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

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.

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.


Author(s):  
Haris Ballis ◽  
Loukas Dimitriou

Agent-based modelling has been suggested as a highly suitable approach for the tackling of future mobility challenges. However, the application of disaggregate models is often hindered by the high granularity of the required input. Recent research has suggested a combinatorial optimization-based framework to enable the conversion of typical origin–destination matrices (ODs) to suitable input for agent-based modelling (e.g., trip-chains, tours, or activity-schedules). Nonetheless, the combinatorial nature of the approach requires very efficient and scalable optimization processes to handle large-scale ODs. This study suggests an advanced optimization technique, coined as the adaptive sampling simulated annealing (ASSA) algorithm, able to exploit high-level calibration information (in the form of a joint distribution) for the efficient addressing of large-scale combinatorial problems. The proposed optimization algorithm was evaluated using high-level information about the departure profile, the types of activities, and the travel time of the expected output and a set of large-scale trip-purpose- and time-period-segmented OD matrices of 253,000 trips. The obtained results showcase the ability of the methodology to accurately and efficiently convert large-scale ODs into disaggregate mobility traces since the inputted ODs were converted into thousands of travel-demand equivalent, disaggregate mobility traces with an accuracy exceeding 90%. The implications are significant since the abundance of travel-demand information in ODs can be now exploited for the preparation of disaggregate mobility traces, suitable for sophisticated agent-based transport modelling.


Author(s):  
Kasper P.H. Lange ◽  
Gijsbert Korevaar ◽  
Inge F. Oskam ◽  
Igor Nikolic ◽  
Paulien M. Herder

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.


2013 ◽  
Vol 3 (1) ◽  
Author(s):  
X. Li ◽  
A. K. Upadhyay ◽  
A. J. Bullock ◽  
T. Dicolandrea ◽  
J. Xu ◽  
...  

2019 ◽  
Vol 5 (1) ◽  
pp. 444-467
Author(s):  
Katherine A. Crawford

AbstractOstia, the ancient port of Rome, had a rich religious landscape. How processional rituals further contributed to this landscape, however, has seen little consideration. This is largely due to a lack of evidence that attests to the routes taken by processional rituals. The present study aims to address existing problems in studying processions by questioning what factors motivated processional movement routes. A novel computational approach that integrates GIS, urban network analysis, and agent-based modelling is introduced. This multi-layered approach is used to question how spectators served as attractors in the creation of a processional landscape using Ostia’s Campo della Magna Mater as a case study. The analysis of these results is subsequently used to gain new insight into how a greater processional landscape was created surrounding the sanctuary of the Magna Mater.


Sign in / Sign up

Export Citation Format

Share Document