Performance, standby power, and manufacturability trade-off in transistor design consideration for 0.25-μm technology

1998 ◽  
Author(s):  
Navakanta Bhat ◽  
Harry Chuang ◽  
Paul Tsui ◽  
R. Woodruff ◽  
John Grant ◽  
...  
Author(s):  
Christopher Michael Yap ◽  
Youki Kadobayashi ◽  
Suguru Yamaguchi

The concept of emergence exists in many fields such as Philosophy, Information Science, and Biology. With respect to the modern video game, emergence can potentially manifest as emergent narrative and/or gameplay. In this paper, the authors engage in a critical discussion about what it means for an interactive video game to have emergence. The authors frame the discussion of emergence as a close critical look at the games Papers, Please and Gone Home. From these analyses, the authors propose a concept of “Player-side emergence in games,” in which emergence in the form of narrative is expressible and observable in games which rely not on the game software itself, but also upon the complex system of the human mind for reconstruction of the game experience and a subsequent expression of emergence. The authors contend that such an emergent design consideration is potentially useful for designers who are trying to address the trade-off of Ludo-Narrative Dissonance.


Author(s):  
Julia C. Dunbar ◽  
Emily Bascom ◽  
Ashley Boone ◽  
Alexis Hiniker

Smart devices with the capability to record audio can create a trade-off for users between convenience and privacy. To understand how users experience this trade-off, we report on data from 35 interview, focus group, and design workshop participants. Participants' perspectives on smart-device audio privacy clustered into the pragmatist, guardian, and cynic perspectives that have previously been shown to characterize privacy concerns in other domains. These user groups differed along four axes in their audio-related behaviors (for example, guardians alone say they often move away from a microphone when discussing a sensitive topic). Participants surfaced three usage phases that require design consideration with respect to audio privacy: 1) adoption, 2) in-the-moment recording, and 3) downstream use of audio data. We report common design solutions that participants created for each phase (such as indicators showing when an app is recording audio and annotations making clear when an advertisement was selected based on past audio recording).


1982 ◽  
Vol 14 (2) ◽  
pp. 109-113 ◽  
Author(s):  
Suleyman Tufekci
Keyword(s):  

2012 ◽  
Vol 11 (3) ◽  
pp. 118-126 ◽  
Author(s):  
Olive Emil Wetter ◽  
Jürgen Wegge ◽  
Klaus Jonas ◽  
Klaus-Helmut Schmidt

In most work contexts, several performance goals coexist, and conflicts between them and trade-offs can occur. Our paper is the first to contrast a dual goal for speed and accuracy with a single goal for speed on the same task. The Sternberg paradigm (Experiment 1, n = 57) and the d2 test (Experiment 2, n = 19) were used as performance tasks. Speed measures and errors revealed in both experiments that dual as well as single goals increase performance by enhancing memory scanning. However, the single speed goal triggered a speed-accuracy trade-off, favoring speed over accuracy, whereas this was not the case with the dual goal. In difficult trials, dual goals slowed down scanning processes again so that errors could be prevented. This new finding is particularly relevant for security domains, where both aspects have to be managed simultaneously.


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