71 research outputs found
Distributed-Pair Programming can work well and is not just Distributed Pair-Programming
Background: Distributed Pair Programming can be performed via screensharing
or via a distributed IDE. The latter offers the freedom of concurrent editing
(which may be helpful or damaging) and has even more awareness deficits than
screen sharing. Objective: Characterize how competent distributed pair
programmers may handle this additional freedom and these additional awareness
deficits and characterize the impacts on the pair programming process. Method:
A revelatory case study, based on direct observation of a single, highly
competent distributed pair of industrial software developers during a 3-day
collaboration. We use recordings of these sessions and conceptualize the
phenomena seen. Results: 1. Skilled pairs may bridge the awareness deficits
without visible obstruction of the overall process. 2. Skilled pairs may use
the additional editing freedom in a useful limited fashion, resulting in
potentially better fluency of the process than local pair programming.
Conclusion: When applied skillfully in an appropriate context, distributed-pair
programming can (not will!) work at least as well as local pair programming
Canterbury game industry action plan 2022
This report reviews the video game and interactive media industry landscape, and is intended for game studios, local and international investors in the games industry, regional policy makers, central government, local government agencies, Christchurch City Council, and sector stakeholders
âTest Drivingâ a Financing Instrument for Climate Adaptation: Analyzing Institutional Dilemmas using Simulation Gaming
Urban physical public infrastructure is a frontline defense mechanism to manage and mitigate climate-related impacts. Market instruments are often cited as possible means to spread risk and reduce financial burdens on the public sector. The authors argue that existing research tends to focus on the technical issues of instruments and neglects considering institutional dynamics that may enable or constrain local market-based financing mechanisms. In this article, three core dilemmas (values uncertainty, planning horizon, and indirect benefits) are used to analyze the responses of practitioners to a possible financing instrument. The findings indicate that the practitionerâs responses to tax increment financing were largely shaped by the adaptation dilemmas and not the characteristics of the instrument per se. By mapping the dilemmas onto whether they would recommend it, participants imposed a financial barrier on climate adaptation investments. The authors conclude that a key imperative in the design of policy instruments is to pay attention to the congruency of informal institutions at the âstreet levelâ in order to be in-step with the current sociopolitical conditions. The findings also point to four key attributes that a local market-based instrument would need to be aligned and responsive to the Dutch planning and development context
A Scientific Foundation of Simulation Games for the Analysis and Design of Complex Systems
Background. The use of simulation games for complex systems analysis and design has been acknowledged about 50 years ago. However, articles do not combine all salient factors for successful simulation games, and often stem from a clear view of one particular field of science only. With combining multiple disciplines, connect analysis and design as well as research and practice, we provide deep insights in design and use of simulation games. Aim. This article analyzes the design and evaluation process of a variety of game-based projects and activities, using existing scientific concepts and approaches, in order to establish games as a valid research tool. Our focus lies on the approach towards the use of games as design instrument; using them as an intervention in a larger, complex context, in order to design this context. With our contribution, we aim at providing insights and recommendations on the design and use of games as valid research tools, the limitations of this use, possible pitfalls, but also best practices. Method. We carried out a literature review of related work to identify the most important scientific concepts related to our approach of game design. Further use of combined quantitative and qualitative case study analyses highlights the design process and results of our own game studies. Results. The analyses yielded a consolidated conceptualization of simulation games as research instruments in complex systems analysis and design. The results also include methods for the evaluation of simulation games, additional evaluation methods, and limitations to use simulation games as research instruments. Conclusions. We propose guidelines for using simulation games as research instruments that may be of value to practitioners and scientists alike. Recommendation. We recommend practitioners and scientists to apply the guidelines presented here in their efforts to analyze and design complex systems.Policy AnalysisOrganisation and GovernanceSupport Multi Actor SystemsSystem Engineerin
On the efficiency of a VR hand gesture based interface for 3D object manipulations in conceptual design
Computer Systems, Imagery and Medi
Is Agile Not Agile Enough? A Study on How Agile is Applied and Misapplied in the Video Game Development Industry
Video games have become the most dominant and
successful entertainment industry worldwide; however, many
video game development (VGD) projects and studios struggle to
succeed. At present, there are no commonly accepted VGD best
practices or frameworks that can bring together the complex and
competing needs of software engineering and creative production.
Although studios are reportedly using agile frameworks, the
actual extent of application and effectiveness of agile practices
in the VGD context is unclear. Therefore, the aim of this study
is to empirically determine how and why agile frameworks are
applied in VGD. Semi-structured interviews were conducted with
eight New Zealand VGD studios. It was found that the agile
frameworks, Scrum and Kanban, must often be adapted from
their conventional use to meet the needs of different pipelines
and delivery milestones within the phases of VGD. However, it
seems that not all the needs of VGD can be met by current agile
frameworks. Furthermore, inexperience with agile practices often
leads to misunderstanding and misimplementing them in ways
that seem to contribute to commonly experienced collaboration
challenges
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