342 research outputs found
Metaverse. Old urban issues in new virtual cities
Recent years have seen the arise of some early attempts to build virtual cities,
utopias or affective dystopias in an embodied Internet, which in some respects appear to
be the ultimate expression of the neoliberal city paradigma (even if virtual). Although
there is an extensive disciplinary literature on the relationship between planning and
virtual or augmented reality linked mainly to the gaming industry, this often avoids design
and value issues. The observation of some of these early experiences - Decentraland,
Minecraft, Liberland Metaverse, to name a few - poses important questions and problems
that are gradually becoming inescapable for designers and urban planners, and allows
us to make some partial considerations on the risks and potentialities of these early virtual
cities
2014 GREAT Day Program
SUNY Geneseo’s Eighth Annual GREAT Day.https://knightscholar.geneseo.edu/program-2007/1008/thumbnail.jp
Geographic information extraction from texts
A large volume of unstructured texts, containing valuable geographic information, is available online. This information – provided implicitly or explicitly – is useful not only for scientific studies (e.g., spatial humanities) but also for many practical applications (e.g., geographic information retrieval). Although large progress has been achieved in geographic information extraction from texts, there are still unsolved challenges and issues, ranging from methods, systems, and data, to applications and privacy. Therefore, this workshop will provide a timely opportunity to discuss the recent advances, new ideas, and concepts but also identify research gaps in geographic information extraction
Deep learning applied to computational mechanics: A comprehensive review, state of the art, and the classics
Three recent breakthroughs due to AI in arts and science serve as motivation:
An award winning digital image, protein folding, fast matrix multiplication.
Many recent developments in artificial neural networks, particularly deep
learning (DL), applied and relevant to computational mechanics (solid, fluids,
finite-element technology) are reviewed in detail. Both hybrid and pure machine
learning (ML) methods are discussed. Hybrid methods combine traditional PDE
discretizations with ML methods either (1) to help model complex nonlinear
constitutive relations, (2) to nonlinearly reduce the model order for efficient
simulation (turbulence), or (3) to accelerate the simulation by predicting
certain components in the traditional integration methods. Here, methods (1)
and (2) relied on Long-Short-Term Memory (LSTM) architecture, with method (3)
relying on convolutional neural networks. Pure ML methods to solve (nonlinear)
PDEs are represented by Physics-Informed Neural network (PINN) methods, which
could be combined with attention mechanism to address discontinuous solutions.
Both LSTM and attention architectures, together with modern and generalized
classic optimizers to include stochasticity for DL networks, are extensively
reviewed. Kernel machines, including Gaussian processes, are provided to
sufficient depth for more advanced works such as shallow networks with infinite
width. Not only addressing experts, readers are assumed familiar with
computational mechanics, but not with DL, whose concepts and applications are
built up from the basics, aiming at bringing first-time learners quickly to the
forefront of research. History and limitations of AI are recounted and
discussed, with particular attention at pointing out misstatements or
misconceptions of the classics, even in well-known references. Positioning and
pointing control of a large-deformable beam is given as an example.Comment: 275 pages, 158 figures. Appeared online on 2023.03.01 at
CMES-Computer Modeling in Engineering & Science
Shallow Representations, Profound Discoveries : A methodological study of game culture in social media
This thesis explores the potential of representation learning techniques in game studies, highlighting their effectiveness and addressing challenges in data analysis. The primary focus of this thesis is shallow representation learning, which utilizes simpler model architectures but is able to yield effective modeling results. This thesis investigates the following research objectives: disentangling the dependencies of data, modeling temporal dynamics, learning multiple representations, and learning from heterogeneous data. The contributions of this thesis are made from two perspectives: empirical analysis and methodology development, to address these objectives. Chapters 1 and 2 provide a thorough introduction, motivation, and necessary background information for the thesis, framing the research and setting the stage for subsequent publications. Chapters 3 to 5 summarize the contribution of the 6 publications, each of which contributes to demonstrating the effectiveness of representation learning techniques in addressing various analytical challenges.
In Chapter 1 and 2, the research objects and questions are also motivated and described. In particular, Introduction to the primary application field game studies is provided and the connections of data analysis and game culture is highlighted. Basic notion of representation learning, and canonical techniques such as probabilistic principal component analysis, topic modeling, and embedding models are described. Analytical challenges and data types are also described to motivate the research of this thesis.
Chapter 3 presents two empirical analyses conducted in Publication I and II that present empirical data analysis on player typologies and temporal dynamics of player perceptions. The first empirical analysis takes the advantage of a factor model to offer a flexible player typology analysis. Results and analytical framework are particularly useful for personalized gamification. The Second empirical analysis uses topic modeling to analyze the temporal dynamic of player perceptions of the game No Man’s Sky in relation to game changes. The results reflect a variety of player perceptions including general gaming activities, game mechanic. Moreover, a set of underlying topics that are directly related to game updates and changes are extracted and the temporal dynamics of them have reflected that players responds differently to different updates and changes.
Chapter 4 presents two method developments that are related to factor models. The first method, DNBGFA, developed in Publication III, is a matrix factorization model for modeling the temporal dynamics of non-negative matrices from multiple sources. The second mothod, CFTM, developed in Publication IV introduces a factor model to a topic model to handle sophisticated document-level covariates. The develeopd methods in Chapter 4 are also demonstrated for analyzing text data.
Chapter 5 summarizes Publication V and Publication VI that develop embedding models. Publication V introduces Bayesian non-parametric to a graph embedding model to learn multiple representations for nodes. Publication VI utilizes a Gaussian copula model to deal with heterogeneous data in representation learning. The develeopd methods in Chapter 5 are also demonstrated for data analysis tasks in the context of online communities.
Lastly, Chapter 6 renders discussions and conclusions. Contributions of this thesis are highlighted, limitations, ongoing challenges, and potential future research directions are discussed
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