75 research outputs found

    The Play’s the Thing: Practicing Play as Community Foundation and Design Technique

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    THEME: Interdisciplinary: Changing Views It is generally understood that game development is a collaborative art – requiring and benefiting from the talents of individuals from disperse disciplines and backgrounds. In a professional setting, these individuals may or may not find ways to communicate effectively, depending on the size of the team and the strength of its leadership. But in the end, they are generally employed under the assumption that they can and will find their way amongst those of differing educations and biases to some sort of collaborative effort, harmonious or not. If they can not do this in the end, they can always be replaced. The basic nature of cross-disciplinary trial and error in a business setting is quite brutal: those who can play well with others, stay; those who cannot, move on. This rather haphazard approach to collaborative practice may have worked to date, but as game development becomes more and more complex, more specialized and requiring of larger and larger teams, the question of how to train a new generation of developers, not only in their own specializations, but in cross-disciplinary teamwork seems more important than ever. At the University of Southern California, there are a number of initiatives underway that try to answer not only the question of how or under what discipline to teach games, but, more importantly, how to create cross-disciplinary communities of students and researchers that can from the foundations for multi-talented teams that all speak and play the same language of game design. One such initiative is the USC Game Design Community. The goal of this organization is to use game play itself as a community building tool and design practice, to build a community of game designers and developers who communicate in the shared language of activity and play. Inspired by independent and alternative games culture, the USC Game Design Community is a collaboration between the Institute for Multimedia Literacy at the Annenberg Center for Communication and the Interactive Media Division at the USC School of Cinema-Television. Monthly game play events alternate between the Institute for Multimedia Literacy and the Game Innovation Lab at the School of Cinema-Television. These events include experimental play projects, game critique salons, and social teambuilding exercises. Through these interactions, the IML and the Interactive Media Division hope to raise cross-disciplinary dialogue, build a community based in playful practice, and empower students and researchers from all areas of game expertise to expand the palette of game design for the future. The results of these community building efforts will hopefully be seen in a series of interdisciplinary game projects funded by the Interactive Media Division and supported by the Game Design Community. The past year has included the following initial events which have each been documented and evaluated as to their success in building community and creating shared practices between various disciplines: a) Cooperative Game Play Experiment Inspired by the New Games Movement of the 1970’s, the Cooperative Game Play Experiment is an ongoing investigation into building community through play. By exploring the New Games Movement, the community hopes to facilitate discussion around the social mechanisms of digital games and how they can be improved for more quality social interaction – both in our games and in our development teams. b) Surrealist Game Play Experiment Inspired by Surrealist games and activities, the Surrealist Game Play Experiment is an ongoing investigation into unlocking creativity and introducing playful practice into the game design process. Word games, visual plays, provocations and re-inventions are the heart of Surrealist games and activities, a sort of "provocative magic" that results in unexpected and surprising results. By playing these games, the community hopes to spur creative thinking and discussion about the nature and practice of art and design and its relation to the more technical aspects of game design. c) Game Salons In an effort to promote literacy and critical thinking, the Game Salons are regular screenings and "deconstruction" of influential new video games. Game features are presented by students who have developed extensive save files and are prepared to discuss the game critically. Games include the controversial Grand Theft Auto: San Andreas and other influential titles. d) Teambuilding Events The community provides an ongoing forum for networking and team-building across University departments. Currently, this has been specifically geared toward development of teams for the Game Innovation Lab Research Grant (see below). In addition to in person networking via board games and multiplayer game events, prospective projects and talent are all listed on the community site for potential match-making. e) Game Innovation Lab Research Grant This grant provides 20,000infundingforinnovativegames.Thegrantisawardedtomultiple,crossdisciplinarystudentdesignteamsbasedonprojectsubmissions.OneormoreteamsreceiveagrantintheFall,intheSpring,andintheSummer.Winningteamsreceiveupto20,000 in funding for innovative games. The grant is awarded to multiple, cross-disciplinary student design teams based on project submissions. One or more teams receive a grant in the Fall, in the Spring, and in the Summer. Winning teams receive up to 20,000, a team office and equipment in the EA Game Innovation Lab, access to the lab’s usability testing facility and a faculty advisor/executive producer. All USC students are eligible to participate. The goals of the grant are to: • Provide funding and support for innovative student game projects and cross-disciplinary game development • Address important design problems that may have useful applications in the game industry • Investigate new game mechanics and push current game models beyond existing genres Current projects funded under the Game Innovation Grant are: Dyadin – Cooperative Game Play This project explores the potential of cooperative play mechanics in a 2-player adventure game. The story of Dyadin involves two overlapping worlds, and two characters occupying these worlds, but only able to affect objects in their own space. The core mechanic involves moving closer or farther away from the other character to change color and affect objects in the space. Players must cooperate or they cannot escape the puzzle and combat based levels. Dyadin was funded by the Game Innovation Lab as the first in a series of student-produced games addressing important design problems and innovations. The crew is a cross-disciplinary team from the School of Cinema-TV Interactive Media Division and the Viterbi School of Engineering. The Spring 2005 project(s) will be announced in December 2004. This experiment in using experimental types of game play to bring together a cross-disciplinary game design community is an ongoing process. The proposed article would be an evaluation of the various techniques attempted and the success, failure and learning found in them. In addition to post-mortem analysis, documentary footage and game results, there is also the potential to play some of the more successful game experiments with the conference audience, thereby extending the reach of the community beyond the limits of the USC campus

    Numerical Study of Convective Heat Transfer in Flat Tube Heat Exchangers Operating in Self-Sustained Oscillatory Flow Regimes

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    Laminar, two-dimensional, constant-property numerical simulations of flat tube heat exchanger devices operating in flow regimes in which self-sustained oscillations occur were performed. The unsteady flow regimes were transition flow regimes characterized by cyclic variations of flow parameters such as stream-wise or cross-stream velocity. A computer code was developed to perform the numerical simulations. Spatial discretization was based upon a Control Volume Finite Element Method (CVFEM). Temporal discretization was based upon a semi-implicit Runge-Kutta method. Double Cyclic conditions were used to limit the numerical domains to one repeating geometric module. Nine geometric domains representing flat tube heat exchanger devices were tested over a range of Reynolds numbers. A maximum Reynolds number (Re) of 2000 was established to keep the study within the transition range. For each domain, a critical Reynolds number (Re_crit) was found such that for Re Re_crit the flow exhibited cyclic oscillations. For the cases tested, the variation in longitudinal pitch had little impact on the Re_crit value for a fixed transverse pitch. However, for a fixed longitudinal pitch, the Re_crit was increased for decreasing transverse pitch. The results demonstrate the importance of using unsteady simulation methods for these cases. Nusselt numbers predicted by the unsteady method were on the order of 65% higher than predicted by steady methods for the same Reynolds numbers. Data for required pumping power versus resultant Nusselt number were collected which showed four distinct operating regions for these devices spanning the low Reynolds number, steady flow region through the self-sustained oscillating flow region. Based on the data, the recommended operating region is the region of self-sustained oscillations as this region is characterized by the highest increase in Nusselt number per increase in required pumping power

    Game Design & Development Curriculum: History & Future Directions

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    It has been nearly twenty years since the first undergraduate degree program in computer game development was established in 1998. Since that time, the number and size of programs in game design and development have grown at a rapid pace. While there were early efforts to establish curricular guidelines for the field, these face a number of challenges given the diverse range of academic homes for game-related programs. This panel will address the history of curricular development in the field, both in individual programs and across institutions. It will also explore the potential risks and rewards of developing curricular and/or accreditation guidelines for the field

    Midwifery-led antenatal care models: mapping a systematic review to an evidence-based quality framework to identify key components and characteristics of care.

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    BACKGROUND: Implementing effective antenatal care models is a key global policy goal. However, the mechanisms of action of these multi-faceted models that would allow widespread implementation are seldom examined and poorly understood. In existing care model analyses there is little distinction between what is done, how it is done, and who does it. A new evidence-informed quality maternal and newborn care (QMNC) framework identifies key characteristics of quality care. This offers the opportunity to identify systematically the characteristics of care delivery that may be generalizable across contexts, thereby enhancing implementation. Our objective was to map the characteristics of antenatal care models tested in Randomised Controlled Trials (RCTs) to a new evidence-based framework for quality maternal and newborn care; thus facilitating the identification of characteristics of effective care. METHODS: A systematic review of RCTs of midwifery-led antenatal care models. Mapping and evaluation of these models' characteristics to the QMNC framework using data extraction and scoring forms derived from the five framework components. Paired team members independently extracted data and conducted quality assessment using the QMNC framework and standard RCT criteria. RESULTS: From 13,050 citations initially retrieved we identified 17 RCTs of midwifery-led antenatal care models from Australia (7), the UK (4), China (2), and Sweden, Ireland, Mexico and Canada (1 each). QMNC framework scores ranged from 9 to 25 (possible range 0-32), with most models reporting fewer than half the characteristics associated with quality maternity care. Description of care model characteristics was lacking in many studies, but was better reported for the intervention arms. Organisation of care was the best-described component. Underlying values and philosophy of care were poorly reported. CONCLUSIONS: The QMNC framework facilitates assessment of the characteristics of antenatal care models. It is vital to understand all the characteristics of multi-faceted interventions such as care models; not only what is done but why it is done, by whom, and how this differed from the standard care package. By applying the QMNC framework we have established a foundation for future reports of intervention studies so that the characteristics of individual models can be evaluated, and the impact of any differences appraised

    The Science Performance of JWST as Characterized in Commissioning

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    This paper characterizes the actual science performance of the James Webb Space Telescope (JWST), as determined from the six month commissioning period. We summarize the performance of the spacecraft, telescope, science instruments, and ground system, with an emphasis on differences from pre-launch expectations. Commissioning has made clear that JWST is fully capable of achieving the discoveries for which it was built. Moreover, almost across the board, the science performance of JWST is better than expected; in most cases, JWST will go deeper faster than expected. The telescope and instrument suite have demonstrated the sensitivity, stability, image quality, and spectral range that are necessary to transform our understanding of the cosmos through observations spanning from near-earth asteroids to the most distant galaxies.Comment: 5th version as accepted to PASP; 31 pages, 18 figures; https://iopscience.iop.org/article/10.1088/1538-3873/acb29

    Dissecting the Shared Genetic Architecture of Suicide Attempt, Psychiatric Disorders, and Known Risk Factors

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    Background Suicide is a leading cause of death worldwide, and nonfatal suicide attempts, which occur far more frequently, are a major source of disability and social and economic burden. Both have substantial genetic etiology, which is partially shared and partially distinct from that of related psychiatric disorders. Methods We conducted a genome-wide association study (GWAS) of 29,782 suicide attempt (SA) cases and 519,961 controls in the International Suicide Genetics Consortium (ISGC). The GWAS of SA was conditioned on psychiatric disorders using GWAS summary statistics via multitrait-based conditional and joint analysis, to remove genetic effects on SA mediated by psychiatric disorders. We investigated the shared and divergent genetic architectures of SA, psychiatric disorders, and other known risk factors. Results Two loci reached genome-wide significance for SA: the major histocompatibility complex and an intergenic locus on chromosome 7, the latter of which remained associated with SA after conditioning on psychiatric disorders and replicated in an independent cohort from the Million Veteran Program. This locus has been implicated in risk-taking behavior, smoking, and insomnia. SA showed strong genetic correlation with psychiatric disorders, particularly major depression, and also with smoking, pain, risk-taking behavior, sleep disturbances, lower educational attainment, reproductive traits, lower socioeconomic status, and poorer general health. After conditioning on psychiatric disorders, the genetic correlations between SA and psychiatric disorders decreased, whereas those with nonpsychiatric traits remained largely unchanged. Conclusions Our results identify a risk locus that contributes more strongly to SA than other phenotypes and suggest a shared underlying biology between SA and known risk factors that is not mediated by psychiatric disorders.Peer reviewe

    Analysis of shared heritability in common disorders of the brain

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    ience, this issue p. eaap8757 Structured Abstract INTRODUCTION Brain disorders may exhibit shared symptoms and substantial epidemiological comorbidity, inciting debate about their etiologic overlap. However, detailed study of phenotypes with different ages of onset, severity, and presentation poses a considerable challenge. Recently developed heritability methods allow us to accurately measure correlation of genome-wide common variant risk between two phenotypes from pools of different individuals and assess how connected they, or at least their genetic risks, are on the genomic level. We used genome-wide association data for 265,218 patients and 784,643 control participants, as well as 17 phenotypes from a total of 1,191,588 individuals, to quantify the degree of overlap for genetic risk factors of 25 common brain disorders. RATIONALE Over the past century, the classification of brain disorders has evolved to reflect the medical and scientific communities' assessments of the presumed root causes of clinical phenomena such as behavioral change, loss of motor function, or alterations of consciousness. Directly observable phenomena (such as the presence of emboli, protein tangles, or unusual electrical activity patterns) generally define and separate neurological disorders from psychiatric disorders. Understanding the genetic underpinnings and categorical distinctions for brain disorders and related phenotypes may inform the search for their biological mechanisms. RESULTS Common variant risk for psychiatric disorders was shown to correlate significantly, especially among attention deficit hyperactivity disorder (ADHD), bipolar disorder, major depressive disorder (MDD), and schizophrenia. By contrast, neurological disorders appear more distinct from one another and from the psychiatric disorders, except for migraine, which was significantly correlated to ADHD, MDD, and Tourette syndrome. We demonstrate that, in the general population, the personality trait neuroticism is significantly correlated with almost every psychiatric disorder and migraine. We also identify significant genetic sharing between disorders and early life cognitive measures (e.g., years of education and college attainment) in the general population, demonstrating positive correlation with several psychiatric disorders (e.g., anorexia nervosa and bipolar disorder) and negative correlation with several neurological phenotypes (e.g., Alzheimer's disease and ischemic stroke), even though the latter are considered to result from specific processes that occur later in life. Extensive simulations were also performed to inform how statistical power, diagnostic misclassification, and phenotypic heterogeneity influence genetic correlations. CONCLUSION The high degree of genetic correlation among many of the psychiatric disorders adds further evidence that their current clinical boundaries do not reflect distinct underlying pathogenic processes, at least on the genetic level. This suggests a deeply interconnected nature for psychiatric disorders, in contrast to neurological disorders, and underscores the need to refine psychiatric diagnostics. Genetically informed analyses may provide important "scaffolding" to support such restructuring of psychiatric nosology, which likely requires incorporating many levels of information. By contrast, we find limited evidence for widespread common genetic risk sharing among neurological disorders or across neurological and psychiatric disorders. We show that both psychiatric and neurological disorders have robust correlations with cognitive and personality measures. Further study is needed to evaluate whether overlapping genetic contributions to psychiatric pathology may influence treatment choices. Ultimately, such developments may pave the way toward reduced heterogeneity and improved diagnosis and treatment of psychiatric disorders

    The James Webb Space Telescope Mission

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    Twenty-six years ago a small committee report, building on earlier studies, expounded a compelling and poetic vision for the future of astronomy, calling for an infrared-optimized space telescope with an aperture of at least 4m4m. With the support of their governments in the US, Europe, and Canada, 20,000 people realized that vision as the 6.5m6.5m James Webb Space Telescope. A generation of astronomers will celebrate their accomplishments for the life of the mission, potentially as long as 20 years, and beyond. This report and the scientific discoveries that follow are extended thank-you notes to the 20,000 team members. The telescope is working perfectly, with much better image quality than expected. In this and accompanying papers, we give a brief history, describe the observatory, outline its objectives and current observing program, and discuss the inventions and people who made it possible. We cite detailed reports on the design and the measured performance on orbit.Comment: Accepted by PASP for the special issue on The James Webb Space Telescope Overview, 29 pages, 4 figure

    Finishing the euchromatic sequence of the human genome

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    The sequence of the human genome encodes the genetic instructions for human physiology, as well as rich information about human evolution. In 2001, the International Human Genome Sequencing Consortium reported a draft sequence of the euchromatic portion of the human genome. Since then, the international collaboration has worked to convert this draft into a genome sequence with high accuracy and nearly complete coverage. Here, we report the result of this finishing process. The current genome sequence (Build 35) contains 2.85 billion nucleotides interrupted by only 341 gaps. It covers ∼99% of the euchromatic genome and is accurate to an error rate of ∼1 event per 100,000 bases. Many of the remaining euchromatic gaps are associated with segmental duplications and will require focused work with new methods. The near-complete sequence, the first for a vertebrate, greatly improves the precision of biological analyses of the human genome including studies of gene number, birth and death. Notably, the human enome seems to encode only 20,000-25,000 protein-coding genes. The genome sequence reported here should serve as a firm foundation for biomedical research in the decades ahead
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