2,168 research outputs found
Citadel Programming Lab
<p>The <a href="https://citadel-programming-lab.gitlab.io/" target="_blank" rel="noopener">Citadel Programming Lab</a> is an online virtual secure coding game-based computer lab. The Lab combines a tower defence game with 6 security programming tasks. </p>
<p>The Citadel Programming Lab was developed as part of a joint interdisciplinary research between Heriot-Watt University and the Glasgow School of Art.</p>
<p>The research was supported by:</p>
<ul>
<li>NCSC-RISCS Developer-Centred Security approach in 2017-18, PI Manuel Maarek, Co-I Sandy Louchart.</li>
<li>EPSRC Secrious Project Expansion into an education virtual computer lab in 2021.</li>
<li>CyBOK Development of the link with CyBOK v1.1, packaging and dissemination in 2021-22, PI Manuel Maarek, Co-I Sheung Chi Chan.</li>
</ul>
Users and evaluation of interactive storytelling
The manuscript includes information about the objectives, methods, participation requirements and references for the Users and Evaluation of Interactive Storytelling at the 3rd International Conference on Interactive Digital Storytelling - Edinburgh 2010. © 2010 Springer-Verlag.</p
Investigating narrative modelling for digital games
In this article, we discuss the notion of context from the perspective of narrative articulation or authorial trajectories in digital games. We conduct a survey of narrative contextual considerations in digital games and investigate the possibilities for Non-Player-Characters (NPCs) to react to players accordingly, particularly with respect to narrative situations, in both a consistent and coherent fashion. After which, we then discuss the foundations of a narrative context-based model for NPCs for digital games and interactive digital narratives (IDN)
Non-discursive knowledge and the construction of identity. Potters, potting and performance at the bronze age tell of Százhalombatta, Hungary
This article explores the relationship between the making of things and the making of people at the Bronze Age tell at Százhalombatta, Hungary. Focusing on potters and potting, we explore how the performance of non-discursive knowledge was critical to the construction of social categories. Potters literally came into being as potters through repeated bodily enactment of potting skills. Potters also gained their identity in the social sphere through the connection between their potting performance and their audience. We trace degrees of skill in the ceramic record to reveal the material articulation of non-discursive knowledge and consider the ramifications of the differential acquisition of non-discursive knowledge for the expression of different kinds of potter's identities. The creation of potters as a social category was essential to the ongoing creation of specific forms of material culture. We examine the implications of altered potters' performances and the role of non-discursive knowledge in the construction of social models of the Bronze Ag
Game-enhanced learning without the cost: modding analogue games
RATIONALE
Games have been shown to be powerful complements to classroom-based education, enhancing both learning and motivation to learn. However, game design requires significant specialist knowledge, and can be very time-consuming and costly. Furthermore, transitions between instructional design and game implementation is acknowledged as lacking methodology (Hauge, et al, 2015) This hackathon focusses on how teachers can adapt existing games and effectively implement them in a variety of learning situations. By teaching teachers how to analyse widely available, inexpensive games and match game mechanics to pedagogic actions, this event will enable informed selection of games which are appropriately aligned to pedagogic goals and provide examples of how to then modify these games for particular learning outcomes.
PROPOSED ACTIVITIES
The hackathon will begin with an in depth analysis of game mechanics in a variety of mainstream board/card games using gameplay loop analysis (Guardiola, 2016) and Gamebricks (Djaouti et al, 2008). Worked examples will lead to participants undertaking their own analyses. Then, identified game mechanics will be aligned with learning behaviours using the Serious Game Mechanics card game (Hauge, et al, 2015). These activities will allow participants to practice game analysis, understand which game mechanics are most suited to encouraging particular pedagogical goals, and gain an understanding of intrinsic integration in game-based learning and its importance (Arnab, et al, 2015). In the latter half of the hackathon, participants will select a learning situation from their own practice, define their desired pedagogic behaviours, and propose a modification to an existing game to align it directly with their chosen subject. Finally, the group will work together to discuss how ‘modded’ analogue games can be most effectively integrated into teaching activity, within time and cost limitations.
By documenting the workshop and inviting participants to feed back in the months following the event, this hackathon will create a legacy of material and relationships on techniques and successes when modding existing games for learning purposes.
WHO BENEFITS
This hackathon is suitable for anyone who wants to use game-enhanced learning but does not consider themselves a game designer, or does not have the resources to design a game from scratch. The techniques learned are applicable for all levels of education from primary to post-graduate. The workshop team has significant experience of modding board games and publishing in the field of serious games and game-based learning and this hackathon builds on expertise gained in previous events.
SUMMARY
Modding existing analogue games is a fast and inexpensive way of implementing GBL in the classroom. This hackathon will showcase this technique and develop participants’ critical skills, ensuring that games are selected and modified appropriate for the best possible learning outcomes.
REFERENCES
Hauge J.M.B., Lim T., Louchart S., Stanescu I.A., Ma M., Marsh T. (2015) Game Mechanics Supporting Pervasive Learning and Experience in Games, Serious Games, and Interactive & Social Media. In: Chorianopoulos K., Divitini M., Baalsrud Hauge J., Jaccheri L., Malaka R. (eds) Entertainment Computing - ICEC 2015. Lecture Notes in Computer Science, vol 9353. Springer, Cham
Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R. and De Gloria, A. (2015), Mapping learning and game mechanics for serious games analysis. Br J Educ Technol, 46: 391–411. doi:10.1111/bjet.12113
Guardiola, E. (2016) The Gameplay Loop: a Player Activity Model for Game Design and Analysis. In: Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, ACM New York, NY, USA. doi:10.1145/3001773.3001791
Djaouti, D., Alvarez, J., Jessel, J.P., Methel, G., and Molinier, P., (2008) A Gameplay Definition through Videogame Classification. In: International Journal of Computer Games Technology, Volume 2008 (2008), Hindawi Publishing Corporation, doi:10.1155/2008/47035
Towards a crowdsourced solution for the authoring bottleneck in interactive narratives
Interactive Storytelling research has produced a wealth of technologies that can be
employed to create personalised narrative experiences, in which the audience takes
a participating rather than observing role. But so far this technology has not led
to the production of large scale playable interactive story experiences that realise
the ambitions of the field. One main reason for this state of affairs is the difficulty
of authoring interactive stories, a task that requires describing a huge amount of
story building blocks in a machine friendly fashion. This is not only technically
and conceptually more challenging than traditional narrative authoring but also a
scalability problem.
This thesis examines the authoring bottleneck through a case study and a literature
survey and advocates a solution based on crowdsourcing. Prior work has already
shown that combining a large number of example stories collected from crowd workers
with a system that merges these contributions into a single interactive story can be
an effective way to reduce the authorial burden. As a refinement of such an approach,
this thesis introduces the novel concept of Crowd Task Adaptation. It argues that in
order to maximise the usefulness of the collected stories, a system should dynamically
and intelligently analyse the corpus of collected stories and based on this analysis
modify the tasks handed out to crowd workers.
Two authoring systems, ENIGMA and CROSCAT, which show two radically different
approaches of using the Crowd Task Adaptation paradigm have been implemented and
are described in this thesis. While ENIGMA adapts tasks through a realtime dialog
between crowd workers and the system that is based on what has been learned from
previously collected stories, CROSCAT modifies the backstory given to crowd workers
in order to optimise the distribution of branching points in the tree structure that
combines all collected stories. Two experimental studies of crowdsourced authoring
are also presented. They lead to guidelines on how to employ crowdsourced authoring
effectively, but more importantly the results of one of the studies demonstrate the
effectiveness of the Crowd Task Adaptation approach
Practicalities and Ideologies, (Re)-Considering the Interactive Digital Narrative Authoring Paradigm
In this paper, we discuss the hypothetical nature of authoring
Interactive Digital Narratives (IDNs) and the formal authorial
process for this medium. We explore the current state-of-the-Art
in IDN authorial approaches and consider the perspective of a
traditional and technologically naïve author. We propose a
combination of meta-narrative and autonomous agent approaches
in a quest to democratize IDN authoring to a wider, less
technically oriented audience. In doing so, we ask fundamental
questions with regards to how the user experience can be
expressed within the authorial process. We also, as part of this
discussion, reflect on the nature of authoring IDNs and the author
him/herself
Structural analysis and parametric study ballasted track in sandy regions
The sand intrusion in railway tracks in sandy regions can significantly change the mechanical behaviour of tracks and thus threaten the safety of train operation. This paper presents substantial field tests on both sandy and clean railway tracks to study the effect of sand intrusion on the longitudinal resistance of ballast bed and the vibration behaviour of track structures. After that, a 3D multi-scale the discrete element model is developed to study the micro-contact between ballast particles and the vibration behaviour of sandy tracks during train passing in detail. Also, the effect of train speeds and axle loads on the mechanical behaviour of sandy tracks is discussed. The results show that the sand intrusion increases the vibration acceleration amplitude of rail and sleeper by 11.3% and 50.3%, while ballast bed decreases by 44.9%. Besides, the sand intrusion significantly changes the energy distribution in the track, wherein the frequencies of the highest energy of rail and sleeper are increased while that of the ballast bed is decreased. The parametric study shows the high train speed can cause the increase in overall acceleration of the ballast bed and high axle load can cause an increase in the micro-contact forces between ballast particles, diffusion angle of the contact force chain, displacements of ballast particles, acceleration of ballast particles, and sleeper displacements.Green Open Access added to TU Delft Institutional Repository 'You share, we take care!' - Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Mechanics and Physics of Structure
Crushed rock and clay amelioration of a nutrient decifient, sandy soil of Maputaland
Bibliography: leaves 57-62.Various studies have suggested the possibility that food derived through subsistence agriculture in the Mseleni region of Maputaland contributes to malnutrition within the local community, particularfy within the high proportion of the population which suffers from a severe, disabling form of osteoarthritis. This study was conducted to determine if the application of local crushed rock or black clay to these nutrient deficient, sandy soils would increase available nutrient concentrations and improve the growth of plants in the ameliorated soil
The changing role of the Chief Information Officer (CIO): an inquiry into the demands, constraints and choices of the CIO
In recent years, the impact of global forces such as the increasing pace of technological innovation and the growing affluence of emerging economies has changed the role of Information Technology (IT). New sourcing models and increasing competitive pressure have had a significant effect on the way technologies are delivered and subsequently the role of the Chief Information Officer (CIO) has gradually been migrating from one of a support role to that of playing a crucial part in the execution of corporate strategies. Whilst previous academic studies appear to be focused on the different competencies of the CIO, there have been few studies concerning how CIOs perceive their role and their future. Drawing on the various concepts from role theory, this PhD thesis constitutes the first known study aimed at presenting the role demands, constraints and the choices as perceived by the CIOs. Using a qualitative approach, 25 semi-structured interviews were conducted with both CIOs and senior IT leaders. Empirical evidence highlights the critical importance of role choices in determining what type of CIO an individual will be. It has also enabled the development of two new CIO role models; the Abeyant CIO and the Transmuted CIO. The Abeyant CIO model has been established to help understand the role enactment of CIOs who have not yet made the transition from a manager to a leader. In this scenario, it is asserted that individuals are the recipient of a role that was formulated by the role set, and that this ultimately determines the level of demands and constraints within the individual’s environment. In contrast, the transmuted CIO scenario emphasises that individuals have been through a process of self-reflection and they have made conscious choices throughout their careers that have resulted in approaching the CIO role differently. It is theorised in the transmuted CIO scenario that individuals are not the mere recipient of role set expectations and that they are actively involved in role making
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