2,017 research outputs found
The Olympic medals ranks, lexicographic ordering and numerical infinities
Several ways used to rank countries with respect to medals won during
Olympic Games are discussed. In particular, it is shown that the unofficial
rank used by the Olympic Committee is the only rank that does not allow
one to use a numerical counter for ranking – this rank uses the lexicographic
ordering to rank countries: one gold medal is more precious than any number
of silver medals and one silver medal is more precious than any number of
bronze medals. How can we quantify what do these words, more precious,
mean? Can we introduce a counter that for any possible number of medals
would allow us to compute a numerical rank of a country using the number
of gold, silver, and bronze medals in such a way that the higher resulting
number would put the country in the higher position in the rank? Here we
show that it is impossible to solve this problem using the positional numeral
system with any finite base. Then we demonstrate that this problem can be
easily solved by applying numerical computations with recently developed
actual infinite numbers. These computations can be done on a new kind of
a computer – the recently patented Infinity Computer. Its working software
prototype is described briefly and examples of computations are given. It is
shown that the new way of counting can be used in all situations where the
lexicographic ordering is required
Introduction to the Special Issue: The AgentLink III Technical Forums
This article introduces the special issue of ACM Transactions on Autonomous and Adaptive Systems devoted to research papers arising from the three Technical Forum Group meetings held in 2004 and 2005 that were organized and sponsored by the European FP6 Coordination Action AgentLink III
The Influence of Outsourcing and Information and Communication Technology on Virtualization of the Company
In the article we investigate the field of virtual organizations, which in the definition of many authors consists of two components: outsourcing and information and communication technology. In the study we have tried to determine which of the two, in the opinion of employees working in the area of Slovene tourism, contributes to a greater degree to virtualization of the company. We determine that outsourcing influences the virtualization of the company more strongly than does information and communication technology, since it enables the company to acquire new knowledge and know-how and increase its competitiveness in the marketplace.virtual organization, outsourcing, information and communication technology
Development of fractal-fuzzy evaluation methodology and its application for seismic hazards assessment using microseismic monitoring in coal mining
Seismic hazards have become one of the common risks in underground coal mining and their assessment is an important component of the safety management. In this study, a methodology, involving nine fractal dimension-based indices and a fuzzy comprehensive evaluation model, has been developed based on the processed real time microseismic data from an underground coal mine, which allows for a better and quantitative evaluation of the likelihood for the seismic hazards. In the fuzzy model, the membership function was built using a Gaussian shape and the weight of each index was determined using the performance metric F score derived from the confusion matrix. The assessment results were initially characterised as a probability belonging to each of four risk levels (none, weak, moderate and strong). The comprehensive result was then evaluated by integrating the maximum membership degree principle (MMDP) and the variable fuzzy pattern recognition (VFPR). The model parameters of this methodology were first calibrated using historical microseismic data over a period of seven months at Coal Mine Velenje in Slovenia, and then applied to analyse more recent microseismic monitoring data. The results indicate that the calibrated model was able to assess seismic hazards in the mine
Dynamics of new strain emergence on a temporal network
Multi-strain competition on networks is observed in many contexts, including
infectious disease ecology, information dissemination or behavioral adaptation
to epidemics. Despite a substantial body of research has been developed
considering static, time-aggregated networks, it remains a challenge to
understand the transmission of concurrent strains when links of the network are
created and destroyed over time. Here we analyze how network dynamics shapes
the outcome of the competition between an initially endemic strain and an
emerging one, when both strains follow a susceptible-infected-susceptible
dynamics, and spread at time scales comparable with the network evolution one.
Using time-resolved data of close-proximity interactions between patients
admitted to a hospital and medical health care workers, we analyze the impact
of temporal patterns and initial conditions on the dominance diagram and
coexistence time. We find that strong variations in activity volume cause the
probability that the emerging strain replaces the endemic one to be highly
sensitive to the time of emergence. The temporal structure of the network
shapes the dominance diagram, with significant variations in the replacement
probability (for a given set of epidemiological parameters) observed from the
empirical network and a randomized version of it. Our work contributes towards
the description of the complex interplay between competing pathogens on
temporal networks.Comment: 9 pages, 4 figure
Assessment in and of serious games: an overview
There is a consensus that serious games have a significant potential as a tool for instruction. However, their effectiveness in terms of learning outcomes is still understudied mainly due to the complexity involved in assessing intangible measures. A systematic approach—based on established principles and guidelines—is necessary to enhance the design of serious games, and many studies lack a rigorous assessment. An important aspect in the evaluation of serious games, like other educational tools, is user performance assessment. This is an important area of exploration because serious games are intended to evaluate the learning progress as well as the outcomes. This also emphasizes the importance of providing appropriate feedback to the player. Moreover, performance assessment enables adaptivity and personalization to meet individual needs in various aspects, such as learning styles, information provision rates, feedback, and so forth. This paper first reviews related literature regarding the educational effectiveness of serious games. It then discusses how to assess the learning impact of serious games and methods for competence and skill assessment. Finally, it suggests two major directions for future research: characterization of the player's activity and better integration of assessment in games
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