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    Blog - Danish Game Industry Timeline

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    This website accompanies the research into the Danish Game Industry Timeline. The timeline collects landmarks and events to present an overview of Danish digital game development. The website enables ongoing communication and revision of timeline in dialog with community. On this website, and on the parallel spiltidslinje.dk (TBA), we update further versions of the timeline. We also credit everyone who contributes and make changes visible

    Metareferentiality as an Indicator of Procedural Poetics

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    The concept of poetics has been central to literature since antiquity, and is still widely used today, often with new dimensions and nuances, such as in the German idea of "Kulturpoetik." Other domains have adapted the concept, e.g., Igor Stravinsky's Poetics of Music (1947), Édouard Glissant's Poetics of Relation (1997), Albin Zak's Poetics of Rock (2001), or Paul Frosh's Poetics of Digital Media (2018). In connection with videogames, though, poetics has never been as widely used as rhetoric (see Bogost 2007) or aesthetics (see Hunicke et al. 2004). Where the term occurs, it is predominantly used to conceptualize poetic games as a category or genre (see Ensslin 2014; Mitchell et al. 2020), or to situate videogames in larger contexts like interactive drama (see Mateas 2001) or interactive narrative (see Ryan 2006). The chapter proposes—before the background of the existing, predominantly prescriptive and theoretical poetics of videogames—a descriptive, analytical poetics that explains relationships between works more nuancedly than established notions like genre. Metareferentiality is crucial for such a poetics, as moments of reflection on a work's own features and on its medium are markers and comments on the immanent poetics of a work

    What Is Programming?

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    TWO YEARS AGO, when visiting research colleagues in Uppsala, Sweden, we were asked a deceptively simple question: "What does it mean to program?" For context, one of us had just completed academic education and training in computer science and was already deeply involved in actually teaching introductory programming (CS1). Arguably, he was (and still is) capable of programming. The other completed his Ph.D. degree in 2003 and has been teaching programming (in various forms) ever since. Yet, the question took us by surprise; after all: "What is programming?" To the reader, it may appear a ridiculous question to ask for two reasons. You may find yourself having a very clear and succinct definition and conceptualization of (the idea of) programming. Or, you may question what value it brings to discuss such a trivial question. However, we believe the answers to this question may shed light on the future of programming in the age of generative artificial intelligence (AI). We approach an answer to the question by an exploration of the history of computing as well as opinions among contemporary introductory programming educators

    Mapping narratives of livable, inclusive futures

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    This study examines the potential of thick mapping in collecting narratives about co-design processes and engagement, particularly in the context of the New European Bauhaus (NEB) initiative. We draw on practical experiences from the EU-funded NEB project Desire. By incorporating diverse stakeholder perspectives and emphasising place-based narratives, we exemplify a thick mapping approach that synthesises complex layers, bridging current realities of ‘what is’ and envisioned futures. The research highlights the importance of a relational and nuanced understanding of built environment transformations, as well as an appreciation for mapping alternative narratives within it, advocating for inclusive engagement strategies that encompass social, context-sensitive, spatial, and future-oriented dimensions. Our interdisciplinary approach combines methods from urban design and futures to examine sites undergoing transformation. We offer a layered mapping approach that can be used to collect complex processes and amplify alternative stories of place, making invisible dynamics visible, thereby enriching narratives of more inclusive transformations. By recognising interconnections between people, places, and processes, our work highlights the importance of thick mapping in shaping alternative built environment futures, thereby enhancing the discourse on relational and non-linear approaches to capture co-design processes

    Extracting Participation in Collective Action from Social Media

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    Social media play a key role in mobilizing collective action, holding the potential for studying the pathways that lead individuals to actively engage in addressing global challenges. However, quantitative research in this area has been limited by the absence of granular and large-scale ground truth about the level of participation in collective action among individual social media users. To address this limitation, we present a novel suite of text classifiers designed to identify expressions of participation in collective action from social media posts, in a topic-agnostic fashion. Grounded in the theoretical framework of social movement mobilization, our classification captures participation and categorizes it into four levels: recognizing collective issues, engaging in calls-to-action, expressing intention of action, and reporting active involvement. We constructed a labeled training dataset of Reddit comments through crowdsourcing, which we used to train BERT classifiers and fine-tune Llama3 models. Our findings show that smaller language models can reliably detect expressions of participation (weighted F1=0.71), and rival larger models in capturing nuanced levels of participation. By applying our methodology to Reddit, we illustrate its effectiveness as a robust tool for characterizing online communities in innovative ways compared to topic modeling, stance detection, and keyword-based methods. Our framework contributes to Computational Social Science research by providing a new source of reliable annotations useful for investigating the social dynamics of collective action

    Counting Small Induced Subgraphs: Hardness via Fourier Analysis

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    For a fixed graph property Φ and integer k ≥ 1, consider the problem of counting the induced k-vertex subgraphs satisfying Φ in an input graph G. This problem can be solved by brute-force in time O (nk ). Under ETH, we prove several lower bounds on the optimal exponent in this running time.If Φ is edge-monotone (i.e., closed under deleting edges), then ETH rules out no(k ) time algorithms for this problem. This strengthens a recent lower bound by Döring, Marx and Wellnitz [STOC 2024]. Our result also holds for counting modulo fixed primes. If at most graphs on k vertices satisfy Φ, for some ε > 0, then ETH rules out an exponent of . This holds even when the graphs in Φ have arbitrary individual weights, generalizing previous results for hereditary properties by Focke and Roth [SIAM J. Comput. 2024] up to a factor in the exponent.If Φ only depends on the number of edges, then the optimal exponent under ETH is Ω(k ). This improves on an lower bound by Roth, Schmitt and Wellnitz [FOCS 2020].In all cases, we also obtain #W[1]-hardness if k is part of the input and considered as the parameter. We also obtain lower bounds on the Weisfeiler-Leman dimension.Our results follow from relatively straightforward Fourier analysis, as opposed to the nontrivial techniques from combinatorics, group theory, and simplicial topology used in previous papers. Our paper subsumes most of the known #W[1]-hardness results known in the area, often with tighter lower bounds under ETH

    Fast Deterministic Chromatic Number under the Asymptotic Rank Conjecture

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    In this paper we further explore the recently discovered connection by Björklund and Kaski [STOC 2024] and Pratt [STOC 2024] between the asymptotic rank conjecture of Strassen [Progr. Math. 1994] and the three-way partitioning problem. We show that under the asymptotic rank conjecture, the chromatic number of an n-vertex graph can be computed deterministically in O (1.99982n ) time, thus giving a conditional answer to a question of Zamir [ICALP 2021], and questioning the optimality of the 2n poly(n ) time algorithm for chromatic number by Björklund, Husfeldt, and Koivisto [SICOMP 2009].Viewed in the other direction, if chromatic number indeed requires deterministic algorithms to run in close to 2n time, we obtain a sequence of explicit tensors of superlinear rank, falsifying the asymptotic rank conjecture.Our technique is a combination of earlier algorithms for detecting k-colorings for small k and enumerating k-colorable subgraphs, with an extension and derandomisation of Pratt’s tensor-based algorithm for balanced three-way partitioning to the unbalanced case

    Workshop on Advances in Cloud Data Management

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    The BTW 2025 Workshop on Advances in Cloud Data Management explored recent developments and future directions in cloud data management. Speakers discussed advancements in data warehousing, query optimization, and data pipeline architectures to enhance performance and efficiency in cloud environments. The workshop also addressed challenges in managing data for modern software architectures, such as event-driven microservices, and the complexities of decomposing database systems. Additionally, presentations covered the potential of serverless computing for cost-efficient data processing and the importance of fine-grained access control for data governance.We want to thank all speakers for delivering highly interesting talks and for making this workshop a success.<br/

    The Eighth Rhetoric of Play

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    To Brian Sutton-Smith’s catalogue of seven play rhetorics in his influential work, The Ambiguity of Play, the author adds an eighth category—the rhetoric of computational play, connecting the research field of game studies with other forms of play studies. By proposing this rhetoric, Sicart seeks to consolidate the relation between game studies and play studies

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