8,403 research outputs found

    A semantic deconstruction of session types

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    We investigate the semantic foundations of session types, by revisiting them in the abstract setting of labelled transition systems. The crucial insight is a simulation relation which generalises the usual syntax-directed notions of typing and subtyping, and encompasses both synchronous and asynchronous binary session types. This allows us to extend the session types theory to some common programming patterns which are not typically considered in the session types literature

    CHORUS Deliverable 4.4: Report of the 2nd CHORUS Conference

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    The Second CHORUS Conference and third Yahoo! Research Workshop on the Future of Web Search was held during April 4-5, 2008, in Granvalira, Andorra to discuss future directions in multi-medial information access and other specialised topics in the near future of retrieval. Attendance was at capacity, with 97 participants from 11 countries and 3 continents

    The CHORUS gap analysis on user-centered methodology for design and evaluation of multi-media information access systems

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    CHORUS is a Coordination Action, a specific type of project funded by the European commission under its research programmes, intended to bring together research projects with common goals, in the field of search technologies for digital audio-visual content, one of the strategic objectives of the current research frame program. CHORUS coordinates a number of research projects in the general area of audio-visual and multi-media information access and management. The most important single contribution of the CHORUS work plan will be to provide a survey of the field and a roadmap with a gap analysis for the realisation of viable audio-visual search engines by European partners. This is done by several means. CHORUS organises Think-Tanks with industrial participation, focussed workshops to treat specific questions, and more general conferences for academic discussions. CHORUS is now in its final phase, and is currently preparing its final report together with a final conference to mark its publication

    Stefan Themerson’s Opera (St. Francis & The Wolf of Gubbio or Brother Francis’ Lamb Chops)

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    The paper focuses on the experimental work of Stefan Themerson (St. Francis and The Wolf of Gubbio or Brother Francis’ Lamb Chops, an Opera in 2 Acts, text and music by Stefan Themerson, drawings by Franciszka Themerson, De Harmonie – Gaberbocchus Press, Amsterdam–London 1972) and the question of intermediality in general. An interpretation of the ‘semantic opera’ (written in 1954–1960, as a continuation of Semantic Divertissements [1962] and factor T [1956]), places Themerson’s idea in the context of the aesthetics of intermediality. The author signals a terminological confusion connected with the understanding of St. Francis and The Wolf of Gubbio (semantic opera; hybrid work; intermedial work, etc.) and argues that the aesthetics of intermediality appear to be an important and inspiring context for the interpretation of Themerson’s text and life. In this case, considerations on the subject of textuality show, on the one hand, different relations between literature, painting, music and theatre (artistic intermediality), and, on the other, the phenomenon of intermediality as the aesthetics of existence

    A note on two notions of compliance

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    We establish a relation between two models of contracts: binary session types, and a model based on event structures and game-theoretic notions. In particular, we show that compliance in session types corresponds to the existence of certain winning strategies in game-based contracts.Comment: In Proceedings ICE 2014, arXiv:1410.701

    Automatic assessment of creativity in heuristic problem-solving based on query diversity

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    Indexación: Web of Science; Scopus.Research, development and innovation are the pillars on which companies rely to offer new products and services capable of attracting consumer demand. This is why creative problem-solving emerges as one of the most relevant skills of the 21st century. Fortunately, there are many creativity training programs that have proven effective. However, many of these programs and methods base on a previous measurement of creativity and require experienced reviewers, they consume time for being manual, and they are far from everyday activities. In this study, we propose a model to estimate the creative quality of users' solutions dealing with heuristic problems, based on the automatic analysis of query patterns issued during the information search to solve the problem. This model has been able to predict the creative quality of solutions produced by 226 users, reaching a sensitivity of 78.43%. Likewise, the level of agreement among reviewers in relation to the creative characteristics is evaluated through two rubrics, and thereby, observing the difficulties of the manual evaluation: subjectivity and effort. The proposed model could be used to foster prompt detection of non-creative solutions and it could be implemented in diverse industrial processes that can range from the recruitment of talent to the evaluation of performance in R&D&I processes.https://www.revistadyna.com/search/automatic-assessment-of-creativity-in-heuristic-problem-solving-based-on-query-diversit

    Feedback-Based Gameplay Metrics and Gameplay Performance Segmentation: An audio-visual approach for assessing player experience.

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    Gameplay metrics is a method and approach that is growing in popularity amongst the game studies research community for its capacity to assess players’ engagement with game systems. Yet, little has been done, to date, to quantify players’ responses to feedback employed by games that conveys information to players, i.e., their audio-visual streams. The present thesis introduces a novel approach to player experience assessment - termed feedback-based gameplay metrics - which seeks to gather gameplay metrics from the audio-visual feedback streams presented to the player during play. So far, gameplay metrics - quantitative data about a game state and the player's interaction with the game system - are directly logged via the game's source code. The need to utilise source code restricts the range of games that researchers can analyse. By using computer science algorithms for audio-visual processing, yet to be employed for processing gameplay footage, the present thesis seeks to extract similar metrics through the audio-visual streams, thus circumventing the need for access to, whilst also proposing a method that focuses on describing the way gameplay information is broadcast to the player during play. In order to operationalise feedback-based gameplay metrics, the present thesis introduces the concept of gameplay performance segmentation which describes how coherent segments of play can be identified and extracted from lengthy game play sessions. Moreover, in order to both contextualise the method for processing metrics and provide a conceptual framework for analysing the results of a feedback-based gameplay metric segmentation, a multi-layered architecture based on five gameplay concepts (system, game world instance, spatial-temporal, degree of freedom and interaction) is also introduced. Finally, based on data gathered from game play sessions with participants, the present thesis discusses the validity of feedback-based gameplay metrics, gameplay performance segmentation and the multi-layered architecture. A software system has also been specifically developed to produce gameplay summaries based on feedback-based gameplay metrics, and examples of summaries (based on several games) are presented and analysed. The present thesis also demonstrates that feedback-based gameplay metrics can be conjointly analysed with other forms of data (such as biometry) in order to build a more complete picture of game play experience. Feedback based game-play metrics constitutes a post-processing approach that allows the researcher or analyst to explore the data however they wish and as many times as they wish. The method is also able to process any audio-visual file, and can therefore process material from a range of audio-visual sources. This novel methodology brings together game studies and computer sciences by extending the range of games that can now be researched but also to provide a viable solution accounting for the exact way players experience games

    AM I A TROUBLE MAKER? FILLER WORDS IN SPONTANEOUS SPEECH; STRATEGIES OR INTERFERENCE (PRELIMINARY STUDY)

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    The present paper attempts to address the subtopic of the seminar, language acquisition, by going through the phenomenon of filler words in students’ spontaneous speech. In addition, this paper also tries to scrutinize the two opposing questions; 1) are filler words intentionally produced by the students as the planning process of communicative strategies, and 2) are they the results of the interference which cause speech disfluencies? Responding to the first question, this paper tries to look at the role of filler words if they are considered as the communicative strategies. Meanwhile, to respond to the second question this paper tries to determine the sources of the occurrences of those filler words. The subject for this study are the the Indonesian learners of English at the Language Training Center (UMY). The spoken data was derived largely during the dialogue sessions

    Interpretation and the Constraints on International Courts

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    This paper argues that methodologies of interpretation do not do what they promise – they do not constrain interpretation by providing neutral steps that one can follow in finding out a meaning of a text – but nevertheless do their constraining work by being part of what can be described as the legal practice
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