The simulation of melee combat is central to many contemporary and traditional strategic games and simulations. In order to elevate this element of play from mere exercises of stats-comparison and dice rolling to a meaningful experience of play, strategy games rely on a rich plethora of cultural motives as deciding factors of their mechanic design. On the example of Samurai-themed skirmishing games, my talk elaborates on the impact that (popular) culture and other inspirations have on gaming experiences. It provides concrete examples from Japanese history, its traditional cinema, and postmodern Western reflections of Japanese cultural practices. Based on these insights, it compares four tabletop strategy games, muses on which phenomena they have adapted in their mechanics, and asks why or why not they may succeed in capturing a cultural essence via their rules.
Ultimately, this comparative approach shall serve to decipher the interplay of dice mechanics and aesthetic properties as the longing for a dramatic ideal in tabletop gaming and encourage participants to reflect on the idea in a subsequent, shared gaming experience.
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Discursive Game Design or: Game Design as Cultural PracticeStefan Werning
The slides outline Discursive Game Design as a conceptual framework, that frames game design in four distinct ways: a) as cultural practice, b) as play, c) as persuasive communication, and d) as a research heuristic in its own right.
A presentation composed by Nicholas A. Rose and Nicolaus Miller regarding the topic of video games and literacy.
Presented at Millersville University of Pennsylvania, October 2013 for the course English 331: Film and Media in the Secondary Classroom.
8210 636 PMRichard A. Bartle Players Who Suit MUDsPage.docxrobert345678
8/2/10 6:36 PMRichard A. Bartle: Players Who Suit MUDs
Page 1 of 27http://www.mud.co.uk/richard/hcds.htm
Players Who Suit MUDs
A translation of this article into Russian is available here.
A translation of this article into Chinese is available here.
HEARTS, CLUBS, DIAMONDS, SPADES:
PLAYERS WHO SUIT MUDS
Richard Bartle[1]
MUSE Ltd, Colchester, Essex.
United Kingdom.
[email protected]
ABSTRACT
Four approaches to playing MUDs are identified and described. These approaches may arise from
the inter-relationship of two dimensions of playing style: action versus interaction, and world-
oriented versus player-oriented. An account of the dynamics of player populations is given in
terms of these dimensions, with particular attention to how to promote balance or equilibrium.
This analysis also offers an explanation for the labelling of MUDs as being either "social" or
"gamelike".
PREFACE
Most MUDs can trace their lineage directly back to Trubshaw's 1978 game (Bartle, 1990b; Burka,
1995) and, perhaps because of this heritage, the vast majority are regarded as "games" by their
"players". For the convenience of its readers, this paper continues to view MUDs in this tradition;
however, it should be noted that MUDs can be of considerable value in non-game (ie. "serious")
applications (Bruckman, 1994a; Kort, 1991; Bruckman & Resnick, 1993; Curtis & Nichols, 1993;
Evard, 1993; Fanderclai, 1995; Riner & Clodius, 1995; Moock, 1996). Indeed, the thrust of this
paper emphasises those factors which should be borne in mind when attempting to create a stable
MUD in general, whatever the application; it is only the terminology which is that of "fun"
MUDs, not the subject matter. In any case, even those MUDs which are built, from the ground up,
to be absolutely straight are still treated by users as if they were games in some respects, eg. by
choosing whimsical names rather than using their real ones (Roush, 1993).
http://www.mud.co.uk/richard/hcds.htm#Roush,%201993
http://dtf.ru/articles/read.php?id=44593
http://www.joynb.net/resource/hcdsc.htm
http://www.mud.co.uk/richard/hcds.htm#1
mailto:[email protected]
http://www.mud.co.uk/richard/hcds.htm#Bartle,%201990b
http://www.mud.co.uk/richard/hcds.htm#Burka,%201995
http://www.mud.co.uk/richard/hcds.htm#Bruckman,%201994a
http://www.mud.co.uk/richard/hcds.htm#Kort,%201991
http://www.mud.co.uk/richard/hcds.htm#Bruckman%20&%20Resnick,%201993
http://www.mud.co.uk/richard/hcds.htm#Curtis%20&%20Nichols,%201993
http://www.mud.co.uk/richard/hcds.htm#Evard,%201993
http://www.mud.co.uk/richard/hcds.htm#Fanderclai,%201995
http://www.mud.co.uk/richard/hcds.htm#Riner%20&%20Clodius,%201995
http://www.mud.co.uk/richard/hcds.htm#Moock,%201996
8/2/10 6:36 PMRichard A. Bartle: Players Who Suit MUDs
Page 2 of 27http://www.mud.co.uk/richard/hcds.htm
It is worthwhile considering for a moment whether MUDs (as they are generally played) really are
games, or whether they're something else. People have many recreational activiti.
'Killer Games' VS 'We Will Fund Violence' The Perception of Digital Games an...Jens
A snapshot of my thesis on why Germans and Australians perceive mass culture differently (including digital games). Some important parts are missing but it should still give you a clue of the approach and general direction of the thesis.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
A recent direction in Business Process Management studied methodologies to control the execution of Business Processes under several sources of uncertainty in order to always get to the end by satisfying all constraints. Current approaches encode business processes into temporal constraint networks or timed game automata in order to exploit their related strategy synthesis algorithms. However, the proposed encodings can only synthesize single-strategies and fail to handle loops. To overcome these limits I will discuss a recent approach based on supervisory control. The approach considers structured business processes with resources, parallel and mutually exclusive branches, loops, and uncertainty. I will discuss an encoding into finite state automata and prove that their concurrent behavior models exactly all possible executions of the process. After that, I will introduce tentative commitment constraints as a new class of constraints restricting the executions of a process. Finally, I will discuss a tree decomposition of the process that plays a central role in modular supervisory control.
In his ignite talk „The Digital Transformation of Education: A Hyper-Disruptive Era through Blockchain and Generative AI,“ Dr. Alexander Pfeiffer delves into the intricate challenges and potential benefits associated with integrating blockchain technologies and generative AI into the educational landscape. He scrutinizes consensus algorithms and explores sustainable methods of operating blockchain systems, while also examining how smart contracts and transactions can be tailored to meet the specific needs of the educational sector. Alexander underscores the importance of establishing secure digital identities and ensuring robust data protection, while simultaneously casting a critical eye on potential risks and vulnerabilities. The topic of digital identities, facilitated through tokenization, forms a bridge between storing data using blockchain-based databases and the increasingly urgent need for content verification of AI-generated material.
Alexander explores the profound alterations occurring in teaching methodologies, assignment creation, and evaluation processes, shedding light on the hyper-disruptive impact these changes are having on both research and practical applications in education. The production of textual content by educators and students is analyzed with a focus on ensuring clear traceability of content sources and editors, and its proper citation, a critical aspect in the responsible use of AI. In addition to generative text and graphics, AI plays a crucial role in future learning and assignment practices, particularly through adaptive game-based learning and assessment. Alexander will provide a brief glimpse into his game „Gallery-Defender,“ a prototype demonstrating how AI and blockchain can be effectively implemented in serious gaming scenarios.
Furthermore, he emphasizes the imperative for ongoing education and professional development for educational personnel, advocating for a proactive stance in addressing the (legal) challenges associated with AI-generated images and text. This ignite talk aims to provide a balanced and critically reflective perspective on hyper-disruptive technologies, setting the stage for further discourse and exploration in the subsequent discussion.
How does a development team expand on an already existing game?
We will look at the two community driven and committee led expansions to the abandoned Tabletop game 'GuildBall' and explore the stages of development that the game went through. The art and lore driven approach employed will show us how rough sketches and concept ideas become a fully fledged ruleset and ultimately miniatures that can be put on the table. We will also explore pitfalls in rules design like over complicating abilities, the lack of streamlining across the game or simply creating expansions who break the game instead of the mold.
Exploring the development and production pipelines for miniatures in the tabletop wargaming industry. Including a look at the career route taken by the speaker, a case study on developing anatomical archetypes for consistent design outcomes, and a brief look at the various production methods available to the industry.
In recent years, we have experienced an exponential growth in the amount of data generated by IoT devices. Data have to be processed strict low latency constraints, that cannot be addressed by conventional computing paradigm and architectures. On top of this, if we consider that we recently hit the limit codified by the Moore’s law, satisfying low-latency requirements of modern applications will become even more challenging in the future. In this talk, we discuss challenges and possibilities of heterogeneous distributed systems in the Post-Moore era.
In the modern world, we are permanently using, leveraging, interacting with, and relying upon systems of ever higher sophistication, ranging from our cars, recommender systems in eCommerce, and networks when we go online, to integrated circuits when using our PCs and smartphones, security-critical software when accessing our bank accounts, and spreadsheets for financial planning and decision making. The complexity of these systems coupled with our high dependency on them implies both a non-negligible likelihood of system failures, and a high potential that such failures have significant negative effects on our everyday life. For that reason, it is a vital requirement to keep the harm of emerging failures to a minimum, which means minimizing the system downtime as well as the cost of system repair. This is where model-based diagnosis comes into play.
Model-based diagnosis is a principled, domain-independent approach that can be generally applied to troubleshoot systems of a wide variety of types, including all the ones mentioned above. It exploits and orchestrates techniques for knowledge representation, automated reasoning, heuristic problem solving, intelligent search, learning, stochastics, statistics, decision making under uncertainty, as well as combinatorics and set theory to detect, localize, and fix faults in abnormally behaving systems.
In this talk, we will give an introduction to the topic of model-based diagnosis, point out the major challenges in the field, and discuss a selection of approaches from our research addressing these challenges. For instance, we will present methods for the optimization of the time and memory performance of diagnosis systems, show efficient techniques for a semi-automatic debugging by interacting with a user or expert, and demonstrate how our algorithms can be effectively leveraged in important application domains such as scheduling or the Semantic Web.
Function-as-a-Service (FaaS) is the latest paradigm of cloud computing in which developers deploy their codes as serverless functions, while the entire underlying platform and infrastructure is completely managed by cloud providers. Each cloud provider offers a huge set of cloud services and many libraries to simplify development and deployment, but only inside their clouds, often in a single cloud region. With such „help“ of cloud providers, users are locked to use resources and services of the selected cloud provider, which are often limited. Moreover, such heterogeneous and distributed environment of multiple cloud regions and providers challenge scientists to engineer cloud applications, often in a form of serverless workflows. In this talk, I will present our design principle „code once, run everywhere, with everything“. In particular, I will present challenges and our approaches and techniques how to program, model, orchestrate, and run distributed serverless workflow applications in federated FaaS.
As the network softwarization trend started by SDN and NFV keeps evolving, the hardware/software continuum becomes more relevant than ever, offering new offloading/acceleration opportunities at node and network-wide scales. This talk will review evolving transformations behind network softwarization with a special focus on network refactoring and offloading trends leading to “fluid networks planes”, characterized by multiple candidate options for the specific HW/SW embodiment and the location of chained network functions, from the edge to core, from one administrative provider to another, from programmable silicon to portable lightweight virtualized containers. The talk will overview concrete examples from the literature with a special focus on the role of Machine Learning to assist key (automated) decision-making steps. Lastly, the talk will conclude with a glimpse on ongoing ML work applied to Youtube video QoE prediction in live 5G networks.
The dynamics of networks enables the function of a variety of systems we rely on every day, from gene regulation and metabolism in the cell to the distribution of electric power and communication of information. Understanding, steering and predicting the function of interacting nonlinear dynamical systems, in particular if they are externally driven out of equilibrium, relies on obtaining and evaluating suitable models, posing at least two major challenges. First, how can we extract key structural system features of networks if only time series data provide information about the dynamics of (some) units? Second, how can we characterize nonlinear responses of nonlinear multi-dimensional systems externally driven by fluctuations, and consequently, predict tipping points at which normal operational states may be lost? Here we report recent progress on nonlinear response theory extended to predict tipping points and on model-free inference of network structural features from observed dynamics.
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Similar to A Game of Chess is Like a Swordfight.pdf
Discursive Game Design or: Game Design as Cultural PracticeStefan Werning
The slides outline Discursive Game Design as a conceptual framework, that frames game design in four distinct ways: a) as cultural practice, b) as play, c) as persuasive communication, and d) as a research heuristic in its own right.
A presentation composed by Nicholas A. Rose and Nicolaus Miller regarding the topic of video games and literacy.
Presented at Millersville University of Pennsylvania, October 2013 for the course English 331: Film and Media in the Secondary Classroom.
8210 636 PMRichard A. Bartle Players Who Suit MUDsPage.docxrobert345678
8/2/10 6:36 PMRichard A. Bartle: Players Who Suit MUDs
Page 1 of 27http://www.mud.co.uk/richard/hcds.htm
Players Who Suit MUDs
A translation of this article into Russian is available here.
A translation of this article into Chinese is available here.
HEARTS, CLUBS, DIAMONDS, SPADES:
PLAYERS WHO SUIT MUDS
Richard Bartle[1]
MUSE Ltd, Colchester, Essex.
United Kingdom.
[email protected]
ABSTRACT
Four approaches to playing MUDs are identified and described. These approaches may arise from
the inter-relationship of two dimensions of playing style: action versus interaction, and world-
oriented versus player-oriented. An account of the dynamics of player populations is given in
terms of these dimensions, with particular attention to how to promote balance or equilibrium.
This analysis also offers an explanation for the labelling of MUDs as being either "social" or
"gamelike".
PREFACE
Most MUDs can trace their lineage directly back to Trubshaw's 1978 game (Bartle, 1990b; Burka,
1995) and, perhaps because of this heritage, the vast majority are regarded as "games" by their
"players". For the convenience of its readers, this paper continues to view MUDs in this tradition;
however, it should be noted that MUDs can be of considerable value in non-game (ie. "serious")
applications (Bruckman, 1994a; Kort, 1991; Bruckman & Resnick, 1993; Curtis & Nichols, 1993;
Evard, 1993; Fanderclai, 1995; Riner & Clodius, 1995; Moock, 1996). Indeed, the thrust of this
paper emphasises those factors which should be borne in mind when attempting to create a stable
MUD in general, whatever the application; it is only the terminology which is that of "fun"
MUDs, not the subject matter. In any case, even those MUDs which are built, from the ground up,
to be absolutely straight are still treated by users as if they were games in some respects, eg. by
choosing whimsical names rather than using their real ones (Roush, 1993).
http://www.mud.co.uk/richard/hcds.htm#Roush,%201993
http://dtf.ru/articles/read.php?id=44593
http://www.joynb.net/resource/hcdsc.htm
http://www.mud.co.uk/richard/hcds.htm#1
mailto:[email protected]
http://www.mud.co.uk/richard/hcds.htm#Bartle,%201990b
http://www.mud.co.uk/richard/hcds.htm#Burka,%201995
http://www.mud.co.uk/richard/hcds.htm#Bruckman,%201994a
http://www.mud.co.uk/richard/hcds.htm#Kort,%201991
http://www.mud.co.uk/richard/hcds.htm#Bruckman%20&%20Resnick,%201993
http://www.mud.co.uk/richard/hcds.htm#Curtis%20&%20Nichols,%201993
http://www.mud.co.uk/richard/hcds.htm#Evard,%201993
http://www.mud.co.uk/richard/hcds.htm#Fanderclai,%201995
http://www.mud.co.uk/richard/hcds.htm#Riner%20&%20Clodius,%201995
http://www.mud.co.uk/richard/hcds.htm#Moock,%201996
8/2/10 6:36 PMRichard A. Bartle: Players Who Suit MUDs
Page 2 of 27http://www.mud.co.uk/richard/hcds.htm
It is worthwhile considering for a moment whether MUDs (as they are generally played) really are
games, or whether they're something else. People have many recreational activiti.
'Killer Games' VS 'We Will Fund Violence' The Perception of Digital Games an...Jens
A snapshot of my thesis on why Germans and Australians perceive mass culture differently (including digital games). Some important parts are missing but it should still give you a clue of the approach and general direction of the thesis.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
A recent direction in Business Process Management studied methodologies to control the execution of Business Processes under several sources of uncertainty in order to always get to the end by satisfying all constraints. Current approaches encode business processes into temporal constraint networks or timed game automata in order to exploit their related strategy synthesis algorithms. However, the proposed encodings can only synthesize single-strategies and fail to handle loops. To overcome these limits I will discuss a recent approach based on supervisory control. The approach considers structured business processes with resources, parallel and mutually exclusive branches, loops, and uncertainty. I will discuss an encoding into finite state automata and prove that their concurrent behavior models exactly all possible executions of the process. After that, I will introduce tentative commitment constraints as a new class of constraints restricting the executions of a process. Finally, I will discuss a tree decomposition of the process that plays a central role in modular supervisory control.
In his ignite talk „The Digital Transformation of Education: A Hyper-Disruptive Era through Blockchain and Generative AI,“ Dr. Alexander Pfeiffer delves into the intricate challenges and potential benefits associated with integrating blockchain technologies and generative AI into the educational landscape. He scrutinizes consensus algorithms and explores sustainable methods of operating blockchain systems, while also examining how smart contracts and transactions can be tailored to meet the specific needs of the educational sector. Alexander underscores the importance of establishing secure digital identities and ensuring robust data protection, while simultaneously casting a critical eye on potential risks and vulnerabilities. The topic of digital identities, facilitated through tokenization, forms a bridge between storing data using blockchain-based databases and the increasingly urgent need for content verification of AI-generated material.
Alexander explores the profound alterations occurring in teaching methodologies, assignment creation, and evaluation processes, shedding light on the hyper-disruptive impact these changes are having on both research and practical applications in education. The production of textual content by educators and students is analyzed with a focus on ensuring clear traceability of content sources and editors, and its proper citation, a critical aspect in the responsible use of AI. In addition to generative text and graphics, AI plays a crucial role in future learning and assignment practices, particularly through adaptive game-based learning and assessment. Alexander will provide a brief glimpse into his game „Gallery-Defender,“ a prototype demonstrating how AI and blockchain can be effectively implemented in serious gaming scenarios.
Furthermore, he emphasizes the imperative for ongoing education and professional development for educational personnel, advocating for a proactive stance in addressing the (legal) challenges associated with AI-generated images and text. This ignite talk aims to provide a balanced and critically reflective perspective on hyper-disruptive technologies, setting the stage for further discourse and exploration in the subsequent discussion.
How does a development team expand on an already existing game?
We will look at the two community driven and committee led expansions to the abandoned Tabletop game 'GuildBall' and explore the stages of development that the game went through. The art and lore driven approach employed will show us how rough sketches and concept ideas become a fully fledged ruleset and ultimately miniatures that can be put on the table. We will also explore pitfalls in rules design like over complicating abilities, the lack of streamlining across the game or simply creating expansions who break the game instead of the mold.
Exploring the development and production pipelines for miniatures in the tabletop wargaming industry. Including a look at the career route taken by the speaker, a case study on developing anatomical archetypes for consistent design outcomes, and a brief look at the various production methods available to the industry.
In recent years, we have experienced an exponential growth in the amount of data generated by IoT devices. Data have to be processed strict low latency constraints, that cannot be addressed by conventional computing paradigm and architectures. On top of this, if we consider that we recently hit the limit codified by the Moore’s law, satisfying low-latency requirements of modern applications will become even more challenging in the future. In this talk, we discuss challenges and possibilities of heterogeneous distributed systems in the Post-Moore era.
In the modern world, we are permanently using, leveraging, interacting with, and relying upon systems of ever higher sophistication, ranging from our cars, recommender systems in eCommerce, and networks when we go online, to integrated circuits when using our PCs and smartphones, security-critical software when accessing our bank accounts, and spreadsheets for financial planning and decision making. The complexity of these systems coupled with our high dependency on them implies both a non-negligible likelihood of system failures, and a high potential that such failures have significant negative effects on our everyday life. For that reason, it is a vital requirement to keep the harm of emerging failures to a minimum, which means minimizing the system downtime as well as the cost of system repair. This is where model-based diagnosis comes into play.
Model-based diagnosis is a principled, domain-independent approach that can be generally applied to troubleshoot systems of a wide variety of types, including all the ones mentioned above. It exploits and orchestrates techniques for knowledge representation, automated reasoning, heuristic problem solving, intelligent search, learning, stochastics, statistics, decision making under uncertainty, as well as combinatorics and set theory to detect, localize, and fix faults in abnormally behaving systems.
In this talk, we will give an introduction to the topic of model-based diagnosis, point out the major challenges in the field, and discuss a selection of approaches from our research addressing these challenges. For instance, we will present methods for the optimization of the time and memory performance of diagnosis systems, show efficient techniques for a semi-automatic debugging by interacting with a user or expert, and demonstrate how our algorithms can be effectively leveraged in important application domains such as scheduling or the Semantic Web.
Function-as-a-Service (FaaS) is the latest paradigm of cloud computing in which developers deploy their codes as serverless functions, while the entire underlying platform and infrastructure is completely managed by cloud providers. Each cloud provider offers a huge set of cloud services and many libraries to simplify development and deployment, but only inside their clouds, often in a single cloud region. With such „help“ of cloud providers, users are locked to use resources and services of the selected cloud provider, which are often limited. Moreover, such heterogeneous and distributed environment of multiple cloud regions and providers challenge scientists to engineer cloud applications, often in a form of serverless workflows. In this talk, I will present our design principle „code once, run everywhere, with everything“. In particular, I will present challenges and our approaches and techniques how to program, model, orchestrate, and run distributed serverless workflow applications in federated FaaS.
As the network softwarization trend started by SDN and NFV keeps evolving, the hardware/software continuum becomes more relevant than ever, offering new offloading/acceleration opportunities at node and network-wide scales. This talk will review evolving transformations behind network softwarization with a special focus on network refactoring and offloading trends leading to “fluid networks planes”, characterized by multiple candidate options for the specific HW/SW embodiment and the location of chained network functions, from the edge to core, from one administrative provider to another, from programmable silicon to portable lightweight virtualized containers. The talk will overview concrete examples from the literature with a special focus on the role of Machine Learning to assist key (automated) decision-making steps. Lastly, the talk will conclude with a glimpse on ongoing ML work applied to Youtube video QoE prediction in live 5G networks.
The dynamics of networks enables the function of a variety of systems we rely on every day, from gene regulation and metabolism in the cell to the distribution of electric power and communication of information. Understanding, steering and predicting the function of interacting nonlinear dynamical systems, in particular if they are externally driven out of equilibrium, relies on obtaining and evaluating suitable models, posing at least two major challenges. First, how can we extract key structural system features of networks if only time series data provide information about the dynamics of (some) units? Second, how can we characterize nonlinear responses of nonlinear multi-dimensional systems externally driven by fluctuations, and consequently, predict tipping points at which normal operational states may be lost? Here we report recent progress on nonlinear response theory extended to predict tipping points and on model-free inference of network structural features from observed dynamics.
When it comes to integrating digital technologies into the classroom in higher education, many teachers face similar challenges. Nevertheless, it is difficult for teachers to share experiences because it is usually not possible to transfer successful teaching scenarios directly from one area to another, as subject-specific characteristics make it difficult to reuse them. To address this problem, instructional scenarios can be described as patterns that have been used previously in educational contexts. Patterns can capture proven teaching strategies and describe instructional scenarios in a consistent structure that can be reused. Because priorities for content, methods, and tools are different in each domain, a consensus-tested taxonomy was first developed with the goal of modeling a domain-independent database to collect digital instructional practices. In addition, this presentation will present preliminary insights into a data-driven approach to identifying effective instructional practices from interdisciplinary data as patterns. A web-based application will be developed for this that can both collect teaching/learning scenarios and individually extract scenarios from patterns for a learning platform.
The advent of fog and edge computing has prompted predictions that they will take over the traditional cloud for information processing and knowledge extraction in Internet of Things (IoT) systems. Notwithstanding the fact that fog and edge computing have undoubtedly large potential, these predictions are probably oversimplified and wrongly portray the relations between cloud, fog and edge computing.
Concretely, fog and edge computing have been introduced as an extension of the cloud services towards the data sources, thus forming the computing continuum. The computing continuum enables the creation of a new type of services, spanning across distributed infrastructures, supporting various IoT applications. These applications have a large spectrum of requirements, burdensome to meet with "distant'' cloud data centers. However, the introduction of the computing continuum raises multiple challenges for management, deployment and orchestration of complex distributed applications, such as: increased network heterogeneity, limited resource capacity of edge devices, fragmented storage management, high mobility of edge devices and limited support of native monolithic applications. These challenges primarily concern the complexity and the large diversity of the devices, managed by different entities (cloud providers, universities, private institutions), which range from single-board computers such as Raspberry Pis to powerful multi-processor servers.
Therefore, in this talk, we will discuss novel algorithms for low latency, scalable, and sustainable computing over heterogeneous resources for information processing and reasoning, thus enabling transparent integration of IoT applications. We will tackle the heterogeneity challenge of dynamically changing topologies of the computing infrastructure and present a novel concept for sustainable processing at scale.
East-west oriented photovoltaic power system is a new trend in orienting photovoltaic system. This lecture presents an evaluation of east–west oriented photovoltaic power system. A comparison between east–west oriented photovoltaic system and south oriented photovoltaic system in terms of cost of energy and technical requirement is conducted is presented in this lecture. In addition to that, the benefits of using east–west oriented photovoltaic system are discussed in this paper.
Randomized Signature or random feature selection are two instances of machine learning, where randomly chosen structures appear to be highly expressive. We analyze several aspects of the theory behind it, show that these structures have several theoretically attractive properties and introduce two classes of examples from finance (joint works with Christa Cuchiero, Lukas Gonon, Lyudmila Grigoryeva, Martin Larsson, and Juan-Pablo Ortega).
We live in a “digital” world, the separation between physical and virtual makes (almost) no sense anymore. Here, the Corona pandemic has also acted as an accelerator/magnifier demonstrating that the future of our digital society is here with all its possibilities, but also shortcomings.
In his talk, Hannes Werthner will briefly reflect on the history of computer science, and then discuss the need for an interdisciplinary response to these shortcomings. Such an answer is the Digital Humanism, which looks at this interplay of technology and humankind, it analyzes, and, most importantly, tries to influence the complex interplay of technology and humankind, for a better society and life. In the second part he will discuss this approach, and show what was achieved since its first workshop in 2019, and what lies ahead.
In the latest years, we have witnessed a growing number of media transmitted and stored on computers and mobile devices. For this reason, there is an actual need to employ smart compression algorithms to reduce the size of our media files. However, such techniques are often responsible for severe reduction of user perceived quality. In this talk we present several approaches we have developed to restore degraded images and videos to match their original quality, making use of Generative Adversarial Networks. The aim of the talk is to highlight the main features of our research work, including the advantages of our solution, the current challenges and the possible directions for future improvements.
Recommendation systems today are widely used across many applications such as in multimedia content platforms, social networks, and ecommerce, to provide suggestions to users that are most likely to fulfill their needs, thereby improving the user experience. Academic research, to date, largely focuses on the performance of recommendation models in terms of ranking quality or accuracy measures, which often don’t directly translate into improvements in the real-world. In this talk, we present some of the most interesting challenges that we face in the personalization efforts at Netflix. The goal of this talk is to sunshine challenging research problems in industrial recommendation systems and start a conversation about exciting areas of future research.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
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During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
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The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
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Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
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Sectoral targets and attacks as well as the cost of ransom
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Major cyber events in 2024
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A Game of Chess is Like a Swordfight.pdf
1. A Game of Chess is
Like a Swordfight
Melee Combat and the Dramatic Ideal in Contemporary Tabletop Gaming
I. On Tabletop Strategy Gaming
II. On the Dramatic Ideal
III. On the Case Studies: Samurai-Themed Skirmishers
IV. On Design and Research Purpose
3. From Simulation to Simulacrum Following Barthes 1964
(Left: Prussian Kriegsspiel, photo by Matthew Kirschenbaum. Right: Warmaster Revolution, photo by Helmut Kovac)
4. Melee Combat in Tabletop Gaming
• Combat a central component of direct, strategic player engagement
• Usually elementary, even if win conditions are not combat related
• Dice-based, i.e. rooted in the physical “ability of the player to directly
manipulate, understand and experience game systems themselves”
(Klug 2011, 41)
• Rolling dice an act of imaginative, situational, and audible representation
(Carter, Harrop, and Gibbs 2014, 14-19)
• May employ additional tools (e.g. cards)
• Intended to convey the essence of confrontation via gameplay
• Challenging designers to combine transparency, uncertainty, replication…
5. The Dramatic Ideal
Every step of a tabletop game’s turn sequence is the
mechanic abstraction (the ideal) of a meaningful,
symbolic reenactment (the drama).
The dramatic ideal is the ludo-narrative concordance of
these layers that are intended to provide an experience
representing the events happening in the game.
6. The Dramatic Ideal on the Example of
Melee in Samurai-Themed Skirmishers
From Japanese restaurations
• History, tradition, and lore
• E.g. the ‘one-cut’ dogma of Iaido (Suino 1994, 3)
• The aesthetic and narrative repertoire of Chanbara films
• Small-scale battles, archetypical characters, key scenes in fights…
From Western revisionisms
• The post-war glorification of Bushido ethics (cf. Hurst 1990)
• Pop-cultural hijacking of Afro-orientalism (cf. McLeod 2013)
• “Martial arts in its ideal form is nothing if not cool” (Hewitt 2008, 273)
7. A Comparison of Samurai-Themed
Skirmishers and their Melee Combat
Dice used D6 Six-sided special dice D6 D6
Movement Charge into melee
(high risk, high reward)
Move into melee
(low risk, low reward)
Must charge to attack
(not move)
Charge into melee
Move into melee
Opportunity charges
Challenge enemies
Must move to attack
(not run)
Action Steps
Simultaneous
Determine dice pool, boost
Choose weapon and attack
Opposing roll
(player vs. player)
Compare attack/defence successes
(Base die, + support, - ones)
Fixed order
Attacker determines dice pool
Attacker rolls test
(Three of a kind to strike)
Defender determines dice pool
Defender rolls test
(If activations left)
Simultaneous
Both players determine attack pool
Both players roll test
(+4 to succeed)
Compare successes
Mixed
Allocate combat counter pool
(Attack and defence)
Determine initiative
Attacker removes counter, rolls die
Defender may boost
Attacker may boost
Subtract defence from attack for result
Uncertainty
Bluffing
(Dice Allocation, attack choice)
Bluffing
(Pool allocation, boosting, passing)
(Terminology following
Engelstein and Shalev 2020)
8. I Wrestled a Bear Once…
Thinking of turn sequence steps in terms
of dramatic ideals allows…
… to brainstorm on representation
… to dissect the purpose of mechanics
… to evaluate their contribution to a
game’s experience
(… to reflect what experience you want to create)
9. Sources Cited
• Barthes, Roland. 1966. “Die strukturalistische Tätigkeit.” In Kursbuch 5. http://nina.ort.userweb.mwn.de/barthes.html.
• Carter, Marcus, Harrop, Mitchell, and Martin Gibbs. 2014. “The Roll of the Dice in Warhammer 40,000.” In: ToDigra.
Physical and Digital in Games and Play, edited by Frans Mäyrä, Katriina Heljakka & Anu Seisto, 1-28. Pittsburgh: ETC Press.
• Engelstein, Geoffrey and Isaac Shalev. 2020. Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms.
London: CRC Press.
• Hewitt, Kim. 2008. “Martial Arts Is Nothing if Not Cool: Speculations on the Intersections between Martial Arts and African
American Expressive Culture.” In Afro Asia. Revolutionary Political and Cultural Connections between African Americans
and Asian Americans, edited by Fred Ho and Bill V. Mullen, 265-284. Durham: Duke University Press.
• Hurst III, G. Cameron. 1990. “Death, Honor, and Loyality: The Bushidō Ideal.” Philosophy East and West 40, no. 4: 511-527.
• Klug, Chris. “Dice as Dramaturge.” In: Tabletop. Analogue Game Design, edited by Greg Costikyan and Drew Davidson, 39-
48. Pittsburgh: ETC Press.
• McLeod, Ken. 2013. “Afro-Samurai: techno-Orientalism and contemporary hip hop” Popular Music 32: 2, 259-275.
• Suino, Nicklaus. 1994. The Art of Japanese Swordsmanship: A Manual of Eishin-Ryu Iaido. Boston: Weatherhill.