20,625 research outputs found

    Quantum Interaction Approach in Cognition, Artificial Intelligence and Robotics

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    The mathematical formalism of quantum mechanics has been successfully employed in the last years to model situations in which the use of classical structures gives rise to problematical situations, and where typically quantum effects, such as 'contextuality' and 'entanglement', have been recognized. This 'Quantum Interaction Approach' is briefly reviewed in this paper focusing, in particular, on the quantum models that have been elaborated to describe how concepts combine in cognitive science, and on the ensuing identification of a quantum structure in human thought. We point out that these results provide interesting insights toward the development of a unified theory for meaning and knowledge formalization and representation. Then, we analyze the technological aspects and implications of our approach, and a particular attention is devoted to the connections with symbolic artificial intelligence, quantum computation and robotics.Comment: 10 page

    Third International Workshop on Gamification for Information Retrieval (GamifIR'16)

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    Stronger engagement and greater participation is often crucial to reach a goal or to solve an issue. Issues like the emerging employee engagement crisis, insufficient knowledge sharing, and chronic procrastination. In many cases we need and search for tools to beat procrastination or to change people’s habits. Gamification is the approach to learn from often fun, creative and engaging games. In principle, it is about understanding games and applying game design elements in a non-gaming environments. This offers possibilities for wide area improvements. For example more accurate work, better retention rates and more cost effective solutions by relating motivations for participating as more intrinsic than conventional methods. In the context of Information Retrieval (IR) it is not hard to imagine that many tasks could benefit from gamification techniques. Besides several manual annotation tasks of data sets for IR research, user participation is important in order to gather implicit or even explicit feedback to feed the algorithms. Gamification, however, comes with its own challenges and its adoption in IR is still in its infancy. Given the enormous response to the first and second GamifIR workshops that were both co-located with ECIR, and the broad range of topics discussed, we now organized the third workshop at SIGIR 2016 to address a range of emerging challenges and opportunities

    SIMNET: simulation-based exercises for computer net-work curriculum through gamification and augmented reality

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    Gamification and Augmented Reality techniques, in recent years, have tackled many subjects and environments. Its implementation can, in particular, strengthen teaching and learning processes in schools and universities. Therefore, new forms of knowledge, based on interactions with objects, contributing game, experimentation and collaborative work. Through the technologies mentioned above, we intend to develop an application that serves as a didactic tool, giving support in the area of Computer Networks. This application aims to stand out in simulated controlled environments to create computer networks, taking into ac-count the necessary physical devices and the different physical and logical topologies. The main goal is to enrich the students’ learning experiences and contrib-ute to teacher-student interaction, through collaborative learning provided by the tool, minimizing the need for expensive equipment in learning environments.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Statistical mechanics of the mixed majority-minority game with random external information

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    We study the asymptotic macroscopic properties of the mixed majority-minority game, modeling a population in which two types of heterogeneous adaptive agents, namely ``fundamentalists'' driven by differentiation and ``trend-followers'' driven by imitation, interact. The presence of a fraction f of trend-followers is shown to induce (a) a significant loss of informational efficiency with respect to a pure minority game (in particular, an efficient, unpredictable phase exists only for f<1/2), and (b) a catastrophic increase of global fluctuations for f>1/2. We solve the model by means of an approximate static (replica) theory and by a direct dynamical (generating functional) technique. The two approaches coincide and match numerical results convincingly.Comment: 19 pages, 3 figure

    Unforgeable Noise-Tolerant Quantum Tokens

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    The realization of devices which harness the laws of quantum mechanics represents an exciting challenge at the interface of modern technology and fundamental science. An exemplary paragon of the power of such quantum primitives is the concept of "quantum money". A dishonest holder of a quantum bank-note will invariably fail in any forging attempts; indeed, under assumptions of ideal measurements and decoherence-free memories such security is guaranteed by the no-cloning theorem. In any practical situation, however, noise, decoherence and operational imperfections abound. Thus, the development of secure "quantum money"-type primitives capable of tolerating realistic infidelities is of both practical and fundamental importance. Here, we propose a novel class of such protocols and demonstrate their tolerance to noise; moreover, we prove their rigorous security by determining tight fidelity thresholds. Our proposed protocols require only the ability to prepare, store and measure single qubit quantum memories, making their experimental realization accessible with current technologies.Comment: 18 pages, 5 figure

    Disrupting the player’s schematised knowledge of game components

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    Increasing Engagement with the Library via Gamification

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    One of the main challenges faced by providers of interactive information access systems is to engage users in the use their systems. The library sector in particular can benefit significantly from increased user engagement. In this short paper, we present a preliminary analysis of a university library system that aims to trigger users' extrinsic motivation to increase their interaction with the system. Results suggest that different user groups react in different ways to such 'gamified' systems
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