16,150 research outputs found
The poet sings: âresonanceâ in Paul ValeÌryâs poietics
This paper analyses Paul ValeÌryâs theories relating to his stated goal of poetic production: the attainment of âresonanceâ and a âsinging-stateâ. My intention is to defend ValeÌryâs theory as a valid and consistent model of the creative process in poetry. To that end, I will draw support from T. W. Adornoâs claim that ValeÌryâs manner of reflective journalising in his Notebooks can furnish us with what he calls âaesthetic insightâ. The consistency of ValeÌryâs theory will be supported by comparisons with the inferentialist understanding of semantics. ValeÌry proves to be a reliable exemplar of what might be called a âpractice-ledâ aesthetics
Modularity and Openness in Modeling Multi-Agent Systems
We revisit the formalism of modular interpreted systems (MIS) which
encourages modular and open modeling of synchronous multi-agent systems. The
original formulation of MIS did not live entirely up to its promise. In this
paper, we propose how to improve modularity and openness of MIS by changing the
structure of interference functions. These relatively small changes allow for
surprisingly high flexibility when modeling actual multi-agent systems. We
demonstrate this on two well-known examples, namely the trains, tunnel and
controller, and the dining cryptographers.
Perhaps more importantly, we propose how the notions of multi-agency and
openness, crucial for multi-agent systems, can be precisely defined based on
their MIS representations.Comment: In Proceedings GandALF 2013, arXiv:1307.416
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makersâ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designersâ capabilities
Introducing Formalism in Economics: The Growth Model of John von Neumann
The objective is to interpret John von Neumann's growth model as a decisive step of the forthcoming formalist revolution of the 1950s in economics. This model gave rise to an impressive variety of comments about its classical or neoclassical underpinnings. We go beyond this traditional criterion and interpret rather this model as the manifestation of von Neumann's involvement in the formalist programme of mathematician David Hilbert. We discuss the impact of Kurt Gödelâs discoveries on this programme. We show that the growth model reflects the pragmatic turn of the formalist programme after Gödel and proposes the extension of modern axiomatisation to economics..Von Neumann, Growth model, Formalist revolution, Mathematical formalism, Axiomatics
The discourse deictics ^ and <-- in a World of Warcraft community
In the written English variety used in a community of World of Warcraft players, two iconic lexical items created from symbols have undergone semantic change. The words analyzed are ^ and <--, which have shifted from iconic deictic items used for discourse reference to non-iconic epistemic meanings. ^ shifted from a discourse deictic to an affirmative of a previous utterance, and <-- shifted to a self-identifying meaning similar to a pronoun. The existence and evolution of these lexical items are related to the medium in which they were created, as their meanings are associated with a visual-spatial environment created by textual chat in the virtual world. The different meanings of ^ and <-- currently exist in polysemy in the community, and the continuum of meanings are documented using data from natural language use spanning three years. A statistical analysis is performed on the data, and a diachronic change in meaning is found; furthermore, the observed change follows the path of semantic shift processes previously documented in spoken language. © 2012 Elsevier Ltd
Skill in epistemology II: Skill and know how
The prequel to this paper has discussed the relation between knowledge and skill and introduced the topic of the relationship between skill and know how. This sequel continues the discussion. First, I survey the recent debate on intellectualism about knowing how (§1-3). Then, I tackle the question as to whether intellectualism (and anti-intellectualism) about skill and intellectualism (and anti-intellectualism) about know how fall or stand together (§4-5)
The Failure of âShe: An Evaluation of Solutions to Gendered Language
This thesis looks at the prevalence of gendered language in modern day English in North America. Drawing upon different analyses of masculine pronouns and slang, this paper argues that modern solutions to gendered language fail to come to terms with the contextual elements of language. While acknowledging that gendered language is a significant problem, the author argues that the solutions thus far presented, specifically replacing the generic pronoun âheâ with âshe,â cannot combat the way language reflects societal masculinization. Using Wittgenstein to criticize a Heideggerâs notion of language, this paper argues that societal change is a prerequisite to the success of linguistic substitutions for gendered language
Feasibility report: Delivering case-study based learning using artificial intelligence and gaming technologies
This document describes an investigation into the technical feasibility of a game to support learning based on case studies. Information systems students using the game will conduct fact-finding interviews with virtual characters. We survey relevant technologies in computational linguistics and games. We assess the applicability of the various approaches and propose an architecture for the game based on existing techniques. We propose a phased development plan for the development of the game
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