28,289 research outputs found

    GAMES: A new Scenario for Software and Knowledge Reuse

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    Games are a well-known test bed for testing search algorithms and learning methods, and many authors have presented numerous reasons for the research in this area. Nevertheless, they have not received the attention they deserve as software projects. In this paper, we analyze the applicability of software and knowledge reuse in the games domain. In spite of the need to find a good evaluation function, search algorithms and interface design can be said to be the primary concerns. In addition, we will discuss the current state of the main statistical learning methods and how they can be addressed from a software engineering point of view. So, this paper proposes a reliable environment and adequate tools, necessary in order to achieve high levels of reuse in the games domain

    A Review on the Applications of Crowdsourcing in Human Pathology

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    The advent of the digital pathology has introduced new avenues of diagnostic medicine. Among them, crowdsourcing has attracted researchers' attention in the recent years, allowing them to engage thousands of untrained individuals in research and diagnosis. While there exist several articles in this regard, prior works have not collectively documented them. We, therefore, aim to review the applications of crowdsourcing in human pathology in a semi-systematic manner. We firstly, introduce a novel method to do a systematic search of the literature. Utilizing this method, we, then, collect hundreds of articles and screen them against a pre-defined set of criteria. Furthermore, we crowdsource part of the screening process, to examine another potential application of crowdsourcing. Finally, we review the selected articles and characterize the prior uses of crowdsourcing in pathology

    Internet sex addiction: a review of empirical research

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    The advent of the internet has added another medium in which people can engage in sexual behaviour. This ranges from the passive consumption of online pornography to the interactive exchange of sexual content in cybersex chat rooms. It is believed that access, affordability and anonymity are critical factors that make the Internet viable for the acquisition, development and maintenance of online sexuality. For some, sexual behaviours online are fulfilling, whereas for others, they may take on addictive qualities. Internet sex addiction can be conceptualized as the intersection between Internet addiction and sex addiction and the current literature suggests that there does not appear a clear dividing line between these psychopathologies. The aim of this paper was to provide a comprehensive overview of the empirical studies that have investigated Internet sex addiction in adults. Based on these, it was concluded that engaging in sexual behaviours on the Internet can go awry and result in Internet sex addiction, as it can lead to a wide variety of negative consequences for the individuals affected. Particular attention is drawn to the implications for future research in order to establish the pathological status of Internet sex addiction as a sub-form of Internet addiction, that shares characteristics of real life sex addiction, but which is not to be equated with it. Accordingly, the need for a clear diagnostic framework to clinically assess Internet sex addiction is emphasized as the first step towards understanding the potentially psychopathological qualities and repercussions of sexual behaviours on the Internet

    Patients with basal ganglia damage show preserved learning in an economic game.

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    Both basal ganglia (BG) and orbitofrontal cortex (OFC) have been widely implicated in social and non-social decision-making. However, unlike OFC damage, BG pathology is not typically associated with disturbances in social functioning. Here we studied the behavior of patients with focal lesions to either BG or OFC in a multi-strategy competitive game known to engage these regions. We find that whereas OFC patients are significantly impaired, BG patients show intact learning in the economic game. By contrast, when information about the strategic context is absent, both cohorts are significantly impaired. Computational modeling further shows a preserved ability in BG patients to learn by anticipating and responding to the behavior of others using the strategic context. These results suggest that apparently divergent findings on BG contribution to social decision-making may instead reflect a model where higher-order learning processes are dissociable from trial-and-error learning, and can be preserved despite BG damage
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