Like new with only the slightest wear, many times indistinguishable from a Mint item. Close to perfect, very collectible. Board games in this condition may be played but show little to no wear. Lightly used, but almost like new. May show very small spine creases or slight corner wear. Absolutely no tears and no marks, a collectible condition.
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Goblin Pyros. Waterdeep Dragon Heist Booster Pack. Gloomhaven 2nd Printing. Gloomhaven - Forgotten Circles. Uni- and bi-directional extra-musical communication with real and false values were tested by experienced improvising musicians. Each condition was evaluated using the FSS-2 questionnaire, as a proxy for musical engagement. The results show a positive correlation between extra-musical communication of machine internal state and human musical engagement. Collocated, face-to-face teamwork remains a pervasive mode of working, which is hard to replicate online.
However, the ready availability of sensors makes it increasingly affordable to instrument work spaces to study teamwork and groupwork. The possibility of visualising key aspects of a collaboration has huge potential for both academic and professional learning, but a frontline challenge is the enrichment of quantitative data streams with the qualitative insights needed to make sense of them. In response, we introduce the concept of collaboration translucence, an approach to make visible selected features of group activity. This is grounded both theoretically in the physical, epistemic, social and affective dimensions of group activity , and contextually using domain-specific concepts.
We illustrate the approach from the automated analysis of healthcare simulations to train nurses, generating four visual proxies that fuse multimodal data into higher order patterns. This paper investigates personalized voice characters for in-car speech interfaces. In particular, we report on how we designed different personalities for voice assistants and compared them in a real world driving study.
Voice assistants have become important for a wide range of use cases, yet current interfaces are using the same style of auditory response in every situation, despite varying user needs and personalities.
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To close this gap, we designed four assistant personalities Friend, Admirer, Aunt, and Butler and compared them to a baseline Default in a between-subject study in real traffic conditions. We discuss design aspects for voice assistants in different automotive use cases. Algorithmic decision-making systems are increasingly being adopted by government public service agencies.
Researchers, policy experts, and civil rights groups have all voiced concerns that such systems are being deployed without adequate consideration of potential harms, disparate impacts, and public accountability practices. Yet little is known about the concerns of those most likely to be affected by these systems.
We report on workshops conducted to learn about the concerns of affected communities in the context of child welfare services. The workshops involved 83 study participants including families involved in the child welfare system, employees of child welfare agencies, and service providers. Our findings indicate that general distrust in the existing system contributes significantly to low comfort in algorithmic decision-making. We identify strategies for improving comfort through greater transparency and improved communication strategies.
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We discuss the implications of our study for accountable algorithm design for child welfare applications. During sensemaking, people annotate insights: underlining sentences in a document or circling regions on a map.
They jot down their hypotheses: drawing correlation lines on scatterplots or creating personal legends to track patterns. We present ActiveInk, a system enabling people to seamlessly transition between exploring data and externalizing their thoughts using pen and touch. ActiveInk enables the natural use of pen for active reading behaviors, while supporting analytic actions by activating any of these ink strokes.
Through a qualitative study with eight participants, we contribute observations of active reading behaviors during data exploration and design principles to support sensemaking. Computer vision and pattern recognition are increasingly being employed by smartphone and tablet applications targeted at lay-users. An open design challenge is to make such systems intelligible without requiring users to become technical experts.
This paper reports a lab study examining the role of visual feedback. Participants in our study showed a tendency to misunderstand the meaning being conveyed by the feedback, relating it to processing outcomes and higher level concepts, when in reality the feedback represented low level features.
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Drawing on the experimental results and the qualitative data collected, we discuss the challenges of designing interactions around pattern matching algorithms. What makes a city meaningful to its residents? What attracts people to live in a city and to care for it? This theory offers ideas for developing community attachment, heightening the legibility of the city, and intensifying lived experiences in the city. We add to this body of research with an analysis of several initiatives of City Yeast, a community-based design collective in Taiwan that proposes the metaphor of fermentation as an approach to placemaking.
We unpack how this approach shapes their design practice and link its implications to urban informatics research in HCI. We suggest that smart cities can also be pursued by leveraging the knowledge of city residents and helping to facilitate their participation in acts of perceiving, envisioning, and improving their local communities, including but not limited to smart and connected technologies.
Through a design-led inquiry focused on smart home security cameras, this research develops three key concepts for research and design pertaining to new and emerging digital consumer technologies. Digital leakage names the propensity for digital information to be shared, stolen, and misused in ways unbeknownst or even harmful to those to whom the data pertains or belongs. Foot-in-the-door devices are product and services with functional offerings and affordances that work to normalize and integrate a technology, thus laying groundwork for future adoption of features that might have earlier been rejected as unacceptable or unnecessary.
Developed and illustrated through a set of design studies and explorations, this paper shows how these concepts may be used analytically to investigate issues such as privacy and security, anticipatorily to speculate about the future of technology development and use, and generatively to synthesize design concepts and solutions. To investigate preferences for mobile and wearable sound awareness systems, we conducted an online survey with DHH participants.
The survey explores how demographic factors affect perceptions of sound awareness technologies, gauges interest in specific sounds and sound characteristics, solicits reactions to three design scenarios smartphone, smartwatch, head-mounted display and two output modalities visual, haptic , and probes issues related to social context of use. While most participants were highly interested in being aware of sounds, this interest was modulated by communication preference—that is, for sign or oral communication or both. Other findings related to sound type, full captions vs. However, their invisible nature with no or limited visuals makes it difficult for users to interact with unfamiliar VUIs.
We analyze the impact of user characteristics and preferences on how users interact with a VUI-based calendar, DiscoverCal. While recent VUI studies analyze user behavior through self-reported data, we extend this research by analyzing both VUI usage data and self-reported data to observe correlations between both data types. Difficulties in accessing, isolating, and iterating on the components and connections of a printed circuit board PCB create unique challenges in PCB debugging.