ConceptThe goal of the worksop/tutorial is to introduce participants to the fundamentals of Procedural Content Generation (PCG) based on generative grammars, have them experience an example of such a system first-hand, and discuss the potential of this approach for various areas of procedural content generation for games. The principles and examples are based on Ludoscope, a software tool developed at the HvA by Dr. Joris Dormans, e.a.Duration: 2 hoursOverviewWe will use the first 30 minutes to explain the basics of how to use generative grammars to generate levels. The principles of these grammars and model transformations will be demonstrated by means of the level generation system of Spelunky, which we have modeled in Ludoscope.Spelunky focuses solely on the generation of geometry, but grammar-based systems can also be used to transform more abstract concepts of level design into level geometry. In the next hour, the participants will be able to get some hands-on experience with Ludoscope. The assignment will be to generate a Mario-like level based on specific requirements, adapted to the interests of workshop participants.Finally, we are interested in the participants’ evaluation of this approach to PCG. We will use the last 20 minutes to discuss alternative techniques, and possible applications to other areas of PCG, like asset creation, scripting and game generation.Workshop participants are asked to bring a (PC) laptop to work on during the workshop, and are encouraged to work in pairs.
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Developmental Transformations (DvT), a practice involving interactive, improvisational play in pairs or groups, has gained international appeal as a therapeutic intervention for different populations in a variety of health, care and recreational contexts. However, a rigorous review of the benefits of DvT has not been conducted. The purpose of this study was to review extant literature for the observed benefits of DvT, identify gaps in the literature and make recommendations concerning future research including identifying possible areas for outcome measurement for preliminary studies. The authors, who each completed training in this approach, conducted a scoping review of English-language, published, peer-reviewed and grey DvT literature through 2021. From an initial 745 records retrieved through databases and a manual search, 51 publications met criteria, which, when analysed using in-vivo and pattern coding, resulted in a total of seventeen categories of observed benefits ascribed to DvT. These included six general categories – relational, emotional, social, cognitive, behavioural and physical benefits – and eleven complex categories of benefits to participants across the lifespan. In addition to benefits for participants, benefits of DvT were also observed and reported for facilitators, therapists, teachers and supervisors engaged in this practice. This review revealed inconsistencies regarding the reporting of practitioner training, frequency, format, population, intended goals, assessment measures and outcomes. Future studies with increased experimental rigor, standardized outcome measures and consistent reporting are recommended.
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Een van de meest populaire modellen voor onderzoek naar welzijn, stress en bevlogenheid van medewerkers is het Job Demands-Resources model (JD-R model). Voor onderzoek naar het welzijn van studenten heeft het lectoraat Studiesucces het Student Wellbeing model ontwikkeld, een model gebaseerd op het JD-R model. Het Student Wellbeing model beschrijft net als het JD-R model een motivatieproces en een uitputtingsproces, maar dan van studenten. Het model veronderstelt dat de balans tussen positieve (energiebronnen) en negatieve (stressoren) kenmerken van ‘het student zijn/de studententijd’ invloed heeft op het welzijn van studenten en o.a. de studieprestaties kan beïnvloeden.
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Survivors of father–daughter incest often suffer from complex trauma and sensory insensitivity, making it difficult to decipher the sensations in the body and experience body ownership, self-location and agency. This case study illustrates how sensory focused, Trauma-Centred Developmental Transformations can help restore or develop a bodily self, desensitize fear-based schemas, revise deeply buried beliefs and extend repertoire.
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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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Author supplied: "This paper gives a linearised adjustment model for the affine, similarity and congruence transformations in 3D that is easily extendable with other parameters to describe deformations. The model considers all coordinates stochastic. Full positive semi-definite covariance matrices and correlation between epochs can be handled. The determination of transformation parameters between two or more coordinate sets, determined by geodetic monitoring measurements, can be handled as a least squares adjustment problem. It can be solved without linearisation of the functional model, if it concerns an affine, similarity or congruence transformation in one-, two- or three-dimensional space. If the functional model describes more than such a transformation, it is hardly ever possible to find a direct solution for the transformation parameters. Linearisation of the functional model and applying least squares formulas is then an appropriate mode of working. The adjustment model is given as a model of observation equations with constraints on the parameters. The starting point is the affine transformation, whose parameters are constrained to get the parameters of the similarity or congruence transformation. In this way the use of Euler angles is avoided. Because the model is linearised, iteration is necessary to get the final solution. In each iteration step approximate coordinates are necessary that fulfil the constraints. For the affine transformation it is easy to get approximate coordinates. For the similarity and congruence transformation the approximate coordinates have to comply to constraints. To achieve this, use is made of the singular value decomposition of the rotation matrix. To show the effectiveness of the proposed adjustment model total station measurements in two epochs of monitored buildings are analysed. Coordinate sets with full, rank deficient covariance matrices are determined from the measurements and adjusted with the proposed model. Testing the adjustment for deformations results in detection of the simulated deformations."
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The historically developed practice of learning to play a music instrument from notes instead of by imitation or improvisation makes it possible to contrast two types of skilled musicians characterized not only by dissimilar performance practices, but also disparate methods of audiomotor learning. In a recent fMRI study comparing these two groups of musicians while they either imagined playing along with a recording or covertly assessed the quality of the performance, we observed activation of a right-hemisphere network of posterior superior parietal and dorsal premotor cortices in improvising musicians, indicating more efficient audiomotor transformation. In the present study, we investigated the detailed performance characteristics underlying the ability of both groups of musicians to replicate music on the basis of aural perception alone. Twenty-two classically trained improvising and score-dependent musicians listened to short, unfamiliar two-part excerpts presented with headphones. They played along or replicated the excerpts by ear on a digital piano, either with or without aural feedback. In addition, they were asked to harmonize or transpose some of the excerpts either to a different key or to the relative minor. MIDI recordings of their performances were compared with recordings of the aural model. Concordance was expressed in an audiomotor alignment score computed with the help of music information retrieval algorithms. Significantly higher alignment scores were found when contrasting groups, voices, and tasks. The present study demonstrates the superior ability of improvising musicians to replicate both the pitch and rhythm of aurally perceived music at the keyboard, not only in the original key, but also in other tonalities. Taken together with the enhanced activation of the right dorsal frontoparietal network found in our previous fMRI study, these results underscore the conclusion that the practice of improvising music can be associated with enhanced audiomotor transformation in response to aurally perceived music.
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This article proposes a model for the design of a hybrid VET curriculum across the school-work boundary.
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Pressure on natural resources, unsustainable production and consumption, inequality and a growing global population lie at the base of the big challenges that people face. This chapter investigates how businesses can take responsibility in dealing with these challenges by means of frugal business model innovation. The notion of ‘frugal innovation’ was first introduced in the context of emerging markets, giving non-affluent customers opportunities to consume affordable products and services suited to their needs. Business modelling with a frugal mindset opens up a path that provides significant value while minimizing the use of resources such as energy, capital and time. Business models require intentional design if they are to deliver aspired sustainability impacts. Diminish or simplify resources can be described as the means to remove or reduce features, resources, required activities and/or waste streams. Decompose can be described as the removal of resources from the commercial value proposition and replacing them with resources the user/consumer already can access or uses. This is an Accepted Manuscript of a book chapter published by Routledge/CRC Press in Circular Economy : Challenges and Opportunities for Ethical and Sustainable Business on 2021, available online: https://doi.org/10.4324/9780367816650
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This study explores the evaluation of research pathways of self-management health innovations from discovery to implementation in the context of practice-based research. The aim is to understand how a new process model for evaluating practice-based research provides insights into the implementation success of innovations. Data were collected from nine research projects in the Netherlands. Through document analysis and semi-structured interviews, we analysed how the projects start, evolve, and contribute to the healthcare practice. Building on previous research evaluation approaches to monitor knowledge utilization, we developed a Research Pathway Model. The model’s process character enables us to include and evaluate the incremental work required throughout the lifespan of an innovation project and it helps to foreground that innovation continues during implementation in real-life settings. We found that in each research project, pathways are followed that include activities to explore a new solution, deliver a prototype and contribute to theory. Only three projects explored the solution in real life and included activities to create the necessary changes for the solutions to be adopted. These three projects were associated with successful implementation. The exploration of the solution in a real-life environment in which users test a prototype in their own context seems to be a necessary research activity for the successful implementation of self-management health innovations.
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