1,967 research outputs found
Three Puzzles on Mathematics, Computation, and Games
In this lecture I will talk about three mathematical puzzles involving
mathematics and computation that have preoccupied me over the years. The first
puzzle is to understand the amazing success of the simplex algorithm for linear
programming. The second puzzle is about errors made when votes are counted
during elections. The third puzzle is: are quantum computers possible?Comment: ICM 2018 plenary lecture, Rio de Janeiro, 36 pages, 7 Figure
Get to know your local games shop
Provides information on the mathematical potential of commercial board games. Mastermind; Snakes and Ladders; Ludo.<br /
Four-Letter Word
Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2018/2019This document aims to present the technical proposal for an end of degree project in the
Degree in Design and Development of Video Games. The work to be developed will consist
of a videogame of the narrative premise of three-dimensional displacement for PC devices
developed in Unity 3D. The player will control his/her avatar in a three-dimensional
environment in which the main character in the story, the storyteller, directly addresses the
player through the use of text messages, as the player advances in the story making the
different challenges and narrative cores that is exposed, interacting with the various items
on the stage, the storyteller will talk to the player breaking the fourth wall continuously
since the storyteller knows is inside a game and his mission is to help the player (or at least
that is what It seems)
Ec(h)o: Situated play in a tangible and audio museum guide
In this paper we discuss an adaptive museum guide prototype in which playfulness is a key design goal for the interaction experience. The interface for our prototype is a combined tangible user interface and audio display. We discuss how we determined the specific requirements for play through an ethnographic study and analysis based on ecological concepts of Bell and Nardi & O’Day. We found that we could consider play in two main forms in regard to the interface: content and physical play. We also found that play is highly contextual. Designers need to consider the situated nature of play for two reasons: 1) to best serve the overall design purpose; 2) in order to understand the nature and degree of play required. We augmented traditional user experience evaluation methods of questionnaires and interviews with observational analysis based on Djajadiningrat’s descriptions of aesthetic interaction
When is a problem a research problem?
Various definitions of and approaches to research and research problems
are explored with numerous examples given. Guiding criteria for applied
research are also discussed, along with potential pitfalls, the role of
intuition in the process, and the qualities that are needed to make a
good researcher.published or submitted for publicatio
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