Patrick Stacey

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Language change and innovation is constant in online and offline communication, and has led to new words entering people's lexicon and even entering modern day dictionaries, with recent additions of 'e-cig' and 'vape'. However the manual work required to identify these 'innovations' is both time consuming and subjective. In this work we demonstrate how such(More)
NPL has developed a Kalman-filter-based clock algorithm for combining measurements from its three active hydrogen masers. The algorithm is designed to produce a near optimal composite when the dominant noise process present is flicker frequency modulation (FFM). The FFM is modelled approximately by a linear combination of Markov noise processes. Each Markov(More)
In fast-paced busIness envIronments like computer games, agile would seem to be the appropriate style of software development. However, our study of three computer game studios revealed that game development does not deploy agile methods as such, but rather it shares some of agile’s practices and values. We were intrigued by how agility was triggered in(More)
This paper offers an insight into the games software development process from a time perspective by drawing on an in-depth study in a games development organization. The wider market for computer games now exceeds the annual global revenues of cinema. We have, however, only a limited scholarly understanding of how games studios produce games. Games projects(More)
Monitoring rates of alcohol consumption across the UK is a timely problem due to ever-increasing drinking levels. This has led to calls from public services (e.g. police and health services) to assess the effect it is having on people and society. Current research methods that are utilised to assess consumption patterns are costly, time consuming, and do(More)
This paper focuses on the ‘design’ of emotional wellbeing in a cancer care service system. There is little or no scholarly understanding of the concept of emotion in service systems discourse. Yet, emotion is often referred to in service systems research; scholars have pointed out the need to create long-term emotional bonds with customers, for example.(More)
Its GDP is said to be equivalent to that of Namibia’s (Ward 2004), and one of its most popular destinations, ‘Norrath’, has a GNP per capita greater than Bulgaria (Castronova 2001). The online gaming world is growing voraciously but so too is the wider market for computer games which now exceeds the annual global revenues of cinema (Gapper 2004). Even so,(More)
There is little research into the emotional dimension of creative industry personnel, such as computer game designers, and how emotions relate to their creative practices and work-related events. Such socioemotional work is the focus of this chapter. There is a practice-centered relevance to this topic too – it is reported that there exists a poor quality(More)