This paper frames the process of designing a level in a game as a series of model transformations. The transformations correspond to the application of particular design principles, such as the use of locks and keys to transform a linear mission into a branching space. It shows that by using rewrite systems, these transformations can be formalized and automated. The resulting automated process is highly controllable: it is a perfect match for a mixed-initiative approach to level generation where human and computer collaborate in designing levels. An experimental prototype that implements these ideas is presented.
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Cities are confronted with more frequent heatwaves of increasing intensity discouraging people from using urban open spaces that are part of their daily lives. Climate proofing cities is an incremental process that should begin where it is needed using the most cost-efficient solutions to mitigate heat stress. However, for this to be achieved the factors that influence the thermal comfort of users, such as the layout of local spaces, their function and the way people use them needs to be identified first. There is currently little evidence available on the effectiveness of heat stress interventions in different types of urban space.The Cool Towns Heat Stress Measurement Protocol provides basic guidance to enable a full Thermal Comfort Assessment (TCA) to be conducted at street-level. Those involved in implementing climate adaptation strategies in urban areas, such as in redevelopments will find practical support to identify places where heat stress may be an issue and suggestions for effective mitigation measures. For others, such as project developers, and spatial designers such as landscape architects and urban planners it provides practical instructions on how to evaluate and provide evidence-based justification for the selection of different cooling interventions for example trees, water features, and shade sails, for climate proofing urban areas.
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Introduction The provision of active parks/public open space is the key factor in promoting active living, because people and specially low-income and elderlies are being more interested in doing non-organized/informal, and no-cost sports/physical activities in outdoor spaces in recent decades (Borgers et al, 2013; Thiesen-Raaphorst, 2015; Sallis, Owen & Fisher, 2008; Humpel, Owen & Leslie, 2002). Giving the concern about low rate of physical activities among low-income minority, elderlies and over weighted people, the municipality of Groningen invested in renovation of parks/ open spaces, in order to encourage all people to become more physically active. To what degree park renovations accomplish this goal is unknown. Method We used the System for Observing Play and Recreation in Communities (SOPARC), to measure open space/park users and their physical activity levels after the renovation. We also surveyed parks users before and after renovation, and local residents about their use of the parks. Results All respondents were happy with the renovation that is increasing the social cohesion of the neighborhood. The users are mainly active young athletes and children, and the renovation significantly increased their park use. However, the improved parks/spaces do not attract inactive people. Weather condition and the different time of the day were not associated with using the park. Conclusion Park’s improvements can have a significant impact on increasing the frequency of park use, however, it is not enough to encourage inactive people to be physically active. Key words Physical activity, active living, open spaces, Groningen Reverences Borgers, J., Thibaut, E., Van der Meerschen, H., Van Reusel, B., Vos, S., & Scheerder, J. (2015). Sports participation styles revisited: A time-trend study in Belgium from the 1970s to the 2000s. International review for the sociology of sport, 50(1), 45-63. Bouckaert, G. (2006). Prestaties en prestatiemanagement in de publieke sector. Tijdschrift voor Economie en Management, 51(3), 237. Humpel, N., Owen, N., & Leslie, E. (2002). Environmental factors associated with adults’ participation in physical activity: a review. American journal of preventive medicine, 22(3), 188-199. Sallis, J. F., Cerin, E., Conway, T. L., Adams, M. A., Frank, L. D., Pratt, M., ... & Davey, R. (2016). Physical activity in relation to urban environments in 14 cities worldwide: a cross-sectional study. The Lancet. Tiessen-Raaporst, A. (2015). Rapportage sport 2014. The Hague, SCP.
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In 2017 the municipality of Amsterdam launched a programme to combat a housingshortage and realise ambitious societal goals for 32 of its most deprived neighbourhoods. After decades of urban renewal projects, these areas still scored poorly on most socio-economic indicators. The programme aims to develop more affordable housing for low- and middleincome households, to revitalise the existing public spaces of these neighbourhoods and to improve the residents’ socio-economic position. In addition, the progressive municipal council installed in 2018 intends to democratise urban renewal processes with the aim of increasing community involvement.
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Augmented Play Spaces (APS) are (semi-) public environments where playful interaction isfacilitated by enriching the existing environment with interactive technology. APS canpotentially facilitate social interaction and physical activity in (semi-)public environments. Incontrolled settings APS show promising effects. However, people’s willingness to engagewith APSin situ, depends on many factors that do not occur in aforementioned controlledsettings (where participation is obvious). To be able to achieve and demonstrate thepositive effects of APS when implemented in (semi-)public environments, it is important togain more insight in how to motivate people to engage with them and better understandwhen and how those decisions can be influenced by certain (design) factors. TheParticipant Journey Map (PJM) was developed following multiple iterations. First,based on related work, and insights gained from previously developed andimplemented APS, a concept of the PJM was developed. Next, to validate and refinethe PJM, interviews with 6 experts with extensive experience with developing andimplementing APS were conducted. Thefirst part of these interviews focused oninfluential (design) factors for engaging people into APS. In the second part, expertswere asked to provide feedback on thefirst concept of the PJM. Based on the insightsfrom the expert interviews, the PJM was adjusted and refined. The Participant JourneyMap consists of four layers: Phases, States, Transitions and Influential Factors. There aretwo overarchingphases:‘Onboarding’and‘Participation’and 6statesa (potential)participant goes through when engaging with an APS:‘Transit,’‘Awareness,’‘Interest,’‘Intention,’‘Participation,’‘Finishing.’Transitionsindicate movements between states.Influential factorsare the factors that influence these transitions. The PJM supportsdirections for further research and the design and implementation of APS. Itcontributes to previous work by providing a detailed overview of a participant journeyand the factors that influence motivation to engage with APS. Notable additions are thedetailed overview of influential factors, the introduction of the states‘Awareness,’‘Intention’and‘Finishing’and the non-linear approach. This will support taking intoaccount these often overlooked, key moments in future APS research and designprojects. Additionally, suggestions for future research into the design of APS are given.
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Over the past decade, journalists have created in-depth interactive narratives to provide an alternative to the relentless 24-hour news cycle. Combining different media forms, such as text, audio, video, and data visualisation with the interactive possibilities of digital media, these narratives involve users in the narrative in new ways. In journalism studies, the convergence of different media forms in this manner has gained significant attention. However, interactivity as part of this form has been left underappreciated. In this study, we scrutinise how navigational structure, expressed as navigational cues, shapes user agency in their individual explorations of the narrative. By approaching interactive narratives as story spaces with unique interactive architectures, in this article, we reconstruct the architecture of five Dutch interactive narratives using the walkthrough method. We find that the extensiveness of the interactive architectures can be described on a continuum between closed and open navigational structures that predetermine and thus shape users’ trajectories in diverse ways.
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Societal trends such as increased accountability, teacher shortages, and flexibility in learning paths affect the work of teacher educators. This study explores the collective agency of Dutch geography teacher educators as they enact the subject pedagogy curriculum within this rapidly changing context. Whilst teacher agency has been widely studied, research on teacher educators—particularly from a collective perspective—remains scarce. Drawing on Priestley et al.'s ecological approach, this study aims to disentangle teacher educators' collective spaces of agency by means of cultural, structural, and material resources. Using focus group interviews with three teams of geography teacher educators, we identified three key challenges that define their collective spaces of agency: (1) accommodating students' developmental phases, (2) gaining insight into students' internship learning, and (3) the growing divide between subject-specific and general teacher education. Thematic analysis revealed that teams of educators experience a different sense of agency in each of these spaces, depending on their ability to draw on the available resources. Our findings show that teams of educators draw on strong subject teacher identities (cultural resources) and experience collective agency when enacting subject pedagogy at the course level (structural resources). Their sense of agency is weak at the institutional level, particularly in relation to curricular change. This study contributes to a more profound understanding of teacher educators' collective spaces of agency. Disentangling these spaces can help teams of teacher educators to identify the necessary resources to restore their sense of agency in difficult times.
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Lighting accounts for a significant amount of electrical energy consumption in office buildings, up to 45% of the total consumed. This energy consumption can be reduced by as much as 60% through an occupant-dependent lighting control strategy. With particular focus on open-plan offices, where the application of this strategy is more challenging to apply due to differences in individual occupancy patterns, this paper covers (1) to which extent individual occupancy-based lighting control has been tested, (2) developed, and (3) evaluated. Search terms were defined with use of three categories, namely ‘occupancy patterns’, ‘lighting control strategy’, and ‘office’. Relevant articles were selected by a structured search through key online scientific databases and journals. The 24 studies identified as eligible were evaluated on six criteria: (1) study characteristics, (2) office characteristics, (3) lighting system characteristics, (4) lighting control design, (5) post-occupancy evaluation, and (6) conclusions, and this was used to answer the research questions. It was concluded that the strategy has not been tested yet with field studies in open-plan offices, but that it needs further development before it can be applied in these type of offices. Although lighting currently tends to be controlled at workspace level, many aspects of the strategy can be further developed; there is potential to further increase energy savings on lighting within open-plan office spaces. Individual occupancy-based lighting control requires further validation, focussing on the factors influencing its energy savings, on its cost effectiveness, and on its acceptability for users.
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A level designer typically creates the levels of a game to cater for a certain set of objectives, or mission. But in procedural content generation, it is common to treat the creation of missions and the generation of levels as two separate concerns. This often leads to generic levels that allow for various missions. However, this also creates a generic impression for the player, because the potential for synergy between the objectives and the level is not utilised. Following up on the mission-space generation concept, as described by Dormans, we explore the possibilities of procedurally generating a level from a designer-made mission. We use a generative grammar to transform a mission into a level in a mixed-initiative design setting. We provide two case studies, dungeon levels for a rogue-like game, and platformer levels for a metroidvania game. The generators differ in the way they use the mission to generate the space, but are created with the same tool for content generation based on model transformations. We discuss the differences between the two generation processes and compare it with a parameterized approach.
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This paper investigates strategies to generate levels for action-adventure games. For this genre, level design is more critical than for rule-driven genres such as simulation or rogue-like role-playing games, for which procedural level generation has been successful in the past. The approach outlined by this article distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps. It discusses the merits of different types of generative grammars for each individual step in the process. Notably, the approach acknowledges that the online generation of levels needs to be tailored strictly to the actual experience of a player. Therefore, the approach incorporates techniques to establish and exploit player models in actual play.
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