386 research outputs found

    Keynote address: Design Research and Academic Disciplines

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    This article, published in Design Research Quarterly (3:4) October 2008, is based on the keynote address given by Prof Alan Blackwell at the DRS conference in 2008. Design Research Quarterly. Design Research Society ISSN 1752-8445</p

    Interdisciplinary Design Research for End-User Software Engineering

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    How does EUSE research build on empirical studies of programmers, and what kinds of empirical research might provide foundations for future EUSE research? My own work on interdisciplinary design draws comparisons across academic and professional boundaries, applying the results to the design of new technologies, and the critical assessment of technology

    Crafting a critical technical practice

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    In recent years, the category of practice-based research has become an essential component of discourse around public funding and evaluation of the arts in British higher education. When included under the umbrella of public policy concerned with the creative industries", technology researchers often find themselves collaborating with artists who consider their own participation to be a form of practice-based research. We are conducting a study under the Creator Digital Economies project asking whether technologists, themselves, should be considered as engaging in practice-based research, whether this occurs in collaborative situations, or even as a component of their own personal research [1]

    Using Augmented Reality to Elicit Pretend Play for Children with Autism.

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    Children with autism spectrum condition (ASC) suffer from deficits or developmental delays in symbolic thinking. In particular, they are often found lacking in pretend play during early childhood. Researchers believe that they encounter difficulty in generating and maintaining mental representation of pretense coupled with the immediate reality. We have developed an interactive system that explores the potential of Augmented Reality (AR) technology to visually conceptualize the representation of pretense within an open-ended play environment. Results from an empirical study involving children with ASC aged 4 to 7 demonstrated a significant improvement of pretend play in terms of frequency, duration and relevance using the AR system in comparison to a non computer-assisted situation. We investigated individual differences, skill transfer, system usability and limitations of the proposed AR system. We discuss design guidelines for future AR systems for children with ASC and other pervasive developmental disorders.This is the accepted manuscript. The final version is available from IEEE at http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=700059

    SHCal04 Southern Hemisphere Calibration, 0–11.0 cal kyr BP

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    Recent measurements on dendrochronologically-dated wood from the Southern Hemisphere have shown that there are differences between the structural form of the radiocarbon calibration curves from each hemisphere. Thus, it is desirable, when possible, to use calibration data obtained from secure dendrochronologically-dated wood from the corresponding hemisphere. In this paper, we outline the recent work and point the reader to the internationally recommended data set that should be used for future calibration of Southern Hemisphere ¹⁴C dates

    Mechanical response and microstructure evolution of commercially pure titanium subjected to Repetitive Bending under Tension

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    Acknowledgment The authors wish to acknowledge financial and technical support for this work from the Advanced Forming Research Centre’s Tier 1 members through the Core research programme.Peer reviewedPublisher PD

    Temporal semantics for a live coding language

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    Sonic Pi is a music live coding language that has been designed for educational use as a first programming language. However, it is not straightforward to achieve the necessary simplicity of a first language in a music live coding setting, for reasons largely related to the manipulation of time. The original version of Sonic Pi used a `sleep' function for managing time, blocking computation for a specified time period. However, while this approach was conceptually simple, it resulted in badly timed music, especially when multiple musical threads were executing concurrently. This paper describes an alternative programming approach for timing (implemented in Sonic Pi v2.0) which maintains syntactic compatibility with v1.0, yet provides accurate timing via interaction between real time and a "virtual time''. We provide a formal specification of the temporal behaviour of Sonic Pi, motivated in relation to other recent approaches to the semantics of time in live coding and general computation. We then define a monadic model of the Sonic Pi temporal semantics which is sound with respect to this specification, using Haskell as a metalanguage
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