Can outreach inspire and lead to research and vice versa? In this work, we introduce our approach to the gamification of research in mathematics and computer science through three illustrative examples. We discuss our primary motivations and provide insights into what makes our proposed gamification effective for three research topics in discrete and computational geometry and topology: (1) DominatriX, an art gallery problem involving polyominoes with rooks and queens; (2) Cubical Sliding Puzzles, an exploration of the discrete configuration spaces of sliding puzzles on the $d$-cube with topological obstructions; and (3) The Fence Challenge, a participatory isoperimetric problem based on polyforms. Additionally, we report on the collaborative development of the game Le Carr\'e du Diable, inspired by The Fence Challenge and created during the workshop Let's talk about outreach!, held in October 2022 in Les Diablerets, Switzerland. All of our outreach encounters and creations are designed and curated with an inclusive culture and a strong commitment to welcoming the most diverse audience possible.
翻译:外展活动能否激发并引领研究,反之亦然?本文通过三个示例性案例,介绍我们在数学与计算机科学研究游戏化方面的实践路径。我们阐述了核心动机,并深入剖析了所提出的游戏化方法为何能有效应用于离散与计算几何拓扑领域的三项研究课题:(1)DominatriX——涉及车与皇后棋子的多联骨牌艺术画廊问题;(2)立方滑块谜题——探索具有拓扑障碍的$d$维立方体滑块谜题离散构型空间;(3)围栏挑战——基于多联骨牌的参与式等周问题。此外,我们报告了游戏Le Carr\'e du Diable的协作开发过程,该游戏受围栏挑战启发,于2022年10月在瑞士莱迪亚布勒雷举办的"Let's talk about outreach!"研讨会期间创作完成。我们所有的外展活动与创作成果均秉持包容性文化理念进行设计与策划,致力于接纳最多元化的受众群体。