Agent-Based Modelling of Emotional Goals in Digital Media Design Projects

2018 ◽  
pp. 681-697 ◽  
Author(s):  
James Marshall

The authors promote agent-oriented models to identify, represent and evaluate high-level abstractions of digital media design projects. A major aspect is the introduction of emotional goals, in addition to functional goals and quality goals to describe feelings such as having fun, being engaged and feeling cared for. To establish emotional goals, digital media design methods and processes were employed including the development of emotional scripts, user profiles, mood boards and following an iterative participatory design process. This approach proved to be highly successful, not only to represent emotional goals such as fun, tension and empathy, but also to facilitate the ideation, creation and progressive evaluation of projects. The process supports communication between designers, developers and other stakeholders in large multidisciplinary development teams by providing a shared language and common artefact. The process is demonstrated in the development of a Multiplayer Online Role Play Game (MORPG) called Aspergion that promotes respect for people with Asperger's Syndrome.

Author(s):  
James Marshall

The author promotes agent-oriented models to identify, represent, and evaluate high-level abstractions of digital media design projects. The models include emotional goals, in addition to functional goals and quality goals, to describe feelings such as having fun, being engaged, and feeling cared for. To establish emotional goals, digital media design methods and processes were employed including the development of emotional scripts, user profiles, mood boards and followed an iterative creative design process. Using agent-oriented models proved to be highly successful not only to represent emotional goals such as fun, tension, and empathy but also to facilitate the ideation, creation, and progressive evaluation of projects. The design process supported communication between designers, developers, and other stakeholders in large multidisciplinary development teams by providing a shared language and a common artefact. The process is demonstrated by describing the development of Aspergion, a multiplayer online role play game that promotes respect for people with Asperger's Syndrome.


2014 ◽  
Vol 3 (1) ◽  
pp. 44-59 ◽  
Author(s):  
James Marshall

The authors promote agent-oriented models to identify, represent and evaluate high-level abstractions of digital media design projects. A major aspect is the introduction of emotional goals, in addition to functional goals and quality goals to describe feelings such as having fun, being engaged and feeling cared for. To establish emotional goals, digital media design methods and processes were employed including the development of emotional scripts, user profiles, mood boards and following an iterative participatory design process. This approach proved to be highly successful, not only to represent emotional goals such as fun, tension and empathy, but also to facilitate the ideation, creation and progressive evaluation of projects. The process supports communication between designers, developers and other stakeholders in large multidisciplinary development teams by providing a shared language and common artefact. The process is demonstrated in the development of a Multiplayer Online Role Play Game (MORPG) called Aspergion that promotes respect for people with Asperger's Syndrome.


Author(s):  
Sultan Alyahya ◽  
Ohoud Almughram

Abstract The integration of user-centered design (UCD) activities into agile information systems development has become more popular recently. Despite the fact that there are many ways the merging of UCD activities into agile development can be carried out, it has been widely recognized that coordinating design activities with development activities is one of the most common problems, especially in distributed environments where designers, developers and users are spread over several sites. The main approach to coordinate UCD activities with distributed agile development is the use of informal methods (e.g. communication through using video conference tools). In addition to the temporal, geographical and socio-cultural barriers associated with this type of methods, a major limitation is a lack of awareness of how UCD activities and development activities affect each other. Furthermore, some agile project management tools are integrated with design platforms but fail to provide the necessary coordination that helps team members understand how the design and development activities affect their daily work. This research aims to support the effective management of integrating UCD activities into distributed agile development by (i) identifying the key activity dependencies between UX design teams and development teams during distributed UCD/agile development and (ii) designing a computer-based system to provide coordination support through managing these activity dependencies. In order to achieve these objectives, two case studies are carried out. Our findings revealed 10 main dependencies between UCD design teams and development teams as shown by six types of activity. In addition, the participatory design approach shows that developing a computer-based system to manage seven of these selected dependencies is achievable.


Author(s):  
Lucas Meyer de Freitas ◽  
Oliver Schuemperlin ◽  
Milos Balac ◽  
Francesco Ciari

This paper shows an application of the multiagent, activity-based transport simulation MATSim to evaluate equity effects of a congestion charging scheme. A cordon pricing scheme was set up for a scenario of the city of Zurich, Switzerland, to conduct such an analysis. Equity is one of the most important barriers toward the implementation of a congestion charging system. After the challenges posed by equity evaluations are examined, it is shown that agent-based simulations with heterogeneous values of time allow for an increased level of detail in such evaluations. Such detail is achieved through a high level of disaggregation and with a 24-h simulation period. An important difference from traditional large-scale models is the low degree of correlation between travel time savings and welfare change. While traditional equity analysis is based on travel time savings, MATSim shows that choice dimensions not included in traditional models, such as departure time changes, can also play an important role in equity effects. The analysis of the results in light of evidence from the literature shows that agent-based models are a promising tool to conduct more complete equity evaluations not only of congestion charges but also of transport policies in general.


2019 ◽  
pp. 17-32
Author(s):  
Florence Martin ◽  
Anthony Karl Betrus

2020 ◽  
pp. 170-187
Author(s):  
Kristian Kloeckl

This chapter explores the richness of practice-based frameworks and improvisation techniques in the performing arts. It illustrates how these can become a resource for an improvisation-based design approach by developing a concrete hybrid city application. Participatory design methods use improvisation to develop applications in collaboration with users. They attempt to unlock tacit kinds of knowing and gain firsthand appreciation of existing or future conditions by engaging participants and designers together in a concrete situation. In role-play techniques, for example, cards are handed to each participant that introduce the scene and contain information about rules associated with that specific scene, goals to be achieved, and the roles that participants enact.


2019 ◽  
Vol 2 (2) ◽  
pp. 177-195
Author(s):  
Markos Katsianis ◽  
Stamatina Lampraki ◽  
Anna-Maria Theocharaki ◽  
Maria Pigaki ◽  
Leda Costaki ◽  
...  

The fortifications of Athens have been a recurrent theme of archaeological investigation. In the past two centuries, parts of the walls have been located during rescue interventions at numerous sites in the urban fabric. At present, the visibility of the entire monument remains rather low as the traces of the walls are hidden beneath the modern city, marginalized within larger archaeological sites or preserved entirely by record. Despite the high level of scholarly work devoted to synthesize the available material, the volume of information accumulated over the years requires a novel approach that would systematize different types of evidence using digital media. In this respect, we attempt to revisit the city walls of Athens through the use of geospatial technologies. We target the informed development of an efficient GIS platform to record, store, integrate, explore and eventually disseminate resources on the Athenian fortifications. Our research employs published and archival sources (e.g. excavation drawings) in combination with historical maps (e.g. early cadastral maps, first maps of modern Athens) and complementary historical evidence (e.g. writings, illustrations, photography) to locate, document and integrate in space and time available data on lost and surviving fortification remains.


2021 ◽  
Vol 236 ◽  
pp. 05079
Author(s):  
Li AnDong ◽  
Fang JianJun

At present, with the rapid development of society, digital media has become the mainstream of vision. Digital vision makes people form a new reading form of “Super-Attention”. The visual performance of letterpress printing conforms to this new form of visual reading very well. It is different from the tactile feeling of ordinary printing that further packages and shapes the original information and improves the expectation of information interpretation and experience to a high level. At the same time, the manual culture highlighted by letterpress printing is also one of the best means to cushion the tension of inconsistent technology and culture in modern society. We don't know the result of the confrontation between paper and digital media, but letterpress printing in digital society has shown its unique “Paper-Based” feelings. Through detailed analysis of the historical evolution of letterpress printing, the comparison between traditional letterpress printing and modern letterpress printing, this paper presents clearly the development of letterpress printing for readers, so that readers can truly understand this unique traditional process; and then it elaborates on the application of modern letterpress in creative products and the development status quo of modern letterpress at home and abroad. This paper probes into how to popularize the new nirvana letterpress once again, thus providing a set of modern application attempt of letterpress printing - Rejuvenation of Letterpress information visualization design, and from practice, looking for letterpress regeneration after integrating new design ideas in the new media era.


2014 ◽  
Vol 13 (03) ◽  
pp. 133-153 ◽  
Author(s):  
Luo Biao ◽  
Wan Liang ◽  
Liang Liang

The high level of complexity of tourism supply chain and the inherent risks that exist in the demand and supply of resources are viewed as major limiting factors in achieving high level performance. Though emerging literature on risk management in tourism industry or its equivalent exists, progress in this area is uneven, as most research focuses on this problem from the traditional single business risk management perspective, without considering the entire range of different suppliers involved in the provision and consumption of tourism products. This study applies risk management theory to a new research perspective, which is tourism supply chain management (SCM). This paper develops a framework for the design of a multi-agent-based decision support system (DSS) based on multi-agent theory and technique, in order to manage disruptions and mitigate risks in tourism supply chain.


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