776 research outputs found

    The Game of Knowledge:Playing at Spiritual Liberation in 18th- and 19th-Century Western India

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    Sociological Definitions, Language Games and the "Essence" of Religion

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    The Missouri Miner, October 17, 1973

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    https://scholarsmine.mst.edu/missouri_miner/3041/thumbnail.jp

    Interim Project Descriptions 2013

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    Interim Project Descriptions 2013

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    Logico-linguistic semantic representation of documents

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    The knowledge behind the gigantic pool of data remains largely unextracted. Techniques such as ontology design, RDF representations, hpernym extraction, etc. have been used to represent the knowledge. However, the area of logic (FOPL) and linguistics (Semantics) has not been explored in depth for this purpose. Search engines suffer in extraction of specific answers to queries because of the absence of structured domain knowledge. The current paper deals with the design of formalism to extract and represent knowledge from the data in a consistent format. The application of logic and linguistics combined greatly eases and increases the precision of knowledge translation from natural language. The results clearly indicate the effectiveness of the knowledge extraction and representation methodology developed providing intelligence to machines for efficient analysis of data. The methodology helps machines to precise results in an efficient manner

    Rerolling Boardgames: Essays on Themes, Systems, Experiences and Ideologies (Studies in Gaming)

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    Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play

    Games of History

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    Games of History provides an understanding of how games as artefacts, textual and visual sources on games and gaming as a pastime or a “serious” activity can be used as sources for the study of history. From the vast world of games, the book’s focus is on board and card games, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses examples from various places around the world and from ancient times to the present to demonstrate how games and gaming can offer the historian an alternative, often very valuable and sometimes unique path to the past. The book offers a thorough discussion of conceptual and material approaches to games as sources, while also providing the reader with a theoretical starting point for further study within specific thematic chapters. The book concludes with three case studies of different types of games and how they can be considered as historical sources: the gladiatorial games, chess and the digital game Civilization. Offering an alternative approach to the study of history through its focus on games and gaming as historical sources, this is the ideal volume for students considering different types of sources and how they can be used for historical study, as well as students who study games as primary or secondary sources in their history projects

    Winter 2017 Full Issue

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