2,110 research outputs found

    The joy of matching

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    Here, the authors discuss matching problems and how the Gale-Shapley algorithm solves them, while also explaining some matching techniques

    Action Design Research for Social Innovation: Lessons from Designing a Health and Wellbeing Platform

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    IT artifacts play an important role in solving societal problems and realizing social innovations. Existing practice-inspired design science research (DSR) approaches, such as Action Design Research (ADR), do not consider social innovation as an explicit starting point for design iterations. In this paper, we explore how social innovation as a starting point affects the ADR approach. By reflecting on a three-year long ADR project in the domain of health and wellbeing, we suggest four principles to extend the ADR approach: (1) Translate a societal problem into practical problems on a stakeholder-level; (2) Reciprocal shaping between social practices and the IT artifact; (3) Involve citizens early and throughout the project; and (4) Balance political, economic and societal values for evaluating ADR results

    A framework for branched storytelling and matchmaking in multiplayer games

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    Video games often either have good single player campaign modes or good multi-player campaign-less modes. This paper presents a framework aimed at the full game development pipeline, from designers to programmers, to aid in creating multiplayer campaigns by providing components that help singleplayer story modes to be used in multiplayer interaction settings. We also propose a custom matchmaking system capable of matching players so as to intertwine their individual stories. The proposed framework has been validated in a case study. A set of experimental results show that the framework is capable of producing valuable story crossings and proper matchmaking.info:eu-repo/semantics/acceptedVersio

    Analysis of Matchmaking Optimization Systems Potential in Mobile eSports

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    Matchmaking systems are one of the core features of experience in online gaming. They influence player satisfaction, engagement, and churn risk. The paper looks into the current state of the theoretical and practical implementation of such systems in the mobile gaming industry. We propose a basic classification of matchmaking systems into random and quasi-random, skill-based, role-based, technical factor-based, and engagement based. We also offer an analysis of matchmaking systems in 16 leading mobile Esport games. The dominant industry solution is skill and rank based systems with a different level of skill depth measurement. In the further part of the paper, we present a theoretical model of engagement and a time-optimized model

    Higher-Order Process Modeling: Product-Lining, Variability Modeling and Beyond

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    We present a graphical and dynamic framework for binding and execution of business) process models. It is tailored to integrate 1) ad hoc processes modeled graphically, 2) third party services discovered in the (Inter)net, and 3) (dynamically) synthesized process chains that solve situation-specific tasks, with the synthesis taking place not only at design time, but also at runtime. Key to our approach is the introduction of type-safe stacked second-order execution contexts that allow for higher-order process modeling. Tamed by our underlying strict service-oriented notion of abstraction, this approach is tailored also to be used by application experts with little technical knowledge: users can select, modify, construct and then pass (component) processes during process execution as if they were data. We illustrate the impact and essence of our framework along a concrete, realistic (business) process modeling scenario: the development of Springer's browser-based Online Conference Service (OCS). The most advanced feature of our new framework allows one to combine online synthesis with the integration of the synthesized process into the running application. This ability leads to a particularly flexible way of implementing self-adaption, and to a particularly concise and powerful way of achieving variability not only at design time, but also at runtime.Comment: In Proceedings Festschrift for Dave Schmidt, arXiv:1309.455
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