114 research outputs found

    The (In)Efficiency of interaction

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    Evaluating higher-order functional programs through abstract machines inspired by the geometry of the interaction is known to induce space efficiencies, the price being time performances often poorer than those obtainable with traditional, environment-based, abstract machines. Although families of lambda-terms for which the former is exponentially less efficient than the latter do exist, it is currently unknown how general this phenomenon is, and how far the inefficiencies can go, in the worst case. We answer these questions formulating four different well-known abstract machines inside a common definitional framework, this way being able to give sharp results about the relative time efficiencies. We also prove that non-idempotent intersection type theories are able to precisely reflect the time performances of the interactive abstract machine, this way showing that its time-inefficiency ultimately descends from the presence of higher-order types

    Extended Computation Tree Logic

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    We introduce a generic extension of the popular branching-time logic CTL which refines the temporal until and release operators with formal languages. For instance, a language may determine the moments along a path that an until property may be fulfilled. We consider several classes of languages leading to logics with different expressive power and complexity, whose importance is motivated by their use in model checking, synthesis, abstract interpretation, etc. We show that even with context-free languages on the until operator the logic still allows for polynomial time model-checking despite the significant increase in expressive power. This makes the logic a promising candidate for applications in verification. In addition, we analyse the complexity of satisfiability and compare the expressive power of these logics to CTL* and extensions of PDL

    On the Tour Through Control: In-game guidance, Map and Navigation

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    This thesis partakes in the game studies’ discussion about the experience of the in-game guidance, map, and navigation in Control (Remedy Entertainment, 2019) the video game. Control has been declared to have hard-to-read map and difficult game navigation has caused frustration and discussions online about the matter. This is an autoethnographic case study with three streamed gameplay recordings analyzed on the side to support its findings. This research aims to investigate how Control does guide its players through the gameplay and what does enhance the player experience in this case. This study demonstrates that diminishing the role of the map in overall guidance, such as not having all the atomic affordances present in the cartography interface and emphasizing the role of diegetic organic navigation make Control perceived as hard to navigate game

    Logic and Automata

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    Mathematical logic and automata theory are two scientific disciplines with a fundamentally close relationship. The authors of Logic and Automata take the occasion of the sixtieth birthday of Wolfgang Thomas to present a tour d'horizon of automata theory and logic. The twenty papers in this volume cover many different facets of logic and automata theory, emphasizing the connections to other disciplines such as games, algorithms, and semigroup theory, as well as discussing current challenges in the field

    The BG News November 20, 1970

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    The BGSU campus student newspaper November 20, 1970. Volume 55 - Issue 44https://scholarworks.bgsu.edu/bg-news/3529/thumbnail.jp

    Gaming growth in Clark County, Nevada: A life cycle study

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    The purpose of this study was to use product life cycle (PLC) theory to analyze the growth of gaming in Clark County, Nevada. Historical data for the last 30 years, provided by the Nevada Gaming Abstracts and the Las Vegas Convention and Visitors Authority, allowed average casino revenues, hotel occupancy percentages, and visitor statistics to be examined. Based on this analysis, Clark County can be described as in the consolidation stage of Butler\u27s six-stage life cycle model. The information learned from this study helps to show that gaming is a unique form of tourist destination. As such, operators need to be especially aware of the factors that contribute to the success of an area in order to remain competitive in the future

    Hypertext Semiotics in the Commercialized Internet

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    Die Hypertext Theorie verwendet die selbe Terminologie, welche seit Jahrzehnten in der semiotischen Forschung untersucht wird, wie z.B. Zeichen, Text, Kommunikation, Code, Metapher, Paradigma, Syntax, usw. Aufbauend auf jenen Ergebnissen, welche in der Anwendung semiotischer Prinzipien und Methoden auf die Informatik erfolgreich waren, wie etwa Computer Semiotics, Computational Semiotics und Semiotic Interface Engineering, legt diese Dissertation einen systematischen Ansatz fĂŒr all jene Forscher dar, die bereit sind, Hypertext aus einer semiotischen Perspektive zu betrachten. Durch die VerknĂŒpfung existierender Hypertext-Modelle mit den Resultaten aus der Semiotik auf allen Sinnesebenen der textuellen, auditiven, visuellen, taktilen und geruchlichen Wahrnehmung skizziert der Autor Prolegomena einer Hypertext-Semiotik-Theorie, anstatt ein völlig neues Hypertext-Modell zu prĂ€sentieren. Eine EinfĂŒhrung in die Geschichte der Hypertexte, von ihrer Vorgeschichte bis zum heutigen Entwicklungsstand und den gegenwĂ€rtigen Entwicklungen im kommerzialisierten World Wide Web bilden den Rahmen fĂŒr diesen Ansatz, welcher als Fundierung des BrĂŒckenschlages zwischen Mediensemiotik und Computer-Semiotik angesehen werden darf. WĂ€hrend Computer-Semiotiker wissen, dass der Computer eine semiotische Maschine ist und Experten der kĂŒnstlichen Intelligenz-Forschung die Rolle der Semiotik in der Entwicklung der nĂ€chsten Hypertext-Generation betonen, bedient sich diese Arbeit einer breiteren methodologischen Basis. Dementsprechend reichen die Teilgebiete von Hypertextanwendungen, -paradigmen, und -strukturen, ĂŒber Navigation, Web Design und Web Augmentation zu einem interdisziplinĂ€ren Spektrum detaillierter Analysen, z.B. des Zeigeinstrumentes der Web Browser, des Klammeraffen-Zeichens und der sogenannten Emoticons. Die Bezeichnung ''Icon'' wird als unpassender Name fĂŒr jene Bildchen, welche von der graphischen BenutzeroberflĂ€che her bekannt sind und in Hypertexten eingesetzt werden, zurĂŒckgewiesen und diese Bildchen durch eine neue Generation mĂ€chtiger Graphic Link Markers ersetzt. Diese Ergebnisse werden im Kontext der Kommerzialisierung des Internet betrachtet. Neben der Identifizierung der Hauptprobleme des eCommerce aus der Perspektive der Hypertext Semiotik, widmet sich der Autor den InformationsgĂŒtern und den derzeitigen Hindernissen fĂŒr die New Economy, wie etwa der restriktiven Gesetzeslage in Sachen Copyright und Intellectual Property. Diese anachronistischen BeschrĂ€nkungen basieren auf der problematischen Annahme, dass auch der Informationswert durch die Knappheit bestimmt wird. Eine semiotische Analyse der iMarketing Techniken, wie z.B. Banner Werbung, Keywords und Link Injektion, sowie Exkurse ĂŒber den Browser Krieg und den Toywar runden die Dissertation ab
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