A presentation I gave at an autumn school on serious games and contemporary AI. I address how playing games is more than just abiding by the rules: the complete interaction with the system is important for the experience.
The document discusses interactive stories and serious games for social interaction. It summarizes Jeroen Linssen's work on the Virtual Storyteller (VST), which generates stories through simulation of characters pursuing goals. VST allows for interactive stories where the player can influence the story. It also discusses using games to train social skills, with virtual characters representing theories of social interaction and providing feedback to support learning goals. Meta-techniques like "act breaks" are explored for reflecting on interactions and adapting difficulty levels.
Stranger than fiction: The power of storytelling in gamesBrightwave Group
Stories can have an amazing impact on us. Vivid descriptions of actions not only stimulate our language centre, they also activate the parts of the brain that deal with movement. Stories resonate with us - affect the way we think and the things we do. But how do we harness their power for learning?
Storytelling in learning is nothing new, but recent learning perspectives and technologies, from immersive video to branching narratives and dynamic scoring have opened the door to new levels of involvement and impact.
At the eLearning Network event held on 14th July 2016 at Avuva HQ in London, Briightwave Group's Sophie Costin shared her latest insight and experiences of working with cutting edge storytelling techniques on high profile projects with a range of global clients, exploring:
• The benefit and effect of storytelling in branching learning games.
• Elements and principles of creating an immersive branching story.
• How to create your characters, generate content and write a story for a branching, decision-based game.
This document discusses the differences and potential connections between social computer simulation and serious gaming. It explores how simulation can benefit from elements of gaming like interaction and real-time elements, while gaming can learn from the realism of simulation models. Two case studies are presented: an agent-based simulation of Beijing's population and a simulation of barge transportation strategies. While simulations provide realism, gaming adds elements of play and interaction that can engage participants. The key is finding the right balance of realism, meaning, and play.
How Usable Are You? Heather O'Neill, Blend Conference 2014pixelsforhumans
As UX professionals, we spend a lot of our time thinking about the usability of software. But how often do you stop to think about how usable you are – to your colleagues, stakeholders and peers? Many of the same considerations apply to people as to applications. So if you find that you’re not getting your points across, getting materials thrown “over the wall” to you, or not being invited to the conversations you know you should be part of… maybe it’s time for a usability review. Luckily, there are some things you can do to help your “users” gain more understanding and to produce better outcomes for everyone. We’ll cover how to more effectively interact with a team in order to get benefits for yourself and for the whole team, preventing problems down the line while making your working life much happier.
Presentation at IVA 2015 in Delft. I explain how we made a serious game for training social skills of police students and evaluated this at the Dutch Police Academy.
Tales de Mileto fue un filósofo, matemático y astrónomo griego del siglo VI a.C. considerado el primer filósofo y fundador de la escuela jónica. Se destacó en diversas áreas como comerciante, ingeniero, estadista y geómetra. En matemáticas se le atribuye haber transformado la geometría de empírica a deductiva al enunciar teoremas geométricos y establecer principios lógicos. También realizó observaciones astronómicas y predijo un eclipse solar.
El documento describe las matemáticas en el antiguo Egipto y Babilonia. Explica que los egipcios y babilonios desarrollaron conceptos matemáticos básicos como números, figuras y áreas a partir de la práctica. También describe las principales fuentes de conocimiento sobre las matemáticas egipcias y babilonias, incluidos papiros y tablillas de arcilla excavadas. Finalmente, resume los sistemas de numeración jeroglíficos y hieráticos utilizados en el antiguo Egipto.
The document discusses interactive stories and serious games for social interaction. It summarizes Jeroen Linssen's work on the Virtual Storyteller (VST), which generates stories through simulation of characters pursuing goals. VST allows for interactive stories where the player can influence the story. It also discusses using games to train social skills, with virtual characters representing theories of social interaction and providing feedback to support learning goals. Meta-techniques like "act breaks" are explored for reflecting on interactions and adapting difficulty levels.
Stranger than fiction: The power of storytelling in gamesBrightwave Group
Stories can have an amazing impact on us. Vivid descriptions of actions not only stimulate our language centre, they also activate the parts of the brain that deal with movement. Stories resonate with us - affect the way we think and the things we do. But how do we harness their power for learning?
Storytelling in learning is nothing new, but recent learning perspectives and technologies, from immersive video to branching narratives and dynamic scoring have opened the door to new levels of involvement and impact.
At the eLearning Network event held on 14th July 2016 at Avuva HQ in London, Briightwave Group's Sophie Costin shared her latest insight and experiences of working with cutting edge storytelling techniques on high profile projects with a range of global clients, exploring:
• The benefit and effect of storytelling in branching learning games.
• Elements and principles of creating an immersive branching story.
• How to create your characters, generate content and write a story for a branching, decision-based game.
This document discusses the differences and potential connections between social computer simulation and serious gaming. It explores how simulation can benefit from elements of gaming like interaction and real-time elements, while gaming can learn from the realism of simulation models. Two case studies are presented: an agent-based simulation of Beijing's population and a simulation of barge transportation strategies. While simulations provide realism, gaming adds elements of play and interaction that can engage participants. The key is finding the right balance of realism, meaning, and play.
How Usable Are You? Heather O'Neill, Blend Conference 2014pixelsforhumans
As UX professionals, we spend a lot of our time thinking about the usability of software. But how often do you stop to think about how usable you are – to your colleagues, stakeholders and peers? Many of the same considerations apply to people as to applications. So if you find that you’re not getting your points across, getting materials thrown “over the wall” to you, or not being invited to the conversations you know you should be part of… maybe it’s time for a usability review. Luckily, there are some things you can do to help your “users” gain more understanding and to produce better outcomes for everyone. We’ll cover how to more effectively interact with a team in order to get benefits for yourself and for the whole team, preventing problems down the line while making your working life much happier.
Presentation at IVA 2015 in Delft. I explain how we made a serious game for training social skills of police students and evaluated this at the Dutch Police Academy.
Tales de Mileto fue un filósofo, matemático y astrónomo griego del siglo VI a.C. considerado el primer filósofo y fundador de la escuela jónica. Se destacó en diversas áreas como comerciante, ingeniero, estadista y geómetra. En matemáticas se le atribuye haber transformado la geometría de empírica a deductiva al enunciar teoremas geométricos y establecer principios lógicos. También realizó observaciones astronómicas y predijo un eclipse solar.
El documento describe las matemáticas en el antiguo Egipto y Babilonia. Explica que los egipcios y babilonios desarrollaron conceptos matemáticos básicos como números, figuras y áreas a partir de la práctica. También describe las principales fuentes de conocimiento sobre las matemáticas egipcias y babilonias, incluidos papiros y tablillas de arcilla excavadas. Finalmente, resume los sistemas de numeración jeroglíficos y hieráticos utilizados en el antiguo Egipto.
At the Social Simulation and Serious Games special track at ESSA 2014, Jeroen Linssen gave this talk about his ideas for a serious game for the improvement of social awareness of police officers and why he thinks that game mechanics can be used to offer a better learning experience than simply having a strict simulation of a certain situation.
The document defines vocabulary words like ambiguous, amiable, crass, discursive, and docile. It provides synonyms and antonyms for each word and discusses how to use the words correctly in sentences. Examples are given to illustrate the meaning and usage of several vocabulary words. Derivatives of the words are also listed.
This document provides an overview of atmospheric dynamics and factors that influence air movement. It aims to explain what causes wind direction and global air circulation patterns. Specifically, it discusses how atmospheric pressure, the Coriolis effect from the Earth's rotation, pressure gradients, and friction all work together to determine wind speed and direction near the surface and at higher altitudes. It also introduces concepts like geostrophic winds that occur when friction is negligible high above the surface.
The document describes the design and use of a turnbuckle. A turnbuckle is used to connect two tie rods subjected to tensile loading. It consists of two threaded eye bolts with opposite threads connected by a coupling device. Turnbuckles are used to adjust the tension or length of ropes, cables, and other tensioning systems. They are commonly used where applications require a great deal of tension, such as in ship rigging, building structures, and suspension bridges. Turnbuckles must be inspected regularly and not overloaded to prevent deformation.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against developing mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Conditional sentences use different verb tenses depending on the likelihood of the condition. If the condition uses the present simple, the result uses the future tense to talk about unlikely present or future situations. If the condition uses the past simple, the result uses "would" plus the base verb to discuss hypothetical past situations.
At the Social Simulation and Serious Games special track at ESSA 2014, Setsuya Kurahashi gave this talk on the effects of different kinds of collaborative learning on different kinds of school classes.
Este documento parece ser un nombre en una lengua desconocida. No contiene suficiente contexto o información como para generar un resumen significativo en 3 oraciones o menos.
Mrs. Soz Ali, a 34-year-old woman, presented with vaginal bleeding and nausea. Examination found a bulky uterus consistent with a 10 week gestation. Laboratory tests showed an elevated beta-hCG level of 7981 U/l and ultrasound revealed an increased uterine echogenicity with a "snowstorm" appearance. This is consistent with a diagnosis of complete hydatidiform mole based on the clinical presentation, lab tests, and imaging findings. Complete molar pregnancies carry risks of persistent trophoblastic disease, chemotherapy may be required for treatment.
The ability to recreate computational results with minimal effort and actionable metrics provides a solid foundation for scientific research and software development. When people can replicate an analysis at the touch of a button using open-source software, open data, and methods to assess and compare proposals, it significantly eases verification of results, engagement with a diverse range of contributors, and progress. However, we have yet to fully achieve this; there are still many sociotechnical frictions.
Inspired by David Donoho's vision, this talk aims to revisit the three crucial pillars of frictionless reproducibility (data sharing, code sharing, and competitive challenges) with the perspective of deep software variability.
Our observation is that multiple layers — hardware, operating systems, third-party libraries, software versions, input data, compile-time options, and parameters — are subject to variability that exacerbates frictions but is also essential for achieving robust, generalizable results and fostering innovation. I will first review the literature, providing evidence of how the complex variability interactions across these layers affect qualitative and quantitative software properties, thereby complicating the reproduction and replication of scientific studies in various fields.
I will then present some software engineering and AI techniques that can support the strategic exploration of variability spaces. These include the use of abstractions and models (e.g., feature models), sampling strategies (e.g., uniform, random), cost-effective measurements (e.g., incremental build of software configurations), and dimensionality reduction methods (e.g., transfer learning, feature selection, software debloating).
I will finally argue that deep variability is both the problem and solution of frictionless reproducibility, calling the software science community to develop new methods and tools to manage variability and foster reproducibility in software systems.
Exposé invité Journées Nationales du GDR GPL 2024
The debris of the ‘last major merger’ is dynamically youngSérgio Sacani
The Milky Way’s (MW) inner stellar halo contains an [Fe/H]-rich component with highly eccentric orbits, often referred to as the
‘last major merger.’ Hypotheses for the origin of this component include Gaia-Sausage/Enceladus (GSE), where the progenitor
collided with the MW proto-disc 8–11 Gyr ago, and the Virgo Radial Merger (VRM), where the progenitor collided with the
MW disc within the last 3 Gyr. These two scenarios make different predictions about observable structure in local phase space,
because the morphology of debris depends on how long it has had to phase mix. The recently identified phase-space folds in Gaia
DR3 have positive caustic velocities, making them fundamentally different than the phase-mixed chevrons found in simulations
at late times. Roughly 20 per cent of the stars in the prograde local stellar halo are associated with the observed caustics. Based
on a simple phase-mixing model, the observed number of caustics are consistent with a merger that occurred 1–2 Gyr ago.
We also compare the observed phase-space distribution to FIRE-2 Latte simulations of GSE-like mergers, using a quantitative
measurement of phase mixing (2D causticality). The observed local phase-space distribution best matches the simulated data
1–2 Gyr after collision, and certainly not later than 3 Gyr. This is further evidence that the progenitor of the ‘last major merger’
did not collide with the MW proto-disc at early times, as is thought for the GSE, but instead collided with the MW disc within
the last few Gyr, consistent with the body of work surrounding the VRM.
EWOCS-I: The catalog of X-ray sources in Westerlund 1 from the Extended Weste...Sérgio Sacani
Context. With a mass exceeding several 104 M⊙ and a rich and dense population of massive stars, supermassive young star clusters
represent the most massive star-forming environment that is dominated by the feedback from massive stars and gravitational interactions
among stars.
Aims. In this paper we present the Extended Westerlund 1 and 2 Open Clusters Survey (EWOCS) project, which aims to investigate
the influence of the starburst environment on the formation of stars and planets, and on the evolution of both low and high mass stars.
The primary targets of this project are Westerlund 1 and 2, the closest supermassive star clusters to the Sun.
Methods. The project is based primarily on recent observations conducted with the Chandra and JWST observatories. Specifically,
the Chandra survey of Westerlund 1 consists of 36 new ACIS-I observations, nearly co-pointed, for a total exposure time of 1 Msec.
Additionally, we included 8 archival Chandra/ACIS-S observations. This paper presents the resulting catalog of X-ray sources within
and around Westerlund 1. Sources were detected by combining various existing methods, and photon extraction and source validation
were carried out using the ACIS-Extract software.
Results. The EWOCS X-ray catalog comprises 5963 validated sources out of the 9420 initially provided to ACIS-Extract, reaching a
photon flux threshold of approximately 2 × 10−8 photons cm−2
s
−1
. The X-ray sources exhibit a highly concentrated spatial distribution,
with 1075 sources located within the central 1 arcmin. We have successfully detected X-ray emissions from 126 out of the 166 known
massive stars of the cluster, and we have collected over 71 000 photons from the magnetar CXO J164710.20-455217.
Remote Sensing and Computational, Evolutionary, Supercomputing, and Intellige...University of Maribor
Slides from talk:
Aleš Zamuda: Remote Sensing and Computational, Evolutionary, Supercomputing, and Intelligent Systems.
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Inter-Society Networking Panel GRSS/MTT-S/CIS Panel Session: Promoting Connection and Cooperation
https://www.etran.rs/2024/en/home-english/
Or: Beyond linear.
Abstract: Equivariant neural networks are neural networks that incorporate symmetries. The nonlinear activation functions in these networks result in interesting nonlinear equivariant maps between simple representations, and motivate the key player of this talk: piecewise linear representation theory.
Disclaimer: No one is perfect, so please mind that there might be mistakes and typos.
dtubbenhauer@gmail.com
Corrected slides: dtubbenhauer.com/talks.html
Authoring a personal GPT for your research and practice: How we created the Q...Leonel Morgado
Thematic analysis in qualitative research is a time-consuming and systematic task, typically done using teams. Team members must ground their activities on common understandings of the major concepts underlying the thematic analysis, and define criteria for its development. However, conceptual misunderstandings, equivocations, and lack of adherence to criteria are challenges to the quality and speed of this process. Given the distributed and uncertain nature of this process, we wondered if the tasks in thematic analysis could be supported by readily available artificial intelligence chatbots. Our early efforts point to potential benefits: not just saving time in the coding process but better adherence to criteria and grounding, by increasing triangulation between humans and artificial intelligence. This tutorial will provide a description and demonstration of the process we followed, as two academic researchers, to develop a custom ChatGPT to assist with qualitative coding in the thematic data analysis process of immersive learning accounts in a survey of the academic literature: QUAL-E Immersive Learning Thematic Analysis Helper. In the hands-on time, participants will try out QUAL-E and develop their ideas for their own qualitative coding ChatGPT. Participants that have the paid ChatGPT Plus subscription can create a draft of their assistants. The organizers will provide course materials and slide deck that participants will be able to utilize to continue development of their custom GPT. The paid subscription to ChatGPT Plus is not required to participate in this workshop, just for trying out personal GPTs during it.
ESR spectroscopy in liquid food and beverages.pptxPRIYANKA PATEL
With increasing population, people need to rely on packaged food stuffs. Packaging of food materials requires the preservation of food. There are various methods for the treatment of food to preserve them and irradiation treatment of food is one of them. It is the most common and the most harmless method for the food preservation as it does not alter the necessary micronutrients of food materials. Although irradiated food doesn’t cause any harm to the human health but still the quality assessment of food is required to provide consumers with necessary information about the food. ESR spectroscopy is the most sophisticated way to investigate the quality of the food and the free radicals induced during the processing of the food. ESR spin trapping technique is useful for the detection of highly unstable radicals in the food. The antioxidant capability of liquid food and beverages in mainly performed by spin trapping technique.
At the Social Simulation and Serious Games special track at ESSA 2014, Jeroen Linssen gave this talk about his ideas for a serious game for the improvement of social awareness of police officers and why he thinks that game mechanics can be used to offer a better learning experience than simply having a strict simulation of a certain situation.
The document defines vocabulary words like ambiguous, amiable, crass, discursive, and docile. It provides synonyms and antonyms for each word and discusses how to use the words correctly in sentences. Examples are given to illustrate the meaning and usage of several vocabulary words. Derivatives of the words are also listed.
This document provides an overview of atmospheric dynamics and factors that influence air movement. It aims to explain what causes wind direction and global air circulation patterns. Specifically, it discusses how atmospheric pressure, the Coriolis effect from the Earth's rotation, pressure gradients, and friction all work together to determine wind speed and direction near the surface and at higher altitudes. It also introduces concepts like geostrophic winds that occur when friction is negligible high above the surface.
The document describes the design and use of a turnbuckle. A turnbuckle is used to connect two tie rods subjected to tensile loading. It consists of two threaded eye bolts with opposite threads connected by a coupling device. Turnbuckles are used to adjust the tension or length of ropes, cables, and other tensioning systems. They are commonly used where applications require a great deal of tension, such as in ship rigging, building structures, and suspension bridges. Turnbuckles must be inspected regularly and not overloaded to prevent deformation.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against developing mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Conditional sentences use different verb tenses depending on the likelihood of the condition. If the condition uses the present simple, the result uses the future tense to talk about unlikely present or future situations. If the condition uses the past simple, the result uses "would" plus the base verb to discuss hypothetical past situations.
At the Social Simulation and Serious Games special track at ESSA 2014, Setsuya Kurahashi gave this talk on the effects of different kinds of collaborative learning on different kinds of school classes.
Este documento parece ser un nombre en una lengua desconocida. No contiene suficiente contexto o información como para generar un resumen significativo en 3 oraciones o menos.
Mrs. Soz Ali, a 34-year-old woman, presented with vaginal bleeding and nausea. Examination found a bulky uterus consistent with a 10 week gestation. Laboratory tests showed an elevated beta-hCG level of 7981 U/l and ultrasound revealed an increased uterine echogenicity with a "snowstorm" appearance. This is consistent with a diagnosis of complete hydatidiform mole based on the clinical presentation, lab tests, and imaging findings. Complete molar pregnancies carry risks of persistent trophoblastic disease, chemotherapy may be required for treatment.
The ability to recreate computational results with minimal effort and actionable metrics provides a solid foundation for scientific research and software development. When people can replicate an analysis at the touch of a button using open-source software, open data, and methods to assess and compare proposals, it significantly eases verification of results, engagement with a diverse range of contributors, and progress. However, we have yet to fully achieve this; there are still many sociotechnical frictions.
Inspired by David Donoho's vision, this talk aims to revisit the three crucial pillars of frictionless reproducibility (data sharing, code sharing, and competitive challenges) with the perspective of deep software variability.
Our observation is that multiple layers — hardware, operating systems, third-party libraries, software versions, input data, compile-time options, and parameters — are subject to variability that exacerbates frictions but is also essential for achieving robust, generalizable results and fostering innovation. I will first review the literature, providing evidence of how the complex variability interactions across these layers affect qualitative and quantitative software properties, thereby complicating the reproduction and replication of scientific studies in various fields.
I will then present some software engineering and AI techniques that can support the strategic exploration of variability spaces. These include the use of abstractions and models (e.g., feature models), sampling strategies (e.g., uniform, random), cost-effective measurements (e.g., incremental build of software configurations), and dimensionality reduction methods (e.g., transfer learning, feature selection, software debloating).
I will finally argue that deep variability is both the problem and solution of frictionless reproducibility, calling the software science community to develop new methods and tools to manage variability and foster reproducibility in software systems.
Exposé invité Journées Nationales du GDR GPL 2024
The debris of the ‘last major merger’ is dynamically youngSérgio Sacani
The Milky Way’s (MW) inner stellar halo contains an [Fe/H]-rich component with highly eccentric orbits, often referred to as the
‘last major merger.’ Hypotheses for the origin of this component include Gaia-Sausage/Enceladus (GSE), where the progenitor
collided with the MW proto-disc 8–11 Gyr ago, and the Virgo Radial Merger (VRM), where the progenitor collided with the
MW disc within the last 3 Gyr. These two scenarios make different predictions about observable structure in local phase space,
because the morphology of debris depends on how long it has had to phase mix. The recently identified phase-space folds in Gaia
DR3 have positive caustic velocities, making them fundamentally different than the phase-mixed chevrons found in simulations
at late times. Roughly 20 per cent of the stars in the prograde local stellar halo are associated with the observed caustics. Based
on a simple phase-mixing model, the observed number of caustics are consistent with a merger that occurred 1–2 Gyr ago.
We also compare the observed phase-space distribution to FIRE-2 Latte simulations of GSE-like mergers, using a quantitative
measurement of phase mixing (2D causticality). The observed local phase-space distribution best matches the simulated data
1–2 Gyr after collision, and certainly not later than 3 Gyr. This is further evidence that the progenitor of the ‘last major merger’
did not collide with the MW proto-disc at early times, as is thought for the GSE, but instead collided with the MW disc within
the last few Gyr, consistent with the body of work surrounding the VRM.
EWOCS-I: The catalog of X-ray sources in Westerlund 1 from the Extended Weste...Sérgio Sacani
Context. With a mass exceeding several 104 M⊙ and a rich and dense population of massive stars, supermassive young star clusters
represent the most massive star-forming environment that is dominated by the feedback from massive stars and gravitational interactions
among stars.
Aims. In this paper we present the Extended Westerlund 1 and 2 Open Clusters Survey (EWOCS) project, which aims to investigate
the influence of the starburst environment on the formation of stars and planets, and on the evolution of both low and high mass stars.
The primary targets of this project are Westerlund 1 and 2, the closest supermassive star clusters to the Sun.
Methods. The project is based primarily on recent observations conducted with the Chandra and JWST observatories. Specifically,
the Chandra survey of Westerlund 1 consists of 36 new ACIS-I observations, nearly co-pointed, for a total exposure time of 1 Msec.
Additionally, we included 8 archival Chandra/ACIS-S observations. This paper presents the resulting catalog of X-ray sources within
and around Westerlund 1. Sources were detected by combining various existing methods, and photon extraction and source validation
were carried out using the ACIS-Extract software.
Results. The EWOCS X-ray catalog comprises 5963 validated sources out of the 9420 initially provided to ACIS-Extract, reaching a
photon flux threshold of approximately 2 × 10−8 photons cm−2
s
−1
. The X-ray sources exhibit a highly concentrated spatial distribution,
with 1075 sources located within the central 1 arcmin. We have successfully detected X-ray emissions from 126 out of the 166 known
massive stars of the cluster, and we have collected over 71 000 photons from the magnetar CXO J164710.20-455217.
Remote Sensing and Computational, Evolutionary, Supercomputing, and Intellige...University of Maribor
Slides from talk:
Aleš Zamuda: Remote Sensing and Computational, Evolutionary, Supercomputing, and Intelligent Systems.
11th International Conference on Electrical, Electronics and Computer Engineering (IcETRAN), Niš, 3-6 June 2024
Inter-Society Networking Panel GRSS/MTT-S/CIS Panel Session: Promoting Connection and Cooperation
https://www.etran.rs/2024/en/home-english/
Or: Beyond linear.
Abstract: Equivariant neural networks are neural networks that incorporate symmetries. The nonlinear activation functions in these networks result in interesting nonlinear equivariant maps between simple representations, and motivate the key player of this talk: piecewise linear representation theory.
Disclaimer: No one is perfect, so please mind that there might be mistakes and typos.
dtubbenhauer@gmail.com
Corrected slides: dtubbenhauer.com/talks.html
Authoring a personal GPT for your research and practice: How we created the Q...Leonel Morgado
Thematic analysis in qualitative research is a time-consuming and systematic task, typically done using teams. Team members must ground their activities on common understandings of the major concepts underlying the thematic analysis, and define criteria for its development. However, conceptual misunderstandings, equivocations, and lack of adherence to criteria are challenges to the quality and speed of this process. Given the distributed and uncertain nature of this process, we wondered if the tasks in thematic analysis could be supported by readily available artificial intelligence chatbots. Our early efforts point to potential benefits: not just saving time in the coding process but better adherence to criteria and grounding, by increasing triangulation between humans and artificial intelligence. This tutorial will provide a description and demonstration of the process we followed, as two academic researchers, to develop a custom ChatGPT to assist with qualitative coding in the thematic data analysis process of immersive learning accounts in a survey of the academic literature: QUAL-E Immersive Learning Thematic Analysis Helper. In the hands-on time, participants will try out QUAL-E and develop their ideas for their own qualitative coding ChatGPT. Participants that have the paid ChatGPT Plus subscription can create a draft of their assistants. The organizers will provide course materials and slide deck that participants will be able to utilize to continue development of their custom GPT. The paid subscription to ChatGPT Plus is not required to participate in this workshop, just for trying out personal GPTs during it.
ESR spectroscopy in liquid food and beverages.pptxPRIYANKA PATEL
With increasing population, people need to rely on packaged food stuffs. Packaging of food materials requires the preservation of food. There are various methods for the treatment of food to preserve them and irradiation treatment of food is one of them. It is the most common and the most harmless method for the food preservation as it does not alter the necessary micronutrients of food materials. Although irradiated food doesn’t cause any harm to the human health but still the quality assessment of food is required to provide consumers with necessary information about the food. ESR spectroscopy is the most sophisticated way to investigate the quality of the food and the free radicals induced during the processing of the food. ESR spin trapping technique is useful for the detection of highly unstable radicals in the food. The antioxidant capability of liquid food and beverages in mainly performed by spin trapping technique.
ESPP presentation to EU Waste Water Network, 4th June 2024 “EU policies driving nutrient removal and recycling
and the revised UWWTD (Urban Waste Water Treatment Directive)”
Unlocking the mysteries of reproduction: Exploring fecundity and gonadosomati...AbdullaAlAsif1
The pygmy halfbeak Dermogenys colletei, is known for its viviparous nature, this presents an intriguing case of relatively low fecundity, raising questions about potential compensatory reproductive strategies employed by this species. Our study delves into the examination of fecundity and the Gonadosomatic Index (GSI) in the Pygmy Halfbeak, D. colletei (Meisner, 2001), an intriguing viviparous fish indigenous to Sarawak, Borneo. We hypothesize that the Pygmy halfbeak, D. colletei, may exhibit unique reproductive adaptations to offset its low fecundity, thus enhancing its survival and fitness. To address this, we conducted a comprehensive study utilizing 28 mature female specimens of D. colletei, carefully measuring fecundity and GSI to shed light on the reproductive adaptations of this species. Our findings reveal that D. colletei indeed exhibits low fecundity, with a mean of 16.76 ± 2.01, and a mean GSI of 12.83 ± 1.27, providing crucial insights into the reproductive mechanisms at play in this species. These results underscore the existence of unique reproductive strategies in D. colletei, enabling its adaptation and persistence in Borneo's diverse aquatic ecosystems, and call for further ecological research to elucidate these mechanisms. This study lends to a better understanding of viviparous fish in Borneo and contributes to the broader field of aquatic ecology, enhancing our knowledge of species adaptations to unique ecological challenges.
When I was asked to give a companion lecture in support of ‘The Philosophy of Science’ (https://shorturl.at/4pUXz) I decided not to walk through the detail of the many methodologies in order of use. Instead, I chose to employ a long standing, and ongoing, scientific development as an exemplar. And so, I chose the ever evolving story of Thermodynamics as a scientific investigation at its best.
Conducted over a period of >200 years, Thermodynamics R&D, and application, benefitted from the highest levels of professionalism, collaboration, and technical thoroughness. New layers of application, methodology, and practice were made possible by the progressive advance of technology. In turn, this has seen measurement and modelling accuracy continually improved at a micro and macro level.
Perhaps most importantly, Thermodynamics rapidly became a primary tool in the advance of applied science/engineering/technology, spanning micro-tech, to aerospace and cosmology. I can think of no better a story to illustrate the breadth of scientific methodologies and applications at their best.
hematic appreciation test is a psychological assessment tool used to measure an individual's appreciation and understanding of specific themes or topics. This test helps to evaluate an individual's ability to connect different ideas and concepts within a given theme, as well as their overall comprehension and interpretation skills. The results of the test can provide valuable insights into an individual's cognitive abilities, creativity, and critical thinking skills
5. ■ Red skips to the beach.
■ Granny bursts out in tears.
■ Child playing Granny: Because you are leaving me!
■ Hello, says Wolf to Red.
■ Child 1: You have to give him the cake!
■ Child 2: It has to be poisoned first.
■ Child 1: (...) I will do that, alright?
Analysing play
Meta Matters 5/25
6. Perspective × Reference
Meta Matters
Reference
Story Game Reality
Character In-character
utterances and
imitations
In-character about
game elements
In-character about
events outside play
Player Action suggestions
referring to story
Communication
about game aspects
Including real-life
events or objects in
play
Person Observations about
events in story
Observations about
interface, opinions
about game
Communication
about events or
objects outside play
Perspective
6/25
7. ■ First:
■ Discuss system mechanics
■ Complain about interface
■ Later:
■ Planning in story
■ Less about system mechanics
■ Playing is more than just the game itself!
Findings
Meta Matters 7/25
8. ■ “– 100 XP!”
■ Mass Effect 3 controversy:
mismatched expectations
■ People contain multitudes...
Meta-game thinking
Meta Matters 8/25
9. ■ ...so what about virtual agents?
■ In-character vs. out-of-character
The Virtual Storyteller
Meta Matters 9/25
10. ■ Out-of-character thinking about the plot
■ Doing ‘interesting’ actions
■ Limiting actions per story phase
Plot control
Meta Matters
Exposition
Rising
action
Climax
Falling
action
Denouement
10/25
12. ■ Omniscient characters: no deception, no betrayals
■ Limit characters’ perception...
■ ...but how can they plan towards goals?
■ Using assumptions
Perceptions & assumptions
Meta Matters 12/25
14. ■ Agents with emotions
■ Double appraisal
■ Serious ‘game’: player helps character cope
FearNot!
Meta Matters 14/25
15. ■ “All games revolve around learning.” (Erik van der Spek)
■ “Learning starts when the game stops.”
■ Lemniscate Model
Serious games: reflection
Meta Matters
Game Learning
15/25
16. ■ https://www.youtube.com/watch?v=3tOCnd8ZHG8
■ Improving social awareness
■ Interaction with virtual agents
■ Cognitive model for social interaction
LOITER: Interaction with
virtual characters
Meta Matters 16/25
17. ■ Goals? Meta-goals!
■ Learning goals based on theories from social psychology
■ Examples: recognise stance and adopt a stance
■ Feedback for reflection
■ Explainable AI
■ Supports the learning goals
Learning goals & feedback
Meta Matters 17/25
18. ■ (Nordic) live action role play
■ Meta-technique: communicating
out-of-character information
■ Examples: inner monologue,
flashbacks/forwards
Meta-techniques
Meta Matters 18/25
19. ■ Provide insight into characters’ minds
■ Inspiration: thought bubbles
from comics, games
■ Not very intrusive to story flow,
still play/reflect cycle
Meta-technique:
‘Inner monologue’
Meta Matters 19/25
20. ■ Complexity levels of interaction/learning goals
■ Feedback through discussion: explainable AI
■ More intrusive play & reflect cycle
Meta-technique:
‘Act break’
Meta Matters
Part 1
Act
break
Part 2
Act
break
20/25
21. ■ Tutor agents
■ Breaking the 4th wall
Integrating the meta
Meta Matters 21/25
22. ■ Replayability & adaptive difficulty
AI Director
Meta Matters 22/25
23. ■ A game is more than its rules
■ Humans are agents too
■ Design for the whole experience!
Reflections
Meta Matters 23/25
25. Thanks Thanks for
listening!
listening!
Let’s Let’s discuss...
mail j.m.linssen@utwente.nl
blog jmlin.eu/phd
Virtual Storyteller virtualstoryteller.info
IUALL.nl
And they learned happily ever after...
Meta Matters 25/25
26. ■ Theune, M., Linssen, J.M., & Alofs, T. (2013). Acting, Playing or Talking about
the Story: Children’s Communication during Interactive Digital Storytelling. In
Proceedings of the International Conference on Interactive Digital Storytelling.
■ Bruijnes, M., Linssen, J.M., op den Akker, H.J.A., Theune, M., Wapperom, S.,
Broekema, C., & Heylen, D.K.J. (2014). Social Behaviour in Police Interviews:
Relating Data to Theories, in Poggi, I., Vincze, L., & Vinciarelli, A. (eds.)
Conflict and Negotiation: Social Research and Machine Intelligence, Springer,
Berlin.
■ Linssen, J.M., Theune, M., & de Groot, T.F. (2013). What Is at Play? Meta-techniques
in Serious Games and Their Effects on Social Believability and
Learning. In Proceedings of the Social Believability in Games Workshop.
■ Linssen, J.M., de Groot, T.F., & Theune, M. (2014). Beyond Simulations: Serious
Games for Training Interpersonal Skills in Law Enforcement. In Proceedings of
the International Conference of the European Social Simulation Association.
■ van Oostendorp, H., van der Spek, E.D., & Linssen, J.M. (2014). Adapting the
Complexity Level of a Serious Game to the Proficiency of Players. EAI Endorsed
Transactions on Serious Games, 14(2).
Publications
Meta Matters 26/25
27. ■ Murray, J. H. (1997). Hamlet on the holodeck: The future of
narrative in cyberspace. Simon and Schuster, New York, NY.
■ Belarbi, S., Bergström, K., Ebbehøj, S. L., Hansen, E. E.,
Fatland, E., Giæver, O. P., … Westlund, A. (2010). Nordic
larp. (J. Stenros & M. Montola, Eds.).
■ Swartjes, I. M. T. (2010). Whose story is it anyway? How
improv informs agency and authorship of emergent narrative.
Centre for Telematics and Information Technology University
of Twente.
■ XKCD.com, comic 1089
References (1/2)
Meta Matters 27/25
28. ■ Aylett, R., Louchart, S., Dias, J., Paiva, A., & Vala, M.
(2005). FearNot! An experiment in emergent narrative. In
Intelligent Virtual Agents (pp. 305–316).
■ Koops, M., & Hoevenaar, M. (2012). Conceptual Change
During a Serious Game: Using a Lemniscate Model to
Compare Strategies in a Physics Game. Simulation &
Gaming, 44(4), 544–561.
References (2/2)
Meta Matters 28/25
29. ■ Mariët Theune, coordinator (2002 – now)
■ Hans ten Brinke, perceptions and assumptions (2014)
■ Thijs Alofs, Interactive Storyteller (2012)
■ Ivo Swartjes, lead designer (2006 – 2010)
■ Pjotter Tommassen, plot control (2009)
■ Nanda Slabbers, language generation (2006)
■ Sander Rensen (2003)
■ Sander Faas (2002)
Virtual Storyteller credits
Meta Matters 29/25
30. ■ D&D picture:
http://www.blastr.com/2010/06/easy_version_of_dd_create.php
■ Community screenshot: http://io9.com/5810498/did-you-hear-about-the-
time-nbc-tried-to-kill-communitys-dd-episode
■ Monopoly: http://chnetwork.org/2013/08/parable-of-the-game-by-marcus-
grodi/
■ Little Red Riding Hood lithograph:
http://www.gutenberg.org/files/11592/11592-h/11592-h.htm
■ Larp picture: Ralf Hüls
■ Left 4 Dead AI director:
http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d
_mike_booth.pdf
Sources
Meta Matters 30/25
Editor's Notes
My background
More results? Examples in cells?
Discovering the story world
D&D anecdote...
Bridge from ISSs to serious games stuff!
https://www.youtube.com/watch?v=3tOCnd8ZHG8; video in folder
Stance picture?
Balance agency in game
Look beyond your own field, use art, sociology, etc.
Try things, don’t be too formal or theoretical, see what kind of crazy stuff your game or system can do
Having said that, I want to thank you all for listening.