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<title>Grace, Lindsay</title>
<link>http://hdl.handle.net/2374.MIA/5145</link>
<description>Dr. Lindsay Grace - C. Michael Armstrong Professor of Fine Arts</description>
<pubDate>Sun, 05 Apr 2026 13:25:20 GMT</pubDate>
<dc:date>2026-04-05T13:25:20Z</dc:date>
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<title>Research Directions for Pushing Harnessing Human Computation to Mainstream Video Games</title>
<link>http://hdl.handle.net/2374.MIA/5020</link>
<description>Research Directions for Pushing Harnessing Human Computation to Mainstream Video Games
Jamieson, Peter; Hall, Jack; Grace, Lindsay
In this paper, we propose a research direction that will allow the harnessing&#13;
of human computation to be included in mainstream video games. Human&#13;
computing resources are vastly different and superior in some cases compared&#13;
to traditional computing machines. Previous findings in this domain&#13;
showed that humans playing FoldIt, a protein folding video game, created&#13;
new solutions to the problem that were previously unknown. Successes like&#13;
these suggest that harnessing human computation through games can provide&#13;
the world with a new computation resource, but existing games in this&#13;
domain tend to be built around the problem. This means a large population&#13;
of game players remains unharnessed. We, however, hypothesize that&#13;
focusing research efforts on the synergy of understanding isomorphing problems,&#13;
identifying problem solving behavior in mainstream video games, and&#13;
an understanding of real-world problems is a direction that will allow us to&#13;
merge harnessing human computation into these mainstream games.
</description>
<pubDate>Wed, 05 Feb 2014 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/2374.MIA/5020</guid>
<dc:date>2014-02-05T00:00:00Z</dc:date>
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<title>Discomfort Design: Critical Reflection through Uncomfortable Play</title>
<link>http://hdl.handle.net/2374.MIA/5019</link>
<description>Discomfort Design: Critical Reflection through Uncomfortable Play
Grace, Lindsay
Consider that uncomfortable moment in life when people discover a playful experience ceases to be worth playing. Just as an arm is broken on the playground, or a relationship can no longer be mended, there are explicit moments when art transgresses some unforeseen territory leaving us with fear of its potential. This paper explores the potential of taboo game design.
</description>
<pubDate>Wed, 05 Feb 2014 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/2374.MIA/5019</guid>
<dc:date>2014-02-05T00:00:00Z</dc:date>
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<title>Critical Gameplay: Software Studies in Computer Gameplay</title>
<link>http://hdl.handle.net/2374.MIA/4403</link>
<description>Critical Gameplay: Software Studies in Computer Gameplay
Grace, Lindsay D.
The computer game software with which we interact on a daily basis not only entertains us, it trains us into specific patterns. Critical Gameplay is a design practice which endeavors to expose and redesign the patterns to which standard gameplay subscribes. The ongoing
project seeks to identify the dominant values,
philosophies and problem solving models reinforced by computer games and provides prototypical alternates to those standards.
</description>
<pubDate>Tue, 12 Oct 2010 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/2374.MIA/4403</guid>
<dc:date>2010-10-12T00:00:00Z</dc:date>
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