30 research outputs found
Foundations of GAM Research. Methodological Guidelines for Designing and Conducting Research that Combines Games and Agent-based Models
This thesis presents the development of the games and agent-based model methodology and provides methodological guidelines for using GAM research, i.e., combining games and agent-based models in research.
GAM research is rooted in complexity sciences and transdisciplinary research, offering valuable insights into complex, adaptable systems. GAM research has particular relevance in decision-making and complex-system management, thus fostering collaboration among scientists and non-academics from various disciplines. It is an engaging platform for data collection and stakeholder processes, thus enriching causal explanations. It should be noted that GAM research has the potential to overcome the limitations of traditional methods by facilitating hypothesis testing with simulation-based observations of human behaviours. Investigations in GAM research can change how social science addresses pressing global challenges. The immersive nature of games combined with agent-based models offers an innovative approach that attracts diverse participants, making it a promising tool for science that reaches beyond the classic academic spheres.
As a comprehensive handbook, this thesis offers researchers inspiration and references for conducting GAM research across diverse application domains. This thesis presents an assessment of the state of research that combines games and agent-based models and proposes a structured approach to making progress in this field. Addressing the lack of a standardised methodology, this thesis is aimed at improving research practices, transparency, and replicability . Practical advice is provided for guiding researchers through designing and conducting GAM research, thus promoting rigorous and comprehensive studies
Beyond Narrative
This book calls for an investigation of the ›borderlands of narrativity‹ — the complex and culturally productive area where the symbolic form of narrative meets other symbolic logics, such as data(base), play, spectacle, or ritual. It opens up a conversation about the ›beyond‹ of narrative, about the myriad constellations in which narrativity interlaces with, rubs against, or morphs into the principles of other forms. To conceptualize these borderlands, the book introduces the notion of »narrative liminality,« which the 16 articles utilize to engage literature, popular culture, digital technology, historical artifacts, and other kinds of texts from a time span of close to 200 years
Beyond Narrative: Exploring Narrative Liminality and Its Cultural Work
This book calls for an investigation of the 'borderlands of narrativity' - the complex and culturally productive area where the symbolic form of narrative meets other symbolic logics, such as data(base), play, spectacle, or ritual. It opens up a conversation about the 'beyond' of narrative, about the myriad constellations in which narrativity interlaces with, rubs against, or morphs into the principles of other forms. To conceptualize these borderlands, the book introduces the notion of "narrative liminality," which the 16 articles utilize to engage literature, popular culture, digital technology, historical artifacts, and other kinds of texts from a time span of close to 200 years
Beyond Narrative
This book calls for an investigation of the ›borderlands of narrativity‹ — the complex and culturally productive area where the symbolic form of narrative meets other symbolic logics, such as data(base), play, spectacle, or ritual. It opens up a conversation about the ›beyond‹ of narrative, about the myriad constellations in which narrativity interlaces with, rubs against, or morphs into the principles of other forms. To conceptualize these borderlands, the book introduces the notion of »narrative liminality,« which the 16 articles utilize to engage literature, popular culture, digital technology, historical artifacts, and other kinds of texts from a time span of close to 200 years
Data and the city – accessibility and openness. a cybersalon paper on open data
This paper showcases examples of bottom–up open data and smart city applications and identifies lessons for future such efforts. Examples include Changify, a neighbourhood-based platform for residents, businesses, and companies; Open Sensors, which provides APIs to help businesses, startups, and individuals develop applications for the Internet of Things; and Cybersalon’s Hackney Treasures. a location-based mobile app that uses Wikipedia entries geolocated in Hackney borough to map notable local residents. Other experiments with sensors and open data by Cybersalon members include Ilze Black and Nanda Khaorapapong's The Breather, a "breathing" balloon that uses high-end, sophisticated sensors to make air quality visible; and James Moulding's AirPublic, which measures pollution levels. Based on Cybersalon's experience to date, getting data to the people is difficult, circuitous, and slow, requiring an intricate process of leadership, public relations, and perseverance. Although there are myriad tools and initiatives, there is no one solution for the actual transfer of that data
PRINCIPLES OF METADESIGN Processes and Levels of Co-Creation in the New Design Space
In the tight of the material and cultural conditions of the present world and within
the context of current design theories, this research aims to provide an
understanding of Metadesign as emerging design cutture, and to integrate and
advance its conceptual framework and principles through a tra nsdisci pli nary dialogue
with the aesthetics and practice of Net Art.
By rejecting the notion of Metadesign as an established design approach and
practice, the creation of an etymological hypothesis based on the meanings of the
prefix "-meta" (behind, together, between) becomes possible. Following this
historical and cultural path, the research describes theories, frameworks and
practices of Metadesign that have occurred in art, culture and media since the 1980s,
in fields, such as, graphic design, industrial design, software engineering,
information design, interaction design, biotechnotogical design, telecommunication
art, experimental aesthetics, and architecture.
The comparison and integration of all these approaches and viewpoints attows the
identification of some design trends. More significantly, however, such an analysis
enables the deconstruction of clusters of concepts and the production of a map of
coherent etements. The anticipatory, participatory and sociotechnical issues raised
4
by the emerging and interconnected concepts that underlie Metadesign can be
articulated and summarized in a three-fotd path based on the initial epistemological
hypothesis. This can be characterized by three specific terms: 1) behind (designing
design); 2) with (designing together); 3) betweenlamon3 (designing the "inbetween
").
Interactive Art practitioners and theorists, both at an aesthetic and practical level,
also share concerns about interaction, participation and co-creation. Compared to
more financially oriented fields, Interactive Art, and collaborative practices of Net
Art specificalty, have been We to answer to the new materiat and existentiat
condition outlined by interconnectivity with a more dismantling experimentalism.
The insights and advances they have produced in relation to the embodied and
intersubjective dimension of human experience and creativity are stilt to be fully
explored. Such insights can significantly fortify the three-fold path elaborated by this
research, particutarty the third fo(d, which is concerned with the design of the 0rinbetween
".
Focusing on collaborative systems for graphical interaction, as more suitable to the
goal of understanding basic embodied and intersubjective processes of co-creation,
the research identifies and analyses three projects of Net Art as case studies
(GL&n6rateur Po*i 6tique, Open Studio, SITO Synergy Gridcosm). The results of these
case studies provide an understanding of the experience of co-creation, a grasp of
motivationat paths to co-creation, and a description of the features of the
computationat environment which can sustain co-creation
2017 GREAT Day Program
SUNY Geneseo’s Eleventh Annual GREAT Day.https://knightscholar.geneseo.edu/program-2007/1011/thumbnail.jp