207,371 research outputs found

    Thin Games with Symmetry and Concurrent Hyland-Ong Games

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    We build a cartesian closed category, called Cho, based on event structures. It allows an interpretation of higher-order stateful concurrent programs that is refined and precise: on the one hand it is conservative with respect to standard Hyland-Ong games when interpreting purely functional programs as innocent strategies, while on the other hand it is much more expressive. The interpretation of programs constructs compositionally a representation of their execution that exhibits causal dependencies and remembers the points of non-deterministic branching.The construction is in two stages. First, we build a compact closed category Tcg. It is a variant of Rideau and Winskel's category CG, with the difference that games and strategies in Tcg are equipped with symmetry to express that certain events are essentially the same. This is analogous to the underlying category of AJM games enriching simple games with an equivalence relations on plays. Building on this category, we construct the cartesian closed category Cho as having as objects the standard arenas of Hyland-Ong games, with strategies, represented by certain events structures, playing on games with symmetry obtained as expanded forms of these arenas.To illustrate and give an operational light on these constructions, we interpret (a close variant of) Idealized Parallel Algol in Cho

    American Bicentennial Historical Playing Card Deck box

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    American Bicentennial Historical Playing Card Deck, made by U.S. Games Systems. Includes deck of cards (3948 A), booklet (3948 B), and two-piece box (3948 C) with text, etc. This object is the box for objects 3948A and 3948B. This object comes in three parts. The object is blue with white lettering. There is also a red plastic middle which holds objects 3948A and 3948B in place. created by Stuart R. Kaplan (1932-present), illustrated by Douglas Gorsline (American, 1913\u271985), published by U.S. Games Systems, Inc. (American, 1968-present)https://scholarsjunction.msstate.edu/fvw-artifacts/4680/thumbnail.jp

    Understanding virtual world usage: A multipurpose model and empirical testing

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    This paper investigates the role of boundary objects in the interdisciplinary collaborative processes found in computer games development. It draws on data from an in-depth case study in a computer games studio that explores boundary objects in relation to the compelling, sensory and entertainmentcentred game-playing practices that inform computer games design and development. Sensory user experience and aesthetic considerations – of primary importance in computer games development – are becoming increasingly significant in the design and development of many other kinds of software and information systems. For this reason developments in the design and production of computer games have wider implications for other software and information systems settings and provide valuable insights into processes of collaboration that bridge cultural and aesthetic as well as technical forms of expertise. The paper seeks to provide insights into how objects contribute to such collaboration, with attention focusing especially on how game developers devise objects that span boundaries and draw on these in their collaboration. Through its focus on the material production and practices of computer games development, the research presented also seeks to contribute to the theoretical treatment of interdisciplinary collaborative working in software design and development via a critical assessment of the concept of boundary objects in the setting being studied

    Record, play, go…

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    This workshop aims at stimulating children’s oral language skills by involving them on playing and creating different language games or activities using the t-stories interface. The interface allows recording and playing audio on the stories’ modules, as well as recording and playing based on identification with NFC tags that can be used as sticker on objects, paper, or other materials and placed in different locations. After the presentation of t-stories by the workshop facilitators, children will have the opportunity to explore the interface on their own, then they will be asked to participate in different language games, whereby they actively create their own content. Afterwards children will be challenged to imagine and create activities for their peers.CIEC – Research Centre on Child Studies, IE, UMinho (FCT R&D unit 317), Portuga

    Quantification and Analysis of Micro-Level Activities Data from Children Aged 1-12 Years Old for Use in the Assessments of Exposure to Recycled Tire on Turf and Playgrounds.

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    BACKGROUND: There are growing health concerns about exposure to toxicants released from recycled tire rubber, which is commonly used in synthetic turf and playground mats. To better estimate children\u27s exposure and risk from recycled tire rubber used in synthetic turf and playground mats, there is a need to collect detailed accurate information on mouthing activity and dermal contact behaviors. The objective of this study was to quantify and analyze micro-level activity time series (MLATS) data from children aged 1-12 years old while playing (non-sport-related games) at turf-like locations and playgrounds. Another objective was to estimate the incidental ingestion rate of rubber crumb among children. METHODS: Hand and mouth contact frequency, hourly duration, and median contact duration with different objects were calculated for children playing on turf (i.e., parks, lawns, and gardens) (n = 56) and for children playing on playground structures (n = 24). Statistically significant differences between males and females as well as children\u27s age groups were evaluated. The daily incidental ingestion rate of rubber crumb was calculated. RESULTS: For children playing on turf, there were significant differences between younger (1-6 y) and older (7-12 y) children for the mouthing median duration with non-dietary objects and all objects. For children playing on playground structures, we found significant mouthing frequency differences between younger (1-6 y) and older children (7-12 y) with all objects, and for mouthing median duration with non-dietary objects. There were no significant differences between males and females playing on artificial turf-like surfaces or playground mats. Our estimated mean incidental ingestion rate was 0.08, 0.07, and 0.08 g rubber crumb/day for children DISCUSSION: our results suggest that age and contact duration should be considered in risk assessment models to evaluate mouthing activities when children are playing on artificial turf surfaces or playground mats

    Bespoke controllers and their impact on game feel

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    This project explores the role and effect of bespoke game controllers on game feel and accessibility. The project aims to develop a range of custom controllers and associated games, designed to tightly couple the user interaction with the game execution. Player analytics will be collected to quantify, explore and improve the user experience.Game feel encompasses a wide range of definitions including intuitive controls, physical interaction with virtual objects, and the appeal of playing. Game feel is subjective and therefore challenging to quantify, but something every player instinctively recognises. There is a growing niche of games utilising bespoke hardware to deliver a unique player experience, such as games played with Unicorn horns or by shouting, rather than the traditional controller. The project seeks to push the boundaries of games and explore how game design, user experience and accessibility are affected when the limitation of traditional input systems is removed. The project has developed four bespoke controllers, utilising creative technologies and physical sensors. The controllers are based on inputs using force sensitive sensors, flex sensors, distance sensor and orientation sensors. Prototype games have been developed for each controller designed to exploit the controllers unique form of user interaction. The next steps are to evaluate the player experience and explore how the various controllers are utilised using a data-driven approach.The project proposes that the bespoke controller could widen engagement and improve the user experience by delivering a more intuitive interface and improving game feel. The project will provide insights and design guidelines for both of the development of the custom game controllers and how they can be linked to certain game mechanics in the associated games

    Contribution of Plays and Toys to Children’s Value Education

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    Plays and toys have an important place in the education of children. Children learn by seeing and doing rather than reading, listening and understanding. Play is an important “job” for children. The basic function of plays is to facilitate children’s adaptation to the world. Children can understand the real world by playing. They deal with unwanted situations by playing games. Moreover, they construct the building blocks of language and concept development through playing. They try different social roles by playing games. Again, through playing, they find the stimulants that are not readily available in real life. Children learn self-regulation, setting up rules and abiding by these rules through plays. They play to experience, understand and learn the things they cannot do in real life. For a child who ascribes a meaning to toys and objects, playing games and playing with toys is a serious business. Situations which are imaginary at first help children learn some rules, take a step beyond their development and construct their own zone of proximal development. All children have an imaginary friend when they are small. During this process which is a normal development pattern and a helpful occupation, the playmate is usually a toy. Playing games and playing with toys is not just an occupation, but also an activity that supports children’s mental health and helps them establish and develop emotional relationships. Plays and toys have a close relationship with education, history, geography, sociology, psychology, politics, industry and tourism, in short, with culture. Plays and toys are used as a method for early diagnosis of some disorders such as learning difficulty and autism. In these days where we seek solutions to digital addiction, plays and toys emerge as an important alternative. Plays also provide a suitable environment for value and morals education. Introducing plays and toys which have an important place in child education and using them more effectively in value and morals education together with other fields of development is of critical importance. In this theoretical article, we tried to address the importance of plays, toys and toy museums from this perspective
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