• Evolutionary Generation of Game Levels

      Connor, AM; Greig, TJ; Kruse, J (Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (ICST), 2018)
      This paper outlines an approach for evolutionary procedural generation of video game content. The study deals with the automatic generation of game level designs using genetic algorithms and the development of a fitness ...
    • Evolutionary optimisation to minimise material waste in construction

      Connor, AM; Siringoringo, W (Inderscience, 2017)
      This paper describes the development and evaluation of a range of metaheuristic search algorithms applied to the optimal design of two-dimensional layout problems, with the particular application on residential building ...
    • From spheres towards spaces in design and creative technology

      Karmokar, S; Connor, AM; Sosa, R (Academic Conferences and Publishing International Limited, 2015)
      Knowledge and creativity have always played a key role in the economy and New Zealand is rapidly moving towards a knowledge-based strategy for growth. Increasing prominence has been given to the role of New Zealand’s ...
    • From STEM to STEAM: strategies for enhancing engineering & technology education

      Connor, AM; Karmokar, S; Whittington, C (International Journal of Engineering Pedagogy, 2015)
      This paper sets out to challenge the common pedagogies found in STEM (Science, Technology, Engineering and Mathematics) education with a particular focus on engineering. The dominant engineering pedagogy remains “chalk and ...
    • Full STEAM ahead: a manifesto for integrating arts pedagogics in to STEM education

      Connor, AM; Karmokar, S; Whittington, C; Walker, C (Teaching, Assessment and Learning for Engineering (TALE), 2014)
      This paper sets out to challenge the common pedagogies found in STEM education with a particular focus on engineering. The dominant engineering pedagogy remains “chalk and talk”; despite research evidence that demonstrates ...
    • Innovation teams and organizational creativity: Reasoning with computational simulations

      Sosa Medina, R; Connor, AM (Elsevier, 2018)
      A computational social simulation encourages systematic reasoning about the management of innovation teams and organizational creativity. This article draws upon historical literature to identify a potential dilemma faced ...
    • An Interactive Multi-agent System for Game Design

      Kruse, J; Connor, AM; Marks, S (Springer Science and Business Media LLC, 2021)
      This paper presents a novel approach to procedural generation of game maps for multi-player, competitive video games. A multi-agent evolutionary system is employed to place streets, buildings and other items, resulting in ...
    • Mainstreaming video annotation software for critical video analysis

      Martin, M; Charlton, J; Connor, AM (Common Ground, 2015)
      The range of video annotation software currently available is set within commercially specialized professions, distributed via outdated sources or through online video hosting services. As video content becomes an ...
    • Multi-agent evolutionary systems for the generation of complex virtual worlds

      Kruse, J; Connor, AM (European Alliance for Innovation (EAI), 2015)
      Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such ...
    • !orthodoxies in multidisciplinary design-oriented degree programmes

      Sosa, R; Connor, AM (International Association of Societies of Design Research (IASDR) 2015, 2015)
      In recent years there has been a rapid expansion of multidisciplinary degree programmes offered by Universities around the globe, with many being classified as design orientated or using the title Creative Technologies. ...
    • Procedural urban environments for FPS Games

      Kruse, J; Sosa, R; Connor, AM (Association for Computing Machinery (ACM), 2016)
      This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D ...
    • Re-engineering design through multiple disciplinary lenses

      Connor, AM; Karmokar, S (Institution of Engineering Designers, The Design Society, 2016)
      Models of design tend to contain activities that relate to multiple disciplinary and professional fields. The rapid advancement of technology and the increasing social, economic, and environmental challenges demand more ...
    • Reinventing the arcade: computer game mediated play spaces for physical interaction

      Connor, AM; Gavin, J (European Alliance for Innovation (EAI), 2015)
      This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper ...
    • The Shape of Firms: Opportunities from Rapid Manufacturing

      Esparza, A; Sosa Medina, R; Connor, AM (European Alliance for Innovatoin (EAI), 2017)
      This paper examines the role of design in the creation of new firms. A new interpretation of firm design is developed to explain the dynamics of entrepreneurship. This paper seeks to expand the conversation between design ...
    • Social play spaces for active community engagement

      Gavin, J; Kenobi, B; Connor, AM (ACM, 2014)
      This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible ...
    • Synthetic Minority Over-sampling TEchnique (SMOTE) for predicting software build outcomes

      Pears, R; Finlay, JA; Connor, AM (Knowledge Systems Institute Graduate School, 2014)
      In this research we use a data stream approach to mining data and construct decision Tree models that predict software build outcomes in terms of software metrics that are derived from source code used in the software ...
    • The synthesis of hybrid mechanisms using genetic algorithms

      Connor, AM (Mechanisms & Machines Research Group, Liverpool John Moores University, 1997)
      This thesis presents a novel design methodology for the synthesis of hybrid mechanisms using Genetic Algorithms. GAs are a search and optimisation method which model the mechanics of population genetics to give a truly ...
    • Towards the Holodeck: fully immersive virtual reality visualisation of scientific and engineering data

      Marks, S; Estevez, JE; Connor, AM (ACM, 2014)
      In this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion ...
    • A Wearable Haptic Game Controller

      Foottit, J; Brown, D; Marks, S; Connor, AM (AIRCC Publishing Corporation, 2016)
      This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs ...