48 research outputs found

    Scramikub

    Get PDF
    Scramikub és un joc de taula que és el resultat de la unió de dos jocs ja existents, l'Scrabble i el Rummikub. En aquest projecte, millorem l'aplicació mòbil que adapta aquest joc.Scramikub is a board game which it's the result of the union of two existent games, Scrabble and Rummikub. In this project, we upgrade the mobile application that adapts this game

    DISCOURSE-DRIVEN MEANING CONSTRUCTION IN NEOSEMANTIC NOUN-TO-VERB CONVERSIONS [MEANING CONSTRUCTION IN NOUN-TO-VERB CONVERSIONS]

    Get PDF
    Neosemantic noun-to-verb conversions such as beer → to beer, door → to door, pink → to pink, etc., constitute a particularly interesting field of study for Cognitive Linguistics in that they call for a discourse-guided and context-based analysis of meaning construction. The present article takes a closer look at the cognitive motivation for the conversion process involved in the noun-verb alterations with a view to explaining the semantics of some conversion formations in relation to the user-centred discourse context. The analysis developed in this article draws from the combined insights of Fauconnier and Turner’s (2002) Conceptual Integration Theory and Langacker’s (2005, 2008) Current Discourse Space

    Greatest Potential, Greatest Need: Soaring Beyond Expectations

    Get PDF
    As an introduction, this article provides context for consideration of a special population of gifted children, the highly gifted. Justification for specialized service for this population, recommendations regarding various content area applications, and rationales for these students\u27 need to find a place of belonging are examined and discussed. Special considerations are given to the interactions between cognitive levels and affective intensities. The core materials for this volume originated with selected presentations from Greatest Potential, Greatest Need: Soaring Beyond Expectations- a Conference on Highly Gifted Children hosted by the Institute for the Development of Gifted Education, Morgridge College of Education, University of Denver, on October 7 and 8, 2009. Highly gifted children are as different from gifted children as gifted children are from typical learners. And, as a reflection of their difference from the norm, they are highly unique individuals as well. The concept underlying many of these articles is based on Annemarie Roeper\u27s (1982) definition of giftedness: Giftedness is a greater awareness, a greater sensitivity, and a greater ability to understand and transform perceptions into intellectual and emotional experiences (as cited by Silverman, 2011, p. 20), and expanded upon by Linda Silverman: The highly gifted have a different worldview (p. 10). Recognition of these differences and subsequent needs is not only essential to serve this population, but also to create environments that allow them to thrive. Those of us working with these children have no greater opportunity to impact the future than to care for and cherish these unique individuals.https://digitalcommons.du.edu/perspectivesingifteded/1006/thumbnail.jp

    The Sociological Eye 2016

    Get PDF
    Faculty Advisor: Dr. Nadia Kim & Dr. Rebecca Sager Co-Editors: Jordan Webb & Monica Zamorahttps://digitalcommons.lmu.edu/thesociologicaleyestudentjournal/1002/thumbnail.jp

    Digital Games as a Corner Stone of the Networked Social Space and Community: Re-Appraisal of the Transformation of Social Spaces

    Get PDF
     This study is concerned with the methodological problems of digital games studies; especially gaming practices in the social media ecology. In this sense, the article is seeking a proper answer to the related with the methodological problems on the digital game studies. Despite the fact that; social networking sites have rapidly expanded and diffused into the daily life practices in the modern societies and as a result of this academic inquires are gradually increase on digital games and gaming practices, a few studies directly addressed the interaction between online social network sites and the user’s personal experiences. Thus, this study is aiming to open a discussion on this axis of the SNSs and proposed a new methodology for the investigation on the SNSs and users interaction. Having discussed the relationship between users and social media nexus, the writer of this article is seeking an answer to this question: With regard to the technological changes and gamers “migration” from real spaces into the new media ecology, how they implemented of the reconstructing of users ethnography in the new media world? In accordance with the gaming practices in the social networking sites (SNSs), the question has become increasingly urgent and required meaningful answers from digital games researchers. In this sense, the question, which is seeking an answer in this study, paves the way for inquires the researchers’ interest in the complex changes in social forms and practices they provoked. Prior to this study, there are already a few of the researchers are addressed new ethnography and user’s personal experiences. Therefore the study has argued that new media studies are required a new methodology especially reappraisal (in this sense, rethinking) of the new media ethnography. The study is carried on observation without participation techniques. Apart from the observation techniques, the study have a theoretical debates and inquiry on the social networking sites and gaming practices and after having observation and debates this research have determined while the social gamers needing a different set of motivations to these practices, social interaction and the gaming practices are indispensable part of the using social network sites and these using motivations

    Adult-young person bonds : a qualitative segmentation

    Get PDF

    Agent interaction: abstract approaches to modelling, programming and verifying multi-agent systems

    Get PDF
    Computer systems and their applications are becoming increasingly more complicated. Modern systems often consist of multiple independent parts (hardware and software), which interact with their environment. Computers communicate with other computers, exchange information with and receive commands from their human users and receive information about their physicalor virtual environment. This high degree of interactivity leadsto an inherently larger degree of complexity, which needs to be managed and controlled. An important means to reduce complexity is abstraction. Abstraction meansfinding intuitive concepts to model the complex reality and leaving outunderlying details. In the field of multi-agent systems, in which the work ofthis thesis fits, anthropomorphic abstractions are oftenused. Anagent is an autonomous piece of software, designed and/or built in terms ofanthropomorphic concepts, which interacts with other agents and its environmentin such a way that it takes into account the dynamic circumstances and strives to achieve its aims. In this thesis, we focus on agent interaction. Starting from different viewpoints in the field ofmulti-agent systems, we introduce a number of new abstract concepts for agentinteraction. A danger of using abstraction is that abstract concepts areintroduced without grounding them in the computational reality. Therefore, wetake care to always relate our abstract notions to lower-level concepts. We start in Chapter 2 by anchoring three already existing and popular agentconcepts, which are belief, desire and intention, in externally observableagent behaviour. We provide criteria which formally describe when behaviour of an agent indicates that the agent has a certainmental state (a belief, desire or intention). These criteria can be used by agents themselves to attribute belief, desire and intention to other agents, onthe basis of observed behaviour. Chapter 3 deals with agent verification. As the complexity of agent systems ishigh, verification of these systems is very difficult. We develop two principleswhich aid in making verification of agent systems more manageable. The firstprinciple is language abstraction. We use two logical languages to phraseproperties, an abstract one and a detailed one. Properties in theabstract language are shorter and more intuitive than properties in thedetailed language. The second principle is constructing abstract, generic,reusable systems of properties and proofs. In Chapter 4 we present a new model of agents, which focuses on agentinteraction. Our model explicitly includes the dynamic environment. We have areal-time model: actions have a duration. This means that actions of one or more agents can takeplace during overlapping time frames, leading to harmful interference orbeneficial synergy. Agents can perform group actions, which means that themembers of the group perform individual actions in a coordinated manner. In Chapter 5, we develop the programming language GrAPL (Group AgentProgramming Language), intended to program multi-agent systems in which agentscan form temporary alliances to perform group actions. Before a group actions isperformed, the agents communicate with each other to pose demands on details ofthe action and the composition of the group of actors. The programming languagehas a formal operational semantics. We generalise the idea of Chapter 5 in Chapter 6, by looking at group plansinstead of group actions. A group plan is a composed action, consisting of bothindividual actions and group actions, which are partially ordered in time. Weprovide a new high-level coordination language which heterogeneous agents canuse to discuss group plans and to execute them in a synchronised manner
    corecore