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Titelei/Inhaltsverzeichnis [chapter]

Liza Wing Man Kam
2015 Reconfiguration of 'the Stars and the Queen'  
Three examples of colonial architecture, namely Star Ferry Pier, Queen's Pier and the former Hong Kong Legislative Council (LEGCO) Building are investigated.  ...  From the 2006's Star Ferry Pier and Queen's Pier movement, to the Anti-Expressed Railway Campaign defending the Choi Yuen Village in 2010, followed by the 2012's Anti-National Education Campaign, recently  ... 
doi:10.5771/9783845251912-1 fatcat:7rwejw442zekld5n7vcccyfilm

Current Observational Development in Early-Type Contact Binary Systems [chapter]

Kam-Ching Leung
1980 Close Binary Stars: Observations and Interpretation  
The latter assumed the gravity darkening exponents and the bolometric albedos equal to unity, which may not be realistic for late type stars.  ...  These values are reasonable for late type stars. Therefore, the semidetached configuration solution for VW Cep was adopted. (Note that no contact solution was foiind even though attempts were made.)  ...  These values are expected for late type stars.  ... 
doi:10.1007/978-94-009-9038-8_93 fatcat:3lfibprrnvcbhkpz3kxripbifi

Three-Tangle of a General Three-Qubit State in the Representation of Majorana Stars [article]

Chon-Fai Kam, Ren-Bao Liu
2019 arXiv   pre-print
We further discuss the extension to the Majorana-star representation of the entanglement of more qubits.  ...  Thus the genuine tripartite entanglement of general three-qubit states has the geometric representation of the associated Majorana stars.  ...  Separable states correspond to two identical stars and maximally entangled Bell states correspond to two antipodal stars on equator [27] . III.  ... 
arXiv:1902.00684v1 fatcat:4hgvd3rshnbvhlbo3573dbwfci

Robot motion planning on N-dimensional star worlds among moving obstacles

R.A. Conn, M. Kam
1998 IEEE Transactions on Robotics and Automation  
Robot Motion Planning on -Dimensional Star Worlds Among Moving Obstacles Robert A. Conn and Moshe Kam Index Terms-Motion planning, moving obstacles, vector fields. I.  ...  Star-shaped sets are more general than (they include all) the convex sets. Definition 2: The boundary of a set A will be denoted @A.  ... 
doi:10.1109/70.681250 fatcat:g6cjq3xkurayvbdqd5i4zbuve4

On the relation between the amplitude of light and radial velocity variations of ? Canis Majoris stars

Kam-Ching Leung
1968 Astrophysics and Space Science  
However, the two stars BW Vul and a Sco, which have the largest radial velocity variations, do not seem to share this relationship.  ...  The relation between the amplitude of light Am and the amplitude of the radial velocity 2K for fl Canis Majoris stars is investigated. A linear relationship between Am and 2K is found.  ...  STR~JVE (1955) interpreted fi Canis Majoris stars as composed of two subgroups: stars with a single period and stars with double periods.  ... 
doi:10.1007/bf00650905 fatcat:3bxeyk4svfbs7pio3woqotrj2m

Facilitating Creativity in Collaborative Work with Computational Intelligence Software

Dimitris Apostolou, Konstantinos Zachos, Neil Maiden, Nuria Agell, German Sanchez-Hernandez, Maria Taramigkou, Kam Star, Meia Wippoo
2016 IEEE Computational Intelligence Magazine  
This is the accepted version of the paper. This version of the publication may differ from the final published version. Permanent repository link: Link to published version: http://dx. Abstract: The use of computational intelligence for leveraging social creativity is a relatively new approach that allows organizations to find creative solutions to complex problems in which the interaction between stakeholders is crucial. The creative solutions that come from
more » ... joint thinking-from the combined knowledge and abilities of people with diverse perspectivescontrast with traditional views of creativity that focus primarily on the individual as the main contributor of creativity. In an effort to support social creativity in organizations, in this paper we present computational intelligence software tools for that aim and an architecture for creating software mashups based on the concept of affinity space. The affinity space defines a digital setting to facilitate specific scenarios in collaborative business environments. The solution presented includes a set of free and open source software tools ranging from newly developed brainstorming applications to an expertise recommender for enhancing social creativity in the enterprise. The current paper addresses software design issues and presents reflections on the research work undertaken in the COLLAGE project between 2012 and 2015.
doi:10.1109/mci.2016.2532266 fatcat:zlpu35eaord53kbnn5sadews2e

Providing Career Guidance to Adolescents through Digital Games

Ian Dunwell, Petros Lameras, Sara de Freitas, Panos Petridis, Maurice Hendrix, Sylvester Arnab, Kam Star
2014 International Journal of Games Based Learning  
In an evolving global workplace, it is increasingly important for graduates and school-leavers to possess an understanding of the job market, their relevant skills, and career progression paths. However, both the marketplace and career paths are becoming increasingly dynamic, with employees more frequently moving between sectors and positions than was the case for previous generations. The concept of a "job for life" at a single organization is becoming less prevalent across sectors and
more » ... . In such a context, traditional approaches to career guidance, which often focused upon identifying a suitable occupation for adolescents at an early stage and establishing a route towards it, are being challenged with the need to communicate the value of transferrable skills and non-linear progression paths. This article explores the role digital games might play in allowing learners to develop these skills as part of a wider careers guidance programme. Through a case study of the "MeTycoon" serious game, the potential reach of such games is discussed, with 38,097 visits to the game's website, and 408,247 views of embedded educational videos. An online survey of players (n=97) gives some insight into their opinions of the game's impact and appeal, with positive comments regarding the design of the game and its emphasis on creating an enjoyable gaming experience whilst providing educational content.
doi:10.4018/ijgbl.2014100104 fatcat:7utlmfmjkna4bnycfnz5hczvyu

A Virtual Agent Toolkit for Serious Games Developers

Samuel Mascarenhas, Manuel Guimaraes, Rui Prada, Joao Dias, Pedro A. Santos, Kam Star, Ben Hirsh, Ellis Spice, Rob Kommeren
2018 2018 IEEE Conference on Computational Intelligence and Games (CIG)  
The design of serious games requires developers to tackle pedagogical challenges calling for advanced solutions that the entertainment industry might deem too risky to pursue. One such challenge is the creation of autonomous socially intelligent characters with whom players can practice different social skills. Although there are several architectures in the field of virtual agents that are designed specifically to enable more human-like interactions, they are still not widely adopted by game
more » ... udios that develop serious games, in particular for learning. In this paper, we present a virtual agent toolkit that was specifically developed with the intent of making agent-based solutions more accessible and reliable to game developers. To this end, a collaborative effort was established with a game studio that has used the toolkit to develop two different serious games. Among other advantages, the toolkit facilitated the inclusion of a dynamic model of emotions that affects not just how the character looks and acts but also how the player's performance is determined.
doi:10.1109/cig.2018.8490399 dblp:conf/cig/MascarenhasGPDS18 fatcat:6zfmmiuw3bdddntqhfruzlgeku

Building Social Commmunities around Alternate Reality Games

Panagiotis Petridis, Ian Dunwell, Sylvester Arnab, Simon Scarle, Adam Qureshi, Sara de Freitas, Aristidis Protopsaltis, Kam Star
2011 2011 Third International Conference on Games and Virtual Worlds for Serious Applications  
In recent years, alternate reality games have entered the mainstream as a new form of entertainment. The Living Stories project is the first alternate reality game in the UK, which addresses environmental issues. Living Stories combines social networking sites such as Facebook and Twitter with Second Life, to create a platform, which allows social networking to feed into content creation within a virtual world, and facilitate and encourage real-world behaviour through virtual rewards. The
more » ... t is funded by Interactive Digital Media IDM, as part of an ongoing collaboration with the Eden Project, Coventry University Serious Games Institute and PlayGen Ltd. The aim of this project is twofold: firstly to engage new visitors and to extend the Eden experience beyond the actual visits, and secondly to increase user participation amongst groups that do not traditionally visit Eden Project. In this paper we describe the unique technical and pedagogic challenges addressed when creating this platform and consider how the state-of-the-art in alternate reality gaming can be applied in an educational ('serious') context.
doi:10.1109/vs-games.2011.17 dblp:conf/vsgames/PetridisDASQFPS11 fatcat:qskl3ifytbaa7it7fjyfa24ocu

MeTycoon: A game-based approach to career guidance

Ian Dunwell, Petros Lameras, Sara de Freitas, Panos Petridis, Kam Star, Maurice Hendrix, Sylvester Arnab
2013 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)  
Understanding the relationship between immediate decisions and long-term career prospects is a vital skill in a job market which is becoming increasingly globalised, competitive and dynamic. The application of digital technologies and multimedia to career-guidance offers the potential to go beyond the confines of the classroom and provide a depth of insight into career decisions and their consequences in interactive and engaging forms. This paper reports on an approach which uses a serious game
more » ... as an approach to career guidance incorporating game-based elements such as character development and decision-making alongside a visual and user-centric approach to fostering engagement. Deployed online and targeted evaluation questionnaires at a UK audience, the developed 'MeTycoon' game provides both direct access to learners and other resources encouraging its use in blended contexts by teachers and career support professionals. Analysis of the game uptake and user engagement reveal encouraging levels of user engagement with the game's website generating 38,097 visits and 408,247 views of career videos embedded within the game. An online survey of players (n=91) with closed and semi-structured questions provides some insight into players' perspective, demonstrating MeTycoon's approach, in which pedagogic elements such as informational videos are closely integrated into the game's mechanics were perceived as an intuitive method for facilitating learning.
doi:10.1109/vs-games.2013.6624237 dblp:conf/vsgames/DunwellLSFHA13 fatcat:dskb2lcowfdbvnsimcf6egubbi

Liza Wing Man Kam: Reconfiguration of "the Stars and the Queen"

Weijing Le
Winfried Fliichter Liza Wing Man Kam: Reconfiguration of "the Stars and the Queen"a Quest for the Interrelationship be tween Architecture and Civic Aware ness in Post-colonial Hong Kong Baden-Baden: Nomos  ...  In the Stars and Queen protests, citizens created innovative actions to gain larger resonance from the society and successfully forced the government to take action.  ... 
doi:10.11588/asien.2016.140.18760 fatcat:ddzr7ngunrbhbk2s3s5ykm4vi4

SEWA DB: A Rich Database for Audio-Visual Emotion and Sentiment Research in the Wild [article]

Jean Kossaifi, Robert Walecki, Yannis Panagakis, Jie Shen, Maximilian Schmitt, Fabien Ringeval, Jing Han, Vedhas Pandit, Bjorn Schuller, Kam Star, Elnar Hajiyev, Maja Pantic
2019 arXiv   pre-print
Natural human-computer interaction and audio-visual human behaviour sensing systems, which would achieve robust performance in-the-wild are more needed than ever as digital devices are becoming indispensable part of our life more and more. Accurately annotated real-world data are the crux in devising such systems. However, existing databases usually consider controlled settings, low demographic variability, and a single task. In this paper, we introduce the SEWA database of more than 2000
more » ... s of audio-visual data of 398 people coming from six cultures, 50% female, and uniformly spanning the age range of 18 to 65 years old. Subjects were recorded in two different contexts: while watching adverts and while discussing adverts in a video chat. The database includes rich annotations of the recordings in terms of facial landmarks, facial action units (FAU), various vocalisations, mirroring, and continuously valued valence, arousal, liking, agreement, and prototypic examples of (dis)liking. This database aims to be an extremely valuable resource for researchers in affective computing and automatic human sensing and is expected to push forward the research in human behaviour analysis, including cultural studies. Along with the database, we provide extensive baseline experiments for automatic FAU detection and automatic valence, arousal and (dis)liking intensity estimation.
arXiv:1901.02839v1 fatcat:e4btmg2x3ze7zcnp5drqn5nqsu

How to Use Gamified Dashboards and Learning Analytics for Providing Immediate Student Feedback and Performance Tracking in Higher Education

Sara de Freitas, David Gibson, Victor Alvarez, Leah Irving, Kam Star, Sven Charleer, Katrien Verbert
2017 Proceedings of the 26th International Conference on World Wide Web Companion - WWW '17 Companion  
IEEE. [4] Star, K. 2016. Gamification, Interdependence, and the Moderating Effect of Personality on Performance. Doctoral Thesis.  ...  Despite being the most popular game element used in the study, Star found that 'employing points alone increases quantitative measures of task performance while narrative increases intrinsic motivation  ... 
doi:10.1145/3041021.3054175 dblp:conf/www/FreitasGAISCV17 fatcat:j73qldz67rd67fvsbmewdpx4ii

A Multi-Scale Study of Star Formation in Messier 33 [article]

E. C. Elson, S. Z. Kam, L. Chemin, C. Carignan, T. H. Jarrett
2018 pre-print
Toomre and shear-based models of the star formation threshold are shown to inaccurately account for the star formation activity in the inner disc of M 33.  ...  No evidence is found for a breakdown in the star formation law at small length scales in M 33 reported by other authors.  ...  INTRODUCTION At a distance of 0.84 Mpc (Kam et al. 2015) , Messier 33 (M 33) has been used by many investigators to carry out resolved studies of the processes that drive its star formation activity.  ... 
doi:10.1093/mnras/sty3091 arXiv:1811.04590v1 fatcat:fmjtadmhsbbxtgjh6vub7fuyrq

LIZA WING MAN KAM: Reconfiguration of "the Stars and the Queen". A Quest for the Interrelationship between Architecture and Civic Awareness in Post-colonial Hong Kong

Subrata K. Mitra
Kam talks about space, architecture and memory in an interdisciplinary framework.  ...  The official project to carry out the demolition of two iconic sites -Queen's Pier and Star Ferry Pier, redolent with memories of colonial rituals, as well as sites for anti-colonial mobilizationforms  ... 
doi:10.11588/iaf.2015.46.3788 fatcat:ta5bxt2knfeivoegrnupcq4qdm
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