16,776 research outputs found
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Prototyping a process-centered environment
This paper describes an experimental system developed and used as a vehicle for prototyping the Arcadia-1 software development environment. Prototyping is viewed as a knowledge acquisition process and is used to reduce risks in software development by gaining rapid feedback about the suitability of a production system before the system is completed. Prototyping a software development environment is particularly important due to the lack of experience with them. There is an acute need to acquire knowledge about user interaction requirements for software environments. These needs are especially important for the Arcadia project, as it is one of the first attempts to construct a process-centered environment. Our prototyping effort addresses questions about effective interaction with a process-centered environment by simulating how Arcadia-1 would interact with users in a representative range of usage scenarios. We built a prototyping system, called PRODUCER, and used it to generate a variety of prototypes simulating user interactions with Arcadia-1 process programs.Experience with PRODUCER indicates that our approach is effective at risk reduction. The prototypes greatly improved communication with our customer. They confirmed some of our design decisions but also redirected our research efforts as a result of unexpected insight. We also found that prototyping usage scenarios provides conceptual guides and design information for process programmers. Most of the benefits of our prototyping effort derive from developing and interacting with usage scenarios, so our approach is generalizable to other prototyping systems. This paper reports on our prototyping approach and our experience in prototyping a process-centered environment
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Adjusting Your Sails to Survive the Storm: Adaptive Leadership for Stage Managers
Adaptive leadership teaches individuals and organizations to deal with changing conditions through specific processes. This approach focuses, not on traits or other characteristics of a leader, but on actions of leading. Stage managers work with individuals with different personality types and can encounter unexpected problems within a production that they must be in charge of resolving. Developing the skills to adapt to these situations by changing their leadership style can make them a more adaptive leader.
It is first important to know what being an adaptive leader is. How is it different from any other leadership principles one has encountered? Adaptive leaders work out adaptive challenges rather than technical challenges. They also resolve conflict and make tough decisions in a way that works for the good of the company. They are able to remain inspiring to others even when a company is going through change. Examining these principles will allow a leader become an adaptive leader.
The world is changing swiftly around us all the time. As leaders, we must be able to embrace this change and lead our company towards the end goal. Being adaptable is one of the most crucial skills that any leader should have in their arsenal. Saying that you are adaptable shows that you are confident in what you do and you can handle stressful environments very well. Nothing lasts forever and if you want to be someone who rises to the top, you will need to know how to adapt and overcome the inevitable change that will occur in your life and your workplace
A Ludic Generation: Bridging Architecture, Games, and Technology for More Playful Spaces
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.
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
Peer reviewedPostprin
A Standardised Procedure for Evaluating Creative Systems: Computational Creativity Evaluation Based on What it is to be Creative
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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