2,020 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
Superprocesses as models for information dissemination in the Future Internet
Future Internet will be composed by a tremendous number of potentially
interconnected people and devices, offering a variety of services, applications
and communication opportunities. In particular, short-range wireless
communications, which are available on almost all portable devices, will enable
the formation of the largest cloud of interconnected, smart computing devices
mankind has ever dreamed about: the Proximate Internet. In this paper, we
consider superprocesses, more specifically super Brownian motion, as a suitable
mathematical model to analyse a basic problem of information dissemination
arising in the context of Proximate Internet. The proposed model provides a
promising analytical framework to both study theoretical properties related to
the information dissemination process and to devise efficient and reliable
simulation schemes for very large systems
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
Language processing infrastructure in the XLike project
This paper presents the linguistic analysis tools and its infrastructure developed within the XLike project. The main goal of the implemented tools is to provide a set of functionalities for supporting some of the main objectives of XLike, such as enabling cross-lingual services for publishers, media monitoring or developing new business intelligence applications. The services cover seven major and minor languages: English, German, Spanish, Chinese, Catalan, Slovenian, and Croatian.
These analyzers are provided as web services following a lightweight SOA architecture approach, and they are publically callable and are catalogued in META-SHAREPostprint (published version
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