Computers before silicon: design decisions on Edsac

IEE Review ◽  
1990 ◽  
Vol 36 (11) ◽  
pp. 429 ◽  
Author(s):  
Maurice V. Wilkes
Keyword(s):  
CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


Author(s):  
Lu Xiao ◽  
Trina Joyce Sajo

Librarian 2.0 adopts user-centered approach. This paper reports the case study of a community-based participatory approach for training librarian 2.0. The findings suggest that this approach allows the students to practice user-centered interactions, identify and integrate the user’s needs into design decisions, and develop ways of collecting the user’s feedbacks.Les bibliothécaires 2.0 adoptent une approche centrée sur l’utilisateur. Cet article présente une étude de cas sur une approche participative et communautaire visant à former les bibliothécaires 2.0. Les résultats suggèrent que cette approche permet aux étudiants d’interagir avec les usagers, d’identifier les besoins, de les intégrer dans leur processus décisionnel et de développer des moyens de recueillir les commentaires des usagers. 


Author(s):  
Ina Wagner

Participatory design has a strong moral and political commitment to including users in all design decisions from the start of a project. Hence, the ambition of participatory designers reaches beyond mere user involvement. Many of the creative participatory techniques the participatory-design community has developed have spread out. However, in spite of an impressive list of inspiring projects and major contributions to design practice, participatory design remains somewhat marginal. This chapter aims to identify why this might be so. It also looks at recent developments, such as the design of IT infrastructures, collaboration with marginalized groups, and extending participation to communities.


Author(s):  
James Berg

This chapter describes challenges involved in the development of Dragon Age™: Inquisition, in particular, problems arising from the size of the game world, as well as combat mechanics and player classes and playstyles. It shows how GUR directly contributed to game design decisions, for example, in terms of menu and UI design.


Author(s):  
Paul Christoph Gembarski ◽  
Stefan Plappert ◽  
Roland Lachmayer

AbstractMaking design decisions is characterized by a high degree of uncertainty, especially in the early phase of the product development process, when little information is known, while the decisions made have an impact on the entire product life cycle. Therefore, the goal of complexity management is to reduce uncertainty in order to minimize or avoid the need for design changes in a late phase of product development or in the use phase. With our approach we model the uncertainties with probabilistic reasoning in a Bayesian decision network explicitly, as the uncertainties are directly attached to parts of the design artifact′s model. By modeling the incomplete information expressed by unobserved variables in the Bayesian network in terms of probabilities, as well as the variation of product properties or parameters, a conclusion about the robustness of the product can be made. The application example of a rotary valve from engineering design shows that the decision network can support the engineer in decision-making under uncertainty. Furthermore, a contribution to knowledge formalization in the development project is made.


Author(s):  
Javier Fernández Ruiz ◽  
Ernesto Panadero ◽  
Daniel García- Pérez ◽  
Leire Pinedo

2021 ◽  
Vol 102 (6) ◽  
pp. 14-19
Author(s):  
Antero Garcia ◽  
T. Philip Nichols

Antero Garcia and T. Philip Nichols explore how classrooms and schools must reframe their conceptions of technology from a focus on tools that serve specific purposes to a focus on platforms and their ecologies. In doing so, they argue, educational stakeholders should attend to three different dimensions of how technology is integrated in schools: the social uses of digital technologies, the design decisions that were made about these products, and the material resources that help make them operate. This approach requires educators to ask complicated questions about what technology does in schools and how to teach with and about it.


2011 ◽  
Vol 28 (1) ◽  
pp. 1-14 ◽  
Author(s):  
W. van Straten ◽  
M. Bailes

Abstractdspsr is a high-performance, open-source, object-oriented, digital signal processing software library and application suite for use in radio pulsar astronomy. Written primarily in C++, the library implements an extensive range of modular algorithms that can optionally exploit both multiple-core processors and general-purpose graphics processing units. After over a decade of research and development, dspsr is now stable and in widespread use in the community. This paper presents a detailed description of its functionality, justification of major design decisions, analysis of phase-coherent dispersion removal algorithms, and demonstration of performance on some contemporary microprocessor architectures.


Sign in / Sign up

Export Citation Format

Share Document