540 research outputs found

    Approximate Convex Optimization by Online Game Playing

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    Lagrangian relaxation and approximate optimization algorithms have received much attention in the last two decades. Typically, the running time of these methods to obtain a ϔ\epsilon approximate solution is proportional to 1ϔ2\frac{1}{\epsilon^2}. Recently, Bienstock and Iyengar, following Nesterov, gave an algorithm for fractional packing linear programs which runs in 1ϔ\frac{1}{\epsilon} iterations. The latter algorithm requires to solve a convex quadratic program every iteration - an optimization subroutine which dominates the theoretical running time. We give an algorithm for convex programs with strictly convex constraints which runs in time proportional to 1ϔ\frac{1}{\epsilon}. The algorithm does NOT require to solve any quadratic program, but uses gradient steps and elementary operations only. Problems which have strictly convex constraints include maximum entropy frequency estimation, portfolio optimization with loss risk constraints, and various computational problems in signal processing. As a side product, we also obtain a simpler version of Bienstock and Iyengar's result for general linear programming, with similar running time. We derive these algorithms using a new framework for deriving convex optimization algorithms from online game playing algorithms, which may be of independent interest

    The effect of conformity on aggression behaviour moderated by the intensity of online game playing in late adolescence in Bandung

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    This study aims to find out the effect of conformity on aggressive behaviour moderated by the intensity of online game playing in late adolescents in Bandung. There are 400 participants aged 18 – 22 years old, male and female, domiciled in Bandung, and playing online game for 1 – 3 hours a day. The research instruments was an adaption of the conformity theory of Sears, et al. (1991), aggression questionnare scale (AQS) developed by Buss & Perry (1992), and the intensity of playing online game adapted from the theory of Chaplin (2004). The data analysis technique used is Moderated Regression Analysis (MRA). The results showed that conformity can affect aggression behaviour with 1% contribution and 0.044 < (0.05) significance, it also has a significant influence on the intensity of online game playing by 1.3% and 0.022 < (0, 05) significance value. The intensity of online game playing can moderate conformity effect on aggression behaviour in social environment where there is an increase in the r^2 value from 0.022 to 0.038. These results indicate that the intensity of playing online game as a moderating variable can reinforce the influence of social conformity on aggression behaviour in late adolescents in Bandung. The higher intensity of online game, the stronger social conformity influence on aggression behaviour. Keywords: aggression behaviour; conformity; intensity of online game playing; late adolescence

    Imbalanced functional link between executive control network and reward network explain the online-game seeking behaviors in Internet gaming disorder

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    Literatures have shown that Internet gaming disorder (IGD) subjects show impaired executive control and enhanced reward sensitivities than healthy controls. However, how these two networks jointly affect the valuation process and drive IGD subjects' online-game-seeking behaviors remains unknown. Thirty-five IGD and 36 healthy controls underwent a resting-states scan in the MRI scanner. Functional connectivity (FC) was examined within control and reward network seeds regions, respectively. Nucleus accumbens (NAcc) was selected as the node to find the interactions between these two networks. IGD subjects show decreased FC in the executive control network and increased FC in the reward network when comparing with the healthy controls. When examining the correlations between the NAcc and the executive control/reward networks, the link between the NAcc - executive control network is negatively related with the link between NAcc - reward network. The changes (decrease/increase) in IGD subjects' brain synchrony in control/reward networks suggest the inefficient/overly processing within neural circuitry underlying these processes. The inverse proportion between control network and reward network in IGD suggest that impairments in executive control lead to inefficient inhibition of enhanced cravings to excessive online game playing. This might shed light on the mechanistic understanding of IGD

    The evolution of Internet addiction: A global perspective

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    Kimberly Young’s early work on Internet addiction (IA)has been pioneering and her early writings on the topic inspired many others to carry out research in the area. Young's (2015) recent paper on the 'evolution of Internet addiction' featured very little European research, and did not consider the main international evidence that has contributed to our current knowledge about the conceptualization, epidemiology, etiology, and course of Internet-related disorders. This short commentary paper elaborates on important literature omitted by Young that the present authors believe may be of use to researchers. We also address statements made in Young’s (2015) commentary that are incorrect (and therefore misleading) and not systematically substantiated by empirical evidence

    A content analysis of interviews with players of massively multiplayer online role-play games (MMORPGs).

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    This paper explores the intrapersonal and interpersonal motivations involved in the playing of MMORPGs, and the impacts of gaming on online and offline relationships. Twenty-one participants completed an online synchronous interview in which they discussed their personal experiences of playing MMORPGs. An online survey was then developed to further explore the findings of the interviews and this was completed by 52 participants. A content-analysis of the interview transcripts showed that interpersonal factors (such as social communication and group cohesion) were the strongest motivators for game-playing, supporting previous research [1]. The interview data also showed that there tended to be conflict, rather than integration, between online and offline relationships, however the questionnaire data showed the opposite. This was a small-scale pilot study and a further larger study is planned which will investigate whether Social Identity Theory can be used to explain players’ perceptions of group and personal identity

    Content Creation Online

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    Presents findings from surveys conducted between March and May 2003. Measures the extent to which American adults have used the Internet to publish their thoughts, respond to others, post pictures, and share files

    The Broadband Difference

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    Presents findings from a survey conducted in January and February 2002. Examines how online Americans' behavior and level of satisfaction with the Internet changes with high speed Internet connections at home
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