112 research outputs found

    In Praise of Impredicativity: A Contribution to the Formalization of Meta-Programming

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    Processing programs as data is one of the successes of functional and logic programming. Higher-order functions, as program-processing programs are called in functional programming, and meta-programs, as they are called in logic programming, are widespread declarative programming techniques. In logic programming, there is a gap between the meta-programming practice and its theory: The formalizations of meta-programming do not explicitly address its impredicativity and are not fully adequate. This article aims at overcoming this unsatisfactory situation by discussing the relevance of impredicativity to meta-programming, by revisiting former formalizations of meta-programming, and by defining Reflective Predicate Logic, a conservative extension of first-order logic, which provides a simple formalization of meta-programming

    An Application of Declarative Languages in Distributed Architectures: ASP and DALI Microservices

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    In this paper we introduce an approach to the possible adoption of Answer Set Programming (ASP) for the definition of microservices, which are a successful abstraction for designing distributed applications as suites of independently deployable interacting components. Such ASP-based components might be employed in distributed architectures related to Cloud Computing or to the Internet of Things (IoT), where the ASP microservices might be usefully coordinated with intelligent logic-based agents. We develop a case study where we consider ASP microservices in synergy with agents defined in DALI, a well-known logic-based agent-oriented programming language developed by our research group

    PHILOSOPHICAL APPROACHES TO EVALUATING CRITICAL THINKING AS DIMINISHED EMPATHY: A QUALITATIVE ANALYSIS OF NEWS FRAMING OF STUDENT LOAN FORGIVENESS

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    Critical thinking has long been recognized across disciplines as being solely rooted in problem-solving and logical argument construction. By using Miranda Fricker’s Epistemic Injustice: The Power and Ethics of Knowing as a core theoretical framework, this study aims to deconstruct the ways in how news framing has shaped critical thinking over vast periods of time through an exploration into the ways in which thinking has been socially understood in an otherwise largely technologically immersed world. Using a rhetorical criticism approach, 33 news articles and segments are analyzed from a variety of popular news sources from several platforms that are commonly used mediums for information. Findings indicate that framing bias echoes hermeneutic injustice propagandizing systematic devaluation of individuated experience through use of numeric abstraction. Future research directions include an exploration into methods of cultural shift to reconsider empathy and creativity as an integral part of critical thinking as an extension of mathematics and logic

    Gamification in E-Learning: game factors to strengthen specific English pronunciation features in undergraduate students at UPTC Sogamoso

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    Appendix A Characterization survey (104), Appendix B. EFL Students’ questionnaire (109), Appendix C. Characterization survey: data treatment question (113), Appendix D. Informed consent letter, English version (114), Appendix E. Carta de consentimiento informado, versión en español (117), Appendix F. Time Schedule (120), Appendix G. Sample Challenges at Moodle (126), Appendix H. Participants’ questionnaire results (128).La gamificación es un término que suele denotar el uso de componentes del juego en situaciones no relacionadas con el juego en sí para crear experiencias de aprendizaje agradables, divertidas y motivadoras para los estudiantes (Werbach y Hunter, 2012). Por lo tanto, el análisis de los factores básicos de los juegos se convierte en algo esencial a la hora de definir y utilizar la gamificación como estrategia de mediación del inglés como lengua extranjera para fortalecer rasgos específicos de pronunciación en los estudiantes de pregrado de la UPTC Sogamoso. El procedimiento de estudio se basa en la investigación acción mediante la implementación de la estrategia de gamificación para la mediación en la pronunciación del inglés, orientada a treinta estudiantes de diferentes programas de ingeniería, administración y tecnología con niveles heterogéneos de dominio del inglés. Las actividades se centran principalmente en la producción de sonidos, el ritmo, el acento y la entonación, los rasgos de pronunciación segmental y suprasegmental. Los resultados arrojaron una evidente mejora en las características segméntales y suprasegmentales de la percepción en la pronunciación de los participantes así como la contribución del objetivo de los juegos a la instrucción fonética y fonológica, la sensación en el juego a la motivación para mejorar la pronunciación, el reto establecido en los juegos a la actitud positiva de los participantes, y la sociabilidad a la exposición practica de la pronunciación inglesa.Gamification is a relatively new term that often denotes the use of game components in situations unrelated to the game itself to create enjoyable, fun, and motivating learning experiences for students (Werbach and Hunter, 2012). Therefore, analyzing the games' basic factors becomes essential when defining and using gamification as a strategy for English as Foreign Language mediation to strengthen specific pronunciation features in UPTC Sogamoso undergraduate students. The study procedure is based on action research by implementing the gamification strategy for mediation in English pronunciation, oriented to thirty students from different engineering, management, and technology programs at heterogeneous levels of English proficiency. The activities mainly focus on sound production, rhythm, stress, and intonation, segmental and suprasegmental pronunciation features. The results showed an evident improvement in the segmental and suprasegmental features of the participants' pronunciation perception as well as the contribution of game goals to phonetics and phonological instruction, the game sensation to the motivation for pronunciation improvement, the game challenge to the participants' positive attitude, and the sociality to the English pronunciation exposure practice

    Metalogic and the psychology of reasoning.

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    The central topic of the thesis is the relationship between logic and the cognitive psychology of reasoning. This topic is treated in large part through a detailed examination of the recent work of P. N. Johnson-Laird, who has elaborated a widely-read and influential theory in the field. The thesis is divided into two parts, of which the first is a more general and philosophical coverage of some of the most central issues to be faced in relating psychology to logic, while the second draws upon this as introductory material for a critique of Johnson-Laird's `Mental Model' theory, particularly as it applies to syllogistic reasoning. An approach similar to Johnson-Laird's is taken to cognitive psychology, which centrally involves the notion of computation. On this view, a cognitive model presupposes an algorithm which can be seen as specifying the behaviour of a system in ideal conditions. Such behaviour is closely related to the notion of `competence' in reasoning, and this in turn is often described in terms of logic. Insofar as a logic is taken to specify the competence of reasoners in some domain, it forms a set of conditions on the 'input-output' behaviour of the system, to be accounted for by the algorithm. Cognitive models, however, must also be subjected to empirical test, and indeed are commonly built in a highly empirical manner. A strain can therefore develop between the empirical and the logical pressures on a theory of reasoning. Cognitive theories thus become entangled in a web of recently much-discussed issues concerning the rationality of human reasoners and the justification of a logic as a normative system. There has been an increased interest in the view that logic is subject to revision and development, in which there is a recognised place for the influence of psychological investigation. It is held, in this thesis, that logic and psychology are revealed by these considerations to be interdetermining in interesting ways, under the general a priori requirement that people are in an important and particular sense rational. Johnson-Laird's theory is a paradigm case of the sort of cognitive theory dealt with here. It is especially significant in view of the strong claims he makes about its relation to logic, and the role the latter plays in its justification and in its interpretation. The theory is claimed to be revealing about fundamental issues in semantics, and the nature of rationality. These claims are examined in detail, and several crucial ones refuted. Johnson- Laird's models are found to be wanting in the level of empirical support provided, and in their ability to found the considerable structure of explanation they are required to bear. They fail, most importantly, to be distinguishable from certain other kinds of models, at a level of theory where the putative differences are critical. The conclusion to be drawn is that the difficulties in this field are not yet properly appreciated. Psychological explantion requires a complexity which is hard to reconcile with the clarity and simplicity required for logical insights

    Non-Knowledge and Digital Cultures

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    Making available massive amounts of data that are generated, distributed, and modeled, digital media provide us with the possibility of abundant information and knowledge. This possibility has been attracting various scenarios in which technology either eliminates non-knowledge or plants it deep within contemporary cultures through the universal power and opacity of algorithms. This volume comprises contributions from media studies, literary studies, sociology, ethnography, anthropology, and philosophy to discuss non-knowledge as an important concept for understanding contemporary digital cultures

    Contemporary Natural Philosophy and Philosophies - Part 2

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    Modern technology has eliminated barriers posed by geographic distances between people around the globe, making the world more interdependent. However, in spite of global collaboration within research domains, fragmentation among research fields persists and even escalates. Disintegrated knowledge has become subservient to the competition in the technological and economic race, leading in the direction chosen not by reason and intellect but rather by the preferences of politics and markets. To restore the authority of knowledge in guiding humanity, we have to reconnect its scattered isolated parts and offer an evolving and diverse but shared vision of objective reality connecting the sciences and other knowledge domains and informed by and in communication with ethical and esthetic thinking and being. This collection of articles responds to the second call from the journal Philosophies to build a new, networked world of knowledge with domain specialists from different disciplines interacting and connecting with the rest of the knowledge-producing and knowledge-consuming communities in an inclusive, extended natural-philosophic, human-centric manner. In this process of reconnection, scientific and philosophical investigations enrich each other, with sciences informing philosophies about the best current knowledge of the world, both natural and human-made, while philosophies scrutinize the ontological, epistemological, and methodological foundations of sciences

    Non-Knowledge and Digital Cultures

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    Making available massive amounts of data that are generated, distributed, and modeled, digital media provide us with the possibility of abundant information and knowledge. This possibility has been attracting various scenarios in which technology either eliminates non-knowledge or plants it deep within contemporary cultures through the universal power and opacity of algorithms. This volume comprises contributions from media studies, literary studies, sociology, ethnography, anthropology, and philosophy to discuss non-knowledge as an important concept for understanding contemporary digital cultures
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