16,776 research outputs found

    A Ludic Generation: Bridging Architecture, Games, and Technology for More Playful Spaces

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    In a world dominated by mundane environments, this thesis proposes a novel approach to designing public spaces that integrate game design principles and extended reality technology. By embracing the inherent ludic behavior found in human nature and games, I aim to elevate everyday experiences. This research delves into the capabilities of extended reality technology, psychology of play and its cultural and societal background, psychology of human archetypes, and game design components as an extraction for architectural typologies. Key findings reveal that by analyzing game components, design languages are formed and can be used to develop feasible architectural typologies. The significance of ephemerality in architecture is also revealed as a mirroring concept for the need of frequent updates in games to maintain stimulation. There must also be an emphasis on understanding that typical space users may have different emotions and tendencies compared to game users, and thus, spaces must be designed to coexist harmoniously with their users

    An adaptable fuzzy-based model for predicting link quality in robot networks.

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    It is often essential for robots to maintain wireless connectivity with other systems so that commands, sensor data, and other situational information can be exchanged. Unfortunately, maintaining sufficient connection quality between these systems can be problematic. Robot mobility, combined with the attenuation and rapid dynamics associated with radio wave propagation, can cause frequent link quality (LQ) issues such as degraded throughput, temporary disconnects, or even link failure. In order to proactively mitigate such problems, robots must possess the capability, at the application layer, to gauge the quality of their wireless connections. However, many of the existing approaches lack adaptability or the framework necessary to rapidly build and sustain an accurate LQ prediction model. The primary contribution of this dissertation is the introduction of a novel way of blending machine learning with fuzzy logic so that an adaptable, yet intuitive LQ prediction model can be formed. Another significant contribution includes the evaluation of a unique active and incremental learning framework for quickly constructing and maintaining prediction models in robot networks with minimal sampling overhead

    Layered evaluation of interactive adaptive systems : framework and formative methods

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    A Standardised Procedure for Evaluating Creative Systems: Computational Creativity Evaluation Based on What it is to be Creative

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    Computational creativity is a flourishing research area, with a variety of creative systems being produced and developed. Creativity evaluation has not kept pace with system development with an evident lack of systematic evaluation of the creativity of these systems in the literature. This is partially due to difficulties in defining what it means for a computer to be creative; indeed, there is no consensus on this for human creativity, let alone its computational equivalent. This paper proposes a Standardised Procedure for Evaluating Creative Systems (SPECS). SPECS is a three-step process: stating what it means for a particular computational system to be creative, deriving and performing tests based on these statements. To assist this process, the paper offers a collection of key components of creativity, identified empirically from discussions of human and computational creativity. Using this approach, the SPECS methodology is demonstrated through a comparative case study evaluating computational creativity systems that improvise music
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