172 research outputs found

    Deception in Game Theory: A Survey and Multiobjective Model

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    Game theory is the study of mathematical models of conflict. It provides tools for analyzing dynamic interactions between multiple agents and (in some cases) across multiple interactions. This thesis contains two scholarly articles. The first article is a survey of game-theoretic models of deception. The survey describes the ways researchers use game theory to measure the practicality of deception, model the mechanisms for performing deception, analyze the outcomes of deception, and respond to, or mitigate the effects of deception. The survey highlights several gaps in the literature. One important gap concerns the benefit-cost-risk trade-off made during deception planning. To address this research gap, the second article introduces a novel approach for modeling these trade-offs. The approach uses a game theoretic model of deception to define a new multiobjective optimization problem called the deception design problem (DDP). Solutions to the DDP provide courses of deceptive action that are efficient in terms of their benefit, cost, and risk to the deceiver. A case study based on the output of an air-to-air combat simulator demonstrates the DDP in a 7 x 7 normal form game. This approach is the first to evaluate benefit, cost, and risk in a single game theoretic model of deception

    Making Space for Makerspace: How Adding a Makerspace can Benefit Art Museum Education Programming

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    In this capstone project, I advocate for adding makerspaces to art museum education programming. I review the foundational educational concepts of a makerspace which help explain why it is a modern strategy to increasing visitor learning. This includes John Dewey’s theories of experience and education, Howard Gardner’s multiple intelligences theory, George Hein’s studies of museum visitor behavior, and the physiological science of learning. I then propose four key terms essential for visitor learning, and explain how makerspaces successfully incorporate them. The four key terms are: 1. multiple intelligences, 2. direct experience, 3. inquiry based and open ended learning, and 4. dynamic physical space. I conclude with my recommendations for an art museum interested in creating and maintaining a makerspace, using several examples from museums of all types that currently offer makerspaces as part of their programming

    The Murray Ledger and Times, February 27, 1993

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    Machine Sensation

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    Emphasising the alien qualities of anthropomorphic technologies, Machine Sensation makes a conscious effort to increase rather than decrease the tension between nonhuman and human experience. In a series of rigorously executed cases studies, including natural user interfaces, artificial intelligence as well as sex robots, Leach shows how object-oriented ontology enables one to insist upon the unhuman nature of technology while acknowledging its immense power and significance in human life. Machine Sensation meticulously engages OOO, Actor Network Theory, the philosophy of technology, cybernetics and posthumanism in innovative and gripping ways
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