Results 121 to 130 of about 48,479 (268)
ABSTRACT Generative AI is radically transforming how creative authorship is understood, attributed, and governed across the world’s cultural and creative industries. As AI systems increasingly produce outputs that organisations and audiences recognise as creative, foundational assumptions about who authors creative work, who receives credit for it, and
Ololade A. Shonubi
wiley +1 more source
Playing in the Dark: Invisible Chess as a Laboratory for Strategic AI
This paper shows that strategic AI evaluated on perfect‐information benchmarks can be brittle in real adversarial settings. By using invisible chess as a benchmark for hidden state and deception, it argues for stricter testing, human oversight, and more cautious governance of high‐stakes AI systems.
Paolo Ciancarini
wiley +1 more source
Identification in video games : Identifying with video game characters
In this thesis, a framework was developed in order to analyze popular game characters and to find common grounds for their identifiability factors. A survey was also carried out in an effort to gain more data about game characters and identification. Gameplayer's own definitions of identification together with previous papers about identification were ...
openaire +1 more source
Border harm and affective injustice: The politics of anger at the Melilla border, Spain
Abstract This article examines protests in a detention center in Melilla, Spain—a site where structural violence intersects with the everyday harms of confinement. Adopting a justice and dignity‐centered perspective, we analyze grassroots forms of resistance emerging at the border. The study focuses on the protests of Tunisian migrants and explores the
Corina Tulbure
wiley +1 more source
Stakeholder Perspectives on Therapeutic and Safe Building Design in Residential Care
ABSTRACT Residential care is a form of out‐of‐home care that plays a critical role in supporting vulnerable young people in Australia. However, there is an evidence gap regarding the built environment in this context. This research aimed to explore the perspectives of key stakeholders in residential care in Victoria, Australia, regarding design that ...
Carmen Schroder +3 more
wiley +1 more source
A Metasynthesis on Perceptions of Sexism Among Video Game Players and the Video Game Industry. [PDF]
Denia Mondéjar J +2 more
europepmc +1 more source
ABSTRACT In Australia, governments fund Community Legal Centres (CLCs) as part of the legal assistance sector (LAS) to meet the ‘legal needs’ of people experiencing disadvantage who cannot afford private legal services. Persistent unmet demand for CLCs is well‐documented. As artificial intelligence (AI) is increasingly used in private legal practice to
Catherine Hastings +2 more
wiley +1 more source
Gamified clinical case video game in occupational therapy. [PDF]
Dugnol-Menéndez J +3 more
europepmc +1 more source
ABSTRACT As modes of activism rapidly evolve, activists—both seasoned and emerging—must increasingly navigate a hybrid terrain of both digital and non‐digital engagement. This paper draws on the personal narratives of 16 nascent activists based in Australia to explore how they develop competencies related to digital storytelling, which is critical to ...
Garth Stahl +5 more
wiley +1 more source
Video game engines as the new "virtual" Skinner box. [PDF]
Young ME +5 more
europepmc +1 more source

