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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Book review of: J. Stanley (2024). Erasing History. How Fascists Rewrite the Past to Control the Future, Atria/One Signal Publishers, New York, 256 pp.
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Personalization, production on-demand, and flexible manufacture facilities are growing within the European apparel sector, supported by national and regional public policy. These developments seem to embody a much waited “paradigm shift” in the fashion industry; a shift from global to local scale, from quantity to quality and from standard products to personalized services. Such values, however, are far from new, and scholars have already pointed out the similarities between emerging and pre-industrial systems of production and consumption. This article argues that in order to understand current developments in historical context, we should return to the process of industrialization of the apparel industry during the turn from the 19th to the 20th C, taking into account aspects of production as much as mediation and consumption. With this aim in mind, the article traces the rise of ready-made garments in the Netherlands and northwest Europe, and the associated decline in custom- and home-made garments in the region. Although available statistical data is insufficient to accurately map these phenomena, secondary sources suggest that both processes were not simultaneous and therefore there was not a straightforward substitution of custom- and home-made clothing by ready-mades. While availability and trade of mass-produced ready-mades was escalating since the early 19th C, it was not until mid 20th C that custom- and home-made clothing declined among the middle class. In this study, such a gap is explained by a steady increase in the amount of clothes acquired per person: an expanding culture of consumption during the period under consideration may have enabled these different systems to flourish all together. A parallelism of the findings above with current developments suggests that we should not regard emergent industrial formats as substitutionary of established ones, but as complementary. We may then reevaluate to what extent does the rise of the flexible factory enable a “revolution”, a shift from a problematic present to a contrasting and desirable future. This historical overview indicates that, on the contrary, emerging product-service-systems manufacturing personalized garments on-demand must be considered in relation to – and in coexistence with- traditional industrial models.
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In this paper we investigate the possible consequences of different institutional settings (in casu the legal system) on externalities and their effect on the efficient allocation of externalities. We investigate whether the restriction of marginally low transaction costs can be relaxed if the legal system is efficient. In this context we define an efficient legal system as a system of rules such that the Coase theorem can be applied in the presence of non-marginally low transaction costs without loosing its efficiency properties. The basic idea is that a legal system should be such that a potential plaintiff has no incentive to enforce the law by going to court. To analyze the consequences of different law systems, we split the paper into two parts. In the first part we start by summarizing the model of Schweizer (1988) on the Coase theorem as a kind of reference point. The advantage of Schweizer’s (1988) model is that his interpretation is seen as clear and thorough. Therefore, this model will be used to highlight the important properties of the Coase’s theorem.
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Grammar-based procedural level generation raises the productivity of level designers for games such as dungeon crawl and platform games. However, the improved productivity comes at cost of level quality assurance. Authoring, improving and maintaining grammars is difficult because it is hard to predict how each grammar rule impacts the overall level quality, and tool support is lacking. We propose a novel metric called Metric of Added Detail (MAD) that indicates if a rule adds or removes detail with respect to its phase in the transformation pipeline, and Specification Analysis Reporting (SAnR) for expressing level properties and analyzing how qualities evolve in level generation histories. We demonstrate MAD and SAnR using a prototype of a level generator called Ludoscope Lite. Our preliminary results show that problematic rules tend to break SAnR properties and that MAD intuitively raises flags. MAD and SAnR augment existing approaches, and can ultimately help designers make better levels and level generators.
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Cahier #3 explores a series of concrete hackable citymaking practices in Athens, São Paulo and Shenzhen. Despite being situated on different continents and having distinct traditions and political systems, we found a number of dynamics around civic initiatives in these cities that further informed our Hackable city model.
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One of the goals of this research is to arrive at an implementation of a CAN-bus that can be used for lab exercises in regular student courses. In this paper, an overview is given of our basic ideas concerning the CAN concept and its application to the control of a manufacturing system. This system consists of two robots, a milling machine and some transportation means. In this system, every workstation will have its own CAN controller. The concept consists of a specially designed hardware structure, embedded software for the protocol and initialisation and a high level production environment, that makes it possible to configure a production system in an easy way.
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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 will explore how a portfolio approach to teaching and learning can help the educator incorporate unique forms of reflective practice into his or her daily work. By being able to express ideas more clearly to himself, the educator can better promote the relational construction of knowledge in his educational communities. This paper, as part of a larger body of research asks, how can a portfolio approach to teaching and learning help the educator develop unique forms of reflective practice that will help him express his ideas more clearly, first to himself and then secondly to his educational communities? Research methodology is primarily participatory action research and includes an autoethnographic review of the author's work, reviews, interviews, observations, and focus groups with student teachers and professional teachers in the United Arab Emirates. The research concludes that in consideration of McLuhan's (1964) notion that the "medium is the message," the interactions that arise through the use of new media tools can lead us to relational, co-constructed ideas that are not those simply passed on from other texts. By making our thinking visible, the portfolio approach allows the educator to capture the contextual relationship between the author, the audience or community, and the knowledge being created.
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Electrification of transportation, communication, working and living continues worldwide. Televisions, telephones, servers are an important part of everyday life. These loads and most sustainable sources as well, have one thing in common: Direct Current. The Dutch research and educational programme ‘DC – road to its full potential’ studies the impact of feeding these appliances from a DC grid. An improvement in energy efficiency is expected, other benefits are unknown and practical considerations are needed to come to a proper comparison with an AC grid. This paper starts with a brief introduction of the programme and its first stages. These stages encompass firstly the commissioning, selection and implementation of a safe and user friendly testing facility, to compare performance of domestic appliances when powered with AC and DC. Secondly, the relationship between the DC-testing facility and existing modeling and simulation assignments is explained. Thirdly, first results are discussed in a broad sense. An improved energy efficiency of 3% to 5% is already demonstrated for domestic appliances. That opens up questions for the performance of a domestic DC system as a whole. The paper then ends with proposed minor changes in the programme and guidelines for future projects. These changes encompass further studying of domestic appliances for product-development purposes, leaving less means for new and costly high-power testing facilities. Possible gains are 1) material and component savings 2) simpler and cheaper exteriors 3) stable and safe in-house infrastructure 4) whilst combined with local sustainable generation. That is the road ahead. 10.1109/DUE.2014.6827758
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