9,879 research outputs found

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Biological learning and artificial intelligence

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    It was once taken for granted that learning in animals and man could be explained with a simple set of general learning rules, but over the last hundred years, a substantial amount of evidence has been accumulated that points in a quite different direction. In animal learning theory, the laws of learning are no longer considered general. Instead, it has been necessary to explain behaviour in terms of a large set of interacting learning mechanisms and innate behaviours. Artificial intelligence is now on the edge of making the transition from general theories to a view of intelligence that is based on anamalgamate of interacting systems. In the light of the evidence from animal learning theory, such a transition is to be highly desired

    Seed-div: an abstract role-playing game for discussing collective management of agrobiodiversity

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    L'objectif principal de cette recherche est d'accompagner les paysans dans l'élaboration d'un cadre de gestion collective de la diversité de leurs variétés de céréales vivrières. La gestion semencière et son impact sur la dynamique de la biodiversité sont soumis aux choix individuels des paysans, leurs stratégies d'une part, et au fonctionnement général du système semencier d'autre part. Nous postulons que la compréhension partagée des interactions au sein de ce système complexe est un prérequis pour travailler ensemble à la construction de règles de gestion collective qui participent à la durabilité de l'agriculture via un accès à un large choix de semences. La modélisation participative conceptuelle et les jeux de rôle ont été utilisés durant différents ateliers réunissant chercheurs, ONG, organisations paysannes et agriculteurs. Le résultat de cette série d'ateliers correspond à un modèle, un système multi-agents, représentant un archétype de village malien permettant de simuler la diversité de stratégies individuelles de gestion de semences qui sont ensuite disponibles gratuitement pour la communauté villageoise. Les agents du modèle sont des agriculteurs qui choisissent les variétés à semer ce qui provoque des échanges dans la communauté en fonction de leurs stratégies individuelles ou de facteurs externes. Les paramètres utilisés ont une valeur qualitative c'est pourquoi le modèle sert de support de discussion entre paysans de différentes régions. Le modèle a été construit et validé au travers de ces ateliers avec un impact évident sur les acteurs locaux pour la construction de nouveaux scénarios de gestion de la diversité variétale. Ainsi, le modèle a pu être utilisé en termes de prospective pour simuler des scénarios à partir de nouvelles formes d'action collective. (Résumé d'auteur

    Playing with Identity. Authors, Narrators, Avatars, and Players in The Stanley Parable and The Beginner’s Guide

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    This article offers a comparative analysis of Davey Wreden’s The Stanley Parable (Wreden 2011 / Galactic Cafe 2013) and The Beginner’s Guide (Everything Unlimited Ltd. 2015) in order to explore the interrelation of authors, narrators, avatars, and players as four salient functions in the play with identity that videogames afford. Building on theories of collective and collaborative authorship, of narratives and narrators across media, and of the avatar-player relationship, the article reconstructs the similarities and differences between the way in which The Stanley Parable and The Beginner’s Guide position their players in relation to the two games’ avatars, narrators, and (main) author, while also underscoring how both The Stanley Parable and The Beginner’s Guide use metareferential strategies to undermine any overly rigid conceptualization of these functions and their interrelation

    The Mystery of Capital and the Construction of Social Reality

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    John Searle’s The Construction of Social Reality and Hernando de Soto’s The Mystery of Capital shifted the focus of current thought on capital and economic development to the cultural and conceptual ideas that underpin market economies and that are taken for granted in developed nations. This collection of essays assembles 21 philosophers, economists, and political scientists to help readers understand these exciting new theories

    Pragmatic Holism

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    The reductionist/holist debate seems an impoverished one, with many participants appearing to adopt a position first and constructing rationalisations second. Here I propose an intermediate position of pragmatic holism, that irrespective of whether all natural systems are theoretically reducible, for many systems it is completely impractical to attempt such a reduction, also that regardless if whether irreducible `wholes' exist, it is vain to try and prove this in absolute terms. This position thus illuminates the debate along new pragmatic lines, and refocusses attention on the underlying heuristics of learning about the natural world

    Human Computation and Convergence

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    Humans are the most effective integrators and producers of information, directly and through the use of information-processing inventions. As these inventions become increasingly sophisticated, the substantive role of humans in processing information will tend toward capabilities that derive from our most complex cognitive processes, e.g., abstraction, creativity, and applied world knowledge. Through the advancement of human computation - methods that leverage the respective strengths of humans and machines in distributed information-processing systems - formerly discrete processes will combine synergistically into increasingly integrated and complex information processing systems. These new, collective systems will exhibit an unprecedented degree of predictive accuracy in modeling physical and techno-social processes, and may ultimately coalesce into a single unified predictive organism, with the capacity to address societies most wicked problems and achieve planetary homeostasis.Comment: Pre-publication draft of chapter. 24 pages, 3 figures; added references to page 1 and 3, and corrected typ
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