This paper draws from interviews with mobile science researchers to explore experiences of mobility and fixed-term employment in the EU. The paper takes a sociolegal approach, aiming to understand the contribution of EU law and policy to the resource framework within which career decisions are made. The high incidence of fixed-term employment and the expectation of geographic mobility in science labour markets has made science researchers very 'flexible' employees and, arguably, model EU citizens. But how are these factors managed in the context of every-day life? Developing sound empirical evidence of how individuals experience mobility and fixed-term employment could lead to more sensitive and effective policy making. This is particularly pertinent as human resource issues in science research have become central to achieving the EU's overarching strategies for growth and jobs (the Lisbon Strategy and Europe 2020). A range of policies designed to increase the mobility of researchers and to manage the use of fixed-term contracts have been put in place. This paper draws on empirical evidence to inform our understandings of these developing areas of law and policy in the EU.
In many games, NPC-player interactions play a vital role in gameplay. Previous literature has successfully shown how NPC interaction focused on social simulation is an effective means for creating dynamic characters such as in the games Prom Week and Versu. We believe that social simulation is a key element in the creation of complex characters, which is further aided by natural language interaction and knowledge modeling. In this work, we propose an architecture for player-NPC interactions built on top of the Ensemble engine that additionally incorporates chatbots and knowledge modeling technology, with the objective of making craftable and interesting NPCs more easily authorable.
The potential and the disadvantages of computer databases in education are considered by looking at one particular database which evolved over several years. The purpose of this database, HELPIS, is to locate and describe audio-visual materials suitable for use in higher education. The historical development of the database is traced, with particular emphasis on its unique features. After a brief mention of some of the other databases, of interest to the educator and trainer, some indication is given of new developments. The importance of user feedback in determining the future development of databases is stressed.
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