32,737 research outputs found
The Consistent Value: Potentializability and Equivalent Relations on Fuzzy Games
Based on several equivalent relations, this paper is aimed to axiomatize the family of all solutions that admit a potential in the framework of fuzzy transferable-utility (TU) games. Further, several axiomatic results of the consistent value are also proposed by applying these equivalent relations
Fuzzy judgment in bargaining games : diverse patterns of price determination and transaction in buyer-seller exchange
game theory;bargaining
Modularity functions maximization with nonnegative relaxation facilitates community detection in networks
We show here that the problem of maximizing a family of quantitative
functions, encompassing both the modularity (Q-measure) and modularity density
(D-measure), for community detection can be uniformly understood as a
combinatoric optimization involving the trace of a matrix called modularity
Laplacian. Instead of using traditional spectral relaxation, we apply
additional nonnegative constraint into this graph clustering problem and design
efficient algorithms to optimize the new objective. With the explicit
nonnegative constraint, our solutions are very close to the ideal community
indicator matrix and can directly assign nodes into communities. The
near-orthogonal columns of the solution can be reformulated as the posterior
probability of corresponding node belonging to each community. Therefore, the
proposed method can be exploited to identify the fuzzy or overlapping
communities and thus facilitates the understanding of the intrinsic structure
of networks. Experimental results show that our new algorithm consistently,
sometimes significantly, outperforms the traditional spectral relaxation
approaches
Bisemivalues for bicooperative games
We introduce bisemivalues for bicooperative games and we also provide an interesting characterization of this kind of values by means of weighting coefficients in a similar way as it was given for semivalues in the context of cooperative games. Moreover, the notion of induced bisemivalues on lower cardinalities also makes sense and an adaptation of Draganâs recurrence formula is obtained. For the particular case of (p, q)-bisemivalues, a computational procedure in terms of the multilinear extension of the game is given.Peer ReviewedPostprint (author's final draft
The interaction between parents and children as a relevant dimension of child well being. The case of Italy
This paper aims at measuring the functionings of social interaction, a relevant dimension in the description and conceptualisation of child well being by using the capability approach. In this paper we deal with a special dimension of this capability that involves the capability of interaction between parents and child. We propose a fuzzy expert system to measure this capability. To apply the model we use a data set based on a matched data source of ISTAT (Italian National Statistical Office 1998) multipurpose survey on family and on children condition in Italy to recover information on childrenâs education, the socio-demographic structure of their families, child care provided by relatives and parents according to the type of activities in which the children are involved and Bank of Italy Survey on household income and wealth year 2000 (SHIW00). This is a first step of a more complex system allowing for a richer set of indicators on capabilities in order to measure child well being.
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Conjunctions of social categories considered from different points of view
Conjunctions of divergent social categories may elicit emergent attributes to render the composite concept more coherent. Following Kunda, Miller & Clare, (1990) participants listed and rated attributes for people who belong to unexpected conjunctions of social categories. In order to explore the flexibility in such constructions, they were also asked to adopt the point of view of a person in one of the two categories. Experiment 1 found that when adopting the point of view of one constituent category, people tended to combine the concepts antagonistically, meaning that they attributed to members of the conjunction the more negative aspects of the opposing category. Experiment 2 showed that this polarizing effect was reduced when the point of view category was itself unusual. Strong gender stereotype differences were also found in the degree to which combinations were antagonistic. Female stereotypes as points of view generated a greater degree of integration in the conceptual combination
The Interaction between Parents and Children as a Relevant Dimension of Child Well Being. The Case of Italy
This paper aims at measuring the functionings of social interaction, a relevant dimension in the description and conceptualisation of child well being by using the capability approach. In this paper we deal with a special dimension of this capability that involves the capability of interaction between parents and child. We propose a fuzzy expert system to measure this capability. To apply the model we use a data set based on a matched data source of ISTAT (Italian National Statistical Office 1998) multipurpose survey on family and on children condition in Italy to recover information on childrenâs education, the socio-demographic structure of their families, child care provided by relatives and parents according to the type of activities in which the children are involved and Bank of Italy Survey on household income and wealth year 2000 (SHIW00). This is a first step of a more complex system allowing for a richer set of indicators on capabilities in order to measure child well being.Child Well Being, Fuzzy Expert System, Capabilities
Caregiver Assessment Using Smart Gaming Technology: A Preliminary Approach
As pre-diagnostic technologies are becoming increasingly accessible, using
them to improve the quality of care available to dementia patients and their
caregivers is of increasing interest. Specifically, we aim to develop a tool
for non-invasively assessing task performance in a simple gaming application.
To address this, we have developed Caregiver Assessment using Smart Gaming
Technology (CAST), a mobile application that personalizes a traditional word
scramble game. Its core functionality uses a Fuzzy Inference System (FIS)
optimized via a Genetic Algorithm (GA) to provide customized performance
measures for each user of the system. With CAST, we match the relative level of
difficulty of play using the individual's ability to solve the word scramble
tasks. We provide an analysis of the preliminary results for determining task
difficulty, with respect to our current participant cohort.Comment: 7 pages, 1 figures, 6 table
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