19200 research outputs found
Sort by
EU nationals' criminal deportations in the UK: embracing disempowerment as ethics and methodology
This chapter offers reflections on the role of disempowerment from the perspective of the researcher in designing and conducting research with deportees. It is based on a period of mixed-methods fieldwork in 2018-19 concerning EU nationals with criminal convictions in the UK. The disempowerment of deportees has extensively been studied in the literature. Here we focus on how it affects the relationship between researcher and deportee, and how it impacts the fieldwork methodologically. We demonstrate that disempowerment has implications for the deployment and perceived usefulness of researcher expertise, as well as for the positionality of the researcher as they approach the field from the position of solidarity. I also reflect on the concrete methodological implications disempowerment has on accessing a field so violently guarded by gatekeepers. It often requires significant methodological ingenuity and bravery in identifying alternative voices and alternative sites for conducting fieldwork in the absence of the deportee
Machine Learning-Based Restoration Forecast with Predictive Power Outage for Diverse Power Outage Scenarios
A Systematic Review of Model-Driven Game Development Studies
© 2024, [IEEE]. This is an author produced version of a paper published in IEEE Transactions on Games uploaded in accordance with the publisher’s self- archiving policy. The final published version (version of record) is available online at the link. Some minor differences between this version and the final published version may remain. We suggest you refer to the final published version should you wish to cite from it. Model-driven game development (MDGD) leverages the concept of model-driven engineering and game development. The focus of MDGD is to automate the game development process by emphasizing a higher level of abstraction, which will make game development faster and easier. In recent years, researchers in the MDGD community have developed several approaches in this domain. The goal of this paper is to survey and classify existing works in MDGD, identify the challenges in this domain, and provide promising future research directions. To achieve this, we conducted a systematic review by selecting 43 articles from a set of 849. The results show that MDE techniques are used to develop games in various genres. 42% of the investigated studies proposed a graphical concrete syntax for game specification and 56% of them used different target environment tools such as Unity Engine. Moreover, our suggestions include taking advantage of tooling environments and focusing on game components rather than a complete game
Augmented Statistics of Quaternion Random Variables: A lynchpin of quaternion learning machines
Learning machines for vector sensor data are naturally developed in the quaternion domain and are underpinned by quaternion statistics. To this end, we revisit the “augmented” representation basis for discrete quaternion random variables (RVs) qa[n], i.e., [q[n]qı[n]qȷ[n]qκ[n]], and demonstrate its pivotal role in the treatment of the generality of quaternion RVs. This is achieved by a rigorous consideration of the augmented quaternion RV and by involving the additional second-order statistics, besides the traditional covariance E{q[n]q∗[n]} [1]. To illuminate the usefulness of quaternions, we consider their most well-known application—3D orientation—and offer an account of augmented statistics for purely imaginary (pure) quaternions. The quaternion statistics presented here can be exploited in the analysis of existing and the development of novel statistical machine learning methods, hence acting as a lynchpin for quaternion learning machines
From Physical Sensation to Digital Presentation: Exploring Interdisciplinary World Building
This chapter is a sharing of the working process towards the development of a method for the creation of dances and dance events for fictional futuristic digital societies within a Massive Multi-player Online (MMO) gaming community. Establishing it as the new field of Ludochoreology the authors will explore the process of engaging with the process of movement and dances created for, and found within, online digital games. From a practice-as–research perspective, it highlights the collaboration between dance, music, and visual artists. It explores a variety of aspects related to physical and digital dance and movement creation and interaction for fictional dance cultures, its relationship with kinaesthetic empathy, and aspects of choreographic representation, in order to explore how the iterative dialogue of “making” informs, transforms and directs creative processes (Ingold, 2013). The outcomes include the development of a range of dance activities and performative events that will take place in both the digital and physical worlds. These physical products will help to materialise the games’ concept art and musical compositions, allowing for the kinaesthetic experience to feed back into the “world building” process, where the tacit knowledge is informing the ‘details and nuance in(to)the fictional world’ (Hergenrader 2011:104). The research process therefore is a symbiosis of both practice and product that will influence the future of physical representation and interactions within game design, revealing through the creative process, questions and issues related to movement representation and cultivation, as well as producer/user interface.Key Words: Ludochoreology, World Building, Digital Dance, Kinaesthetic Empathy, Game Desig