2,225,938 research outputs found

    Playing with the “Playing God”

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    Some philosophers and theologians have argued against the idea of Human Enhancement, saying that human beings should not play God. A closer look, however, might reveal that the question of who is playing Whom is far from being so clear-cut. This chapter will address the idea of human enhancement from the standpoint of theistic theology, arguing that human enhancement and theistic theology may not be so very incompatible, after all

    Playing popular science

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    Popular science is a critical form of science communication and dissemination. While scientific journals and detailed textbooks are well suited to dissemination of detailed theories and findings within academic communities, there is a definitive need to inform the general public of key scientific concepts and challenges. Indeed, this is increasingly seen as a central part of any research project or funding bid: in the United Kingdom, the Research Councils stipulate a need to consider public engagement and outreach in research proposals For scientists, the popular science book has long been a medium of choice, primarily because they already have a great deal of experience in writing. But in recent years scientific researchers have been increasingly engaged with other forms of popular science communication, including radio and television broadcasting. Early careers researchers are now provided with training in these areas, including guidance on how to develop programme proposals and how to write, present, direct, and edit materials for print, the airwaves, and screen. In effect, today’s scientists are expected to engage directly with popular science journalism not merely as scientific advisors, but as the writers, directors, and broadcasters.This event involved an exhibition and discussion of four popular science games, co-designed by scientific experts and designed and developed by students at Abertay University. The four games were: (1) Namaka by Crowbar Games Co-designed by Ecotoxicologist Dr Brian Quinn (2) Tides: A Shark Tale by Benthos Games Co-designed by Immunologist and sharks expert Dr Helen Dooley (3) Orbs by Quantessential Games Co-designed by Quantum Physicist Dr Erik Gauger (4) Cell Cycle by Type 3 Games Co-designed by Cell Biologist and cancer researcher Dr Adrian Sauri

    Performers Playing Themselves

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    An enquiry by Matthew Crippen into how we encounter actors as we perceive them by means of a movies, having encountered them within other movies beforehand. After discussing how we use photographs, he concludes that we cannot help but register the actors as actors as we encounter them enacting rôles. Echoing what filmmakers have said and done and adding to classic accounts of Cavell, Santayana and others, he concludes that the very nature of movies well-nigh invites performers to play themselves

    Playing With Digits

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    A word game using numbers assigned to letters with a goal of finding words that match a specific value

    Playing with sandpiles

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    The Bak-Tang-Wiesenfeld sandpile model provdes a simple and elegant system with which to demonstate self-organized criticality. This model has rather remarkable mathematical properties first elucidated by Dhar. I demonstrate some of these properties graphically with a simple computer simulation.Comment: Contribution to the Niels Bohr Summer Institute on Complexity and Criticality; to appear in a Per Bak Memorial Issue of PHYSICA A; 6 pages 3 figure

    Playing Above the Breaks...

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    In his attempt to gain an understanding of true leadership traits, Eich assembled a cadre of well-known successful leaders from academe, law enforcement, journalism, foreign affairs, and athletics. What he discovered was a common thread between them: a “true” leader recognizes his or her own fallibility, resists blaming others for unsuccessful choices, and seeks the continuous feedback of an adroitly-assembled team

    Playing Pairs with Pepper

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    As robots become increasingly prevalent in almost all areas of society, the factors affecting humans trust in those robots becomes increasingly important. This paper is intended to investigate the factor of robot attributes, looking specifically at the relationship between anthropomorphism and human development of trust. To achieve this, an interaction game, Matching the Pairs, was designed and implemented on two robots of varying levels of anthropomorphism, Pepper and Husky. Participants completed both pre- and post-test questionnaires that were compared and analyzed predominantly with the use of quantitative methods, such as paired sample t-tests. Post-test analyses suggested a positive relationship between trust and anthropomorphism with 80%80\% of participants confirming that the robots' adoption of facial features assisted in establishing trust. The results also indicated a positive relationship between interaction and trust with 90%90\% of participants confirming this for both robots post-testComment: Presented at AI-HRI AAAI-FSS, 2018 (arXiv:1809.06606
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