A literature review of the issues of involuntary commitment, mental health recovery, and peer support, including the established values and ethics of these initiatives; a historical perspective of past and current recovery efforts in Vermont; and related mental health programs.
In he completed a research stay at Westminster University. His main lines of research focus on videogames, digital society, climate change, communication and new technologies. His research interests are on procedural content generation for games and how the different generated content can affect and interact with each other, computational intelligence for games, evolutionary algorithms and, the development of believable and reactive agents.
Jialin received her Ph. Her research interests include general game playing, robust game playing in adversarial games, automatic game design, black-box noisy optimization and portfolio algorithms.
Her research at the intersection of Human Computer Interaction and Games focuses on designing playful experiences that heighten social and emotional connections, toward innovating design theory and technological practice.
Her research has been covered in Wired, Scientific American, and many other venues. Technology for Being Together Computation is seeping deeper and deeper into everyday life, altering not just how we work and communicate, but also how we play together. The gameplay environment is increasingly a hybrid of the physical and the digital, opening new possibilities and design spaces.
In this keynote, she will discuss recent technical prototypes her group has built in close collaboration with larp live action role play designers, using these wearables as thought objects to explore values and techniques for creating tech that supports social play.
Isbister will also discuss recent work in social VR and in livestreaming environments such as Twitch, aimed at developing best design practices for supporting the future of playing together.
The audience should leave the talk with a broader sense of the future possibility space for social play, and points for discussion about the role technology may take in better supporting playing and being together. Currently he leads game design at Sheffield Hallam University and runs his consultancy Game Futures, which specialises in helping game companies to use foresight thinking for their future product strategies.
His recent own research and development in games has focused into Virtual and Augmented Realities, both from the perspective of content trends and mapping the emerging design space within VR. From Pancakes to Presence: Game Design for Spatial Computing In comparison to spaces on flat screens and mental images of space we coin through consuming media, the unique experiential aspect Virtual Reality enables is tangible sense of presence.
While fidelity of virtual presence has been researched in academic VR laboratories since the s, there has been less focus on how various design choices can lead to different flavors of presence, and how presence could be broken down into categories and patterns to inform creative practices, such as game design.
He contextualises the emerging VR design space to the trend of Spatial Computing and introduces his practice-based research project, Palace of Presence, which gives the resulting design framework a tangible form as a VR application. Over the past 20 years, James has written widely on aspects of videogames, fandom and the cultures of play, media histories and game preservation and has spoken across the world at events for academics, policy-makers, game developers and players.
Most recently, he co-authored A History of Videogames 14 consoles, 5 computers, 2 arcade cabinets James is currently writing books on videogame spectatorship and on the histories of early videogame sound and music.
In addition to working on the GameCity international games festival since its launch inJames is director of the All Your Bass videogame music festival.
He is an avid collector of synthesisers and an enthusiastic, but not very good, keyboard player. The games other people play. What does gameplay spectating tell us about what it means to play a videogame?
To play a videogame is to directly effect change on the course of events whether by manoeuvring a character or avatar or by manipulating a set of variables in a simulation. For all their diversity of format, structure and interface, the unifying feature of videogames is their focus on participation, being, and doing.
Quite rightly, academic game studies has spent many years honing analyses and methods that accommodate these facets of videogames. As Consalvo, Mitgutsch and Stein The emergence of new technologies, platforms and services for sharing gameplay experience draws into sharp relief the narrowness of our current definitions of play and demands a fundamental reconsideration of our methods and approaches.
However, although Twitch, the recent boom in livestreaming and personal gameplay archiving, and the increased visibility of e-sports make the phenomenon of gameplay spectatorship harder to ignore and certainly each has a transformative effect on modes of watching and performingthe presentation argues that spectatorship has always been a fundamental yet under-appreciated part of gaming.
Eds Sports Videogames, Abingdon: He studied mathematics M.
The role of the player has evolved from being viewed as a mere consumer to a participant holding a key role within the game design, creation, and development processes. Such participation may be direct, e.
With this theme in mind, we would like to promote and expand cutting-edge research, involving theoretical and empirical studies from a wide variety of backgrounds, around the following topics: Information for Authors We expect high quality submissions.
All submissions will be rigorously reviewed for their technical merit, significance, clarity and relevance to the advancement of digital game research. There is no differentiation in the format among the different contributions.
The only differentiation is the number of pages.EDAMBA Mission. EDAMBA, the ‘European Doctoral programs Association in Management & Business Administration’ is an international non-profit association currently operating in 26 countries. Our mission is to develop common ideas, values, evaluation criteria, standards and practices to assess and enhance the quality of doctoral education, through the exchange of experiences and cooperation.
feelthefish.comty fellowships are designed for doctoral students who wish to enhance their scientific profile by working at a research institution abroad.
Evaluation criteria of doctoral dissertations.
The main criteria for evaluation of doctoral dissertations or licentiate theses are: scientific significance of the research results as well as; contribution of the candidate to the research. Publishing the doctoral dissertation. Journal "BIOMEDICAL GLASSES" is accepting papers for Volume 4 Biomedical Glasses is a peer-reviewed, Open Access journal covering the field of glasses for biomedical applications.
It provides an international forum for the publication of original research reports and authoritative review articles on biomedical glasses and their use in clinical applications.
The Online Writing Lab (OWL) at Purdue University houses writing resources and instructional material, and we provide these as a free service of the Writing Lab at Purdue. UNIVERSITY OF MEDICINE AND PHARMACY CRAIOVA DOCTORAL SCHOOL DOCTORAL THESIS The Importance Of 1 Hour Glucose During The Oral Glucose Tolerance Test In The.