20,625 research outputs found
Quantum Interaction Approach in Cognition, Artificial Intelligence and Robotics
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)
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 peopleâs
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
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 studentsâ 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 MĂĄlaga. Campus de Excelencia Internacional AndalucĂa Tech
Statistical mechanics of the mixed majority-minority game with random external information
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
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
Increasing Engagement with the Library via Gamification
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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