Planning and Diversity in the City


Book Description

Planning theory and practice has become more conscious in recent times of the need to cater for a diverse range of needs and preferences. But there has been less clarity about what goals and objectives should inform planning for such diversity. In this important new book Ruth Fincher and Kurt Iveson identify three distinct working principles of planning for diversity: redistribution, recognition and encounter. Each principle is the subject of a pair of chapters. The first explaining the principle and the second showcasing and comparing efforts to shape cities according to it, drawing on relevant examples from around the world. Planning for Diversity is the ideal introduction to the issues that surround diversity and planning and provides a stimulating new line of advance for reducing inequality and working towards 'just diversity' in cities. Ruth Fincher is Professor of Geography at the University of Melbourne, Australia. Kurt Iveson is Lecturer in Urban Geography at the University of Sydney, Australia.




KI 2009: Advances in Artificial Intelligence


Book Description

The 32nd Annual German Conference on Arti?cial Intelligence, KI 2009 (KI being the German acronym for AI), was held at the University of Paderborn, Germany on September 15–18, 2009, continuing a series of successful events. Starting back in 1975 as a national meeting, the conference now gathers - searchers and developers from academic ?elds and industries worldwide to share their research results covering all aspects of arti?cial intelligence. This year we received submissions from 23 countries and 4 continents. Besides the inter- tional orientation, we made a major e?ort to include as many branches of AI as possible under the roof of the KI conference. A total of 21 area chairs represe- ing di?erent communities within the ?eld of AI selected further members of the program committee and helped the local organizers to acquire papers. The new approach appealed to the AI community: we had 126 submissions, which cons- tuted an increase of more than 50%, and which resulted in 14 parallel sessions on the following topics agents and intelligent virtual environments AI and engineering automated reasoning cognition evolutionary computation Robotics experience and knowledge management history and philosophical foundations knowledge representation and reasoning machine learning and mining natural language processing planning and scheduling spatial and temporal reasoning vision and perception o?ering cutting edge presentations and discussions with leading experts. Thirty-one percent of the contributions came from outside German-speaking countries.




Game AI Uncovered


Book Description

Game AI Uncovered: Volume Two continues the series with the collected wisdom, ideas, tricks and cutting‐edge techniques from 22 of the top game AI professionals and researchers from around the world. The techniques discussed in these pages cover the underlying development of a wide array of published titles, including The Survivalists, Wheelman, Plants vs. Zombies: Battle for Neighborville, Dead Space, Zombie Army 4, Evil Genius 2, Sniper Elite 5, Sonic & All‐Stars Racing Transformed, DiRT: Showdown, and more. Contained within this volume are overviews and insights covering a host of different areas within game AI, including generalised planners, player imitation, awareness, dynamic behaviour trees, decision‐making architectures, agent learning for automated playthroughs, utility systems, machine learning for cinematography, directed acyclic graphs, environment steering, difficulty scenarios, environmental cues through voxels, automated testing approaches, dumbing down your AI, synchronized path following, and much more. Beginners to the area of game AI, along with professional developers, will find a wealth of knowledge that will not only help in the development of your own games but also spark ideas for new approaches. This volume includes chapters written by Nuno Vicente Barreto, Steve Bilton, Andy Brown, Dr Allan Bruce, Richard Bull, Phil Carlisle, Sarah Cook, Michele Condò, Steven Dalton, Rodolfo Fava, Jonas Gillberg, Dominik Gotojuch, Dale Green, Tobias Karlsson, Jonathan Keslake, Fernando Penousal Machado, Ivan Mateev, Dr Nic Melder, Dr Bram Ridder, Paul Roberts, Licínio Roque, and Andrea Schiel.




Modeling and Using Context


Book Description

This book constitutes the proceedings of the 7th International and Interdisciplinary Conference on Modeling and Using Context, CONTEXT 2011, held in Karlsruhe, Germany in September 2011. The 17 full papers and 7 short papers presented were carefully reviewed and selected from 54 submissions. In addition the book contains two keynote speeches and 8 poster papers. They cover cutting-edge results from the wide range of disciplines concerned with context, including the cognitive sciences (linguistics, psychology, philosophy, computer science, neuroscience), the social sciences and organization sciences, and all application areas.




Interactive Storytelling


Book Description

This book constitutes the refereed proceedings of the 13th International Conference on Interactive Digital Storytelling, ICIDS 2020, held in Bournemouth, UK, in November 2020. The 15 full papers and 8 short papers presented together with 5 posters, were carefully reviewed and selected from 70 submissions. The conference offers topics in game narrative and interactive storytelling, including the theoretical, technological, and applied design practices, narrative systems, storytelling technology, and humanities-inspired theoretical inquiry, empirical research and artistic expression.




Interactive Storytelling


Book Description

This book constitutes the refereed proceedings of the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, held in Dublin, Ireland, in December 2018. The 20 revised full papers and 16 short papers presented together with 17 posters, 11 demos, and 4 workshops were carefully reviewed and selected from 56, respectively 29, submissions. The papers are organized in the following topical sections: the future of the discipline; theory and analysis; practices and games; virtual reality; theater and performance; generative and assistive tools and techniques; development and analysis of authoring tools; and impact in culture and society.




Interactive Storytelling


Book Description

The rich programme of ICIDS 2009, comprising invited talks, technical pres- tations and posters, demonstrations, and co-located post-conference workshops clearly underscores the event’s status as premier international meeting in the domain. It thereby con?rms the decision taken by the Constituting Committee of the conference series to take the step forward: out of the national cocoons of its precursors, ICVS and TIDSE, and towards an itinerant platform re?ecting its global constituency. This move re?ects the desire and the will to take on the challenge to stay on the lookout, critically re?ect upon and integrate views and ideas,?ndingsandexperiences,andtopromoteinterdisciplinaryexchange,while ensuring overall coherence and maintaining a sense of direction. This is a signi?cant enterprise: The challenges sought are multifarious and must be addressed consistently at all levels. The desire to involve all research communitiesandstakeholdersmustbematchedbyacknowledgingthedi?erences in established practises and by providing suitable means of guidance and int- duction, exposition and direct interaction at the event itself and of lasting (and increasingly:living) documentation, of which the present proceedings are but an important part.




Game Design


Book Description

Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.




Community Participation Methods in Design and Planning


Book Description

Dieses Buch behandelt Design und Planung als Gemeinschaftsprojekt, d.h. Gemeinde oder Auftraggeber eines neuen Projektes werden zusammen mit den Experten aktiv in den Designprozeß eingebunden, und zwar von Anfang an. Diese Methode wird für kleine und große Projekte genutzt - angefangen beim Wohnungsbau über Parkanlagen und soziale Einrichtungen über Nachbarviertel und ganze Städte. Unterteilt in zwei große Themenkomplexe behandelt das Buch in Teil 1 die Grundlagen und Methoden zur Einbeziehung der Gemeinde und in Teil 2 Fallstudien, die anschaulich darstellen, wie jedes Prinzip und jede Methode angewandt und umgesetzt wird. Schwerpunktmäßig werden visuelle und ästhetische Mittel eingesetzt, um den Designprozeß zu vermitteln. Mit über 15 Fallstudien zu Bildungseinrichtungen, Wohnanlagen sowie städtischen und ländlichen Designbeispielen und zahlreichen Checklisten und Abbildungen.