights a number of potential avenues. These include naturally rich spaces, a simple technique for modifying a representation to search only rich parts of a larger search space, and representations that are highly expressive and so exhibit highly restricted and consequently enriched search spaces. We treat the creation of plausible road systems, useful graphics, highly expressive room placement for maps, generation of cavern-like maps, and combinatorial puzzle spaces.Final Accepted Versio

    Map Style Formalization: Rendering Techniques Extension for Cartography

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    International audienceCartographic design requires controllable methods and tools to produce maps that are adapted to users' needs and preferences. The formalized rules and constraints for cartographic representation come mainly from the conceptual framework of graphic semiology. Most current Geographical Information Systems (GIS) rely on the Styled Layer Descriptor and Semiology Encoding (SLD/SE) specifications which provide an XML schema describing the styling rules to be applied on geographic data to draw a map. Although this formalism is relevant for most usages in cartography, it fails to describe complex cartographic and artistic styles. In order to overcome these limitations, we propose an extension of the existing SLD/SE specifications to manage extended map stylizations, by the means of controllable expressive methods. Inspired by artistic and cartographic sources (Cassini maps, mountain maps, artistic movements, etc.), we propose to integrate into our system three main expressive methods: linear stylization, patch-based region filling and vector texture generation. We demonstrate how our pipeline allows to personalize map rendering with expressive methods in several examples

    The impact of using electronic mental maps to develop creative thinking of students in the design of expressive clothes

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    E-Mapping is an active learning strategy and an effective tool for memory enhancement and retrieval and generating new and unfamiliar creative ideas, where it helps to accelerate learning and knowledge discovery faster by drawing a blueprint that illustrates the basic concept and the main ideas and subsidiary and conducts this self-learning activity, From this, the idea of the research was determined in an attempt to develop the mental maps in accordance with the expressive fashion design course for the students of the master program in the clothing and textile department at the Faculty of Home Economics, King Abdulaziz University, through the use of electronic mental maps in the development of creative thinking of students in the design of expressive clothing, the problem of research has been identified in the following questions: What is the possibility to use of electronic mental maps in the design of expressive clothing?What is the impact of the use of electronic mental maps in the development of creative thinking of students in the design of expressive clothes? The aim of the research was to use electronic mental maps in the design of expressive clothing, and measuring the impact of the use of electronic mental maps in the development of creative thinking of students in the design of expressive clothes, and to highlight the role played by mental maps strategy in the educational situation in opening the way for students to recognize and express their creativity and express it. The research followed the semi-experimental approach using one-set design (pre/ post) with the aim of identifying the impact of the independent variable (use of mental maps) on the dependent variable (creative thinking of female students). The experimental study was applied to the number of (9) students of the master's program in Specialty (Fashion Design) at the Department of Clothing and Textiles, Faculty of Home Economics, King Abdul Aziz University. Using the scale of creative performance of students (tribal / post). The results showed that the statistical value of "z" is a function at (α≤0.05) level, indicating a statistically significant difference between the average scores of the experimental group's students in the tribal and post application on the scale of creative performance (as a whole) In each component of its components (fluency, flexibility, originality) in favor of the post-performance, Thus, the researcher can accept the hypothesis, which states: There is a statistically significant difference at the level (α≤0.05) between the average grades of the students of the experimental group in the tribal and post application on the scale of creative performance (as a whole) In each component of its components (fluency, flexibility, originality) for the benefit of telemetry. the researcher can attribute the disparity in performance on the scale of creative performance (as a whole) to the effect of processing using the electronic mental maps in which the researcher used appropriate teaching methods to achieve the objectives of specific teaching positions, in which the students move from teaching method to another method. The researcher recommended the application of the study in the mental maps to other courses that need to acquire knowledge skills to improve the teaching process, and to search for and focus on all that is new and new in the educational process, especially the modern teaching strategies and conducting similar research in clothing and textile courses. Keywords: Electronic mental maps, Creative thinking, Design of Expressive Clothes, Clothing and Textile students, King Abdul Aziz University

    Diffusion of Worth Mapping: The worth of resource functions

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    This workshop paper uses a resource function vocabulary from the Working to Choose framework to analyse diffusion of the Worth Maps approach across several application domains. It explores how a resource function vocabulary can indicate aspects of design approaches and their use that favour successful diffusion

    A Graph Model for Imperative Computation

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    Scott's graph model is a lambda-algebra based on the observation that continuous endofunctions on the lattice of sets of natural numbers can be represented via their graphs. A graph is a relation mapping finite sets of input values to output values. We consider a similar model based on relations whose input values are finite sequences rather than sets. This alteration means that we are taking into account the order in which observations are made. This new notion of graph gives rise to a model of affine lambda-calculus that admits an interpretation of imperative constructs including variable assignment, dereferencing and allocation. Extending this untyped model, we construct a category that provides a model of typed higher-order imperative computation with an affine type system. An appropriate language of this kind is Reynolds's Syntactic Control of Interference. Our model turns out to be fully abstract for this language. At a concrete level, it is the same as Reddy's object spaces model, which was the first "state-free" model of a higher-order imperative programming language and an important precursor of games models. The graph model can therefore be seen as a universal domain for Reddy's model
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