178 research outputs found

    Experts aan het stuur - modelleren met ROC

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    De agrifood sector heeft te maken met een sterk concurrerende wereldmarkt. Innovatie is hierbij van levensbelang. Optimaal gebruikmaken van beschikbare kennis is een basisvoorwaarde voor innovatie. Kennis over de eigen business en kennis uit externe bronnen moeten in kaart worden gebracht en worden ontsloten. Binnen het Food Informatics project is onderzocht hoe Semantic Web technologie hiervoor gebruikt kan worden. Een belangrijke conclusie is dat relevante kennismodellen onmisbaar zijn om de aanwezige informatie te ontsluiten. Om het kostenefficiënt bouwen van kennismodellen mogelijk te maken is de ROC-methode ontwikkeld. ROC staat voor Rapid Ontology Construction en is een methode die speciaal ontworpen is om het kennismodelleringsproces efficiënter te make

    MultimediaN E-Culture demonstrator

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    The main objective of the MultimediaN E-Culture project is to demonstrate how novel semantic-web and presentation technologies can be deployed to provide better indexing and search support within large virtual collections of cultural-heritage resources. The architecture is fully based on open web standards, in particular XML, SVG, RDF/OWL and SPARQL. One basic hypothesis underlying this work is that the use of explicit background knowledge in the form of ontologies/vocabularies/thesauri is in particular useful in information retrieval in knowledge-rich domains

    Beyond chance? The persistence of performance in online poker

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    A major issue in the widespread controversy about the legality of poker and the appropriate taxation of winnings is whether poker should be considered a game of skill or a game of chance. To inform this debate we present an analysis into the role of skill in the performance of online poker players, using a large database with hundreds of millions of player-hand observations from real money ring games at three different stakes levels. We find that players whose earlier profitability was in the top (bottom) deciles perform better (worse) and are substantially more likely to end up in the top (bottom) performance deciles of the following time period. Regression analyses of performance on historical performance and other skill-related proxies provide further evidence for persistence and predictability. Simulations point out that skill dominates chance when performance is measured over 1,500 or more hands of play

    An ecosystem for linked humanities data

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    The main promise of the digital humanities is the ability to perform scholar studies at a much broader scale, and in a much more reusable fashion. The key enabler for such studies is the availability of suciently well described data. For the eld of socio-economic history, data usually comes in a tabular form. Existing eorts to curate and publish datasets take a top-down approach and are focused on large collections. This paper presents QBer and the underlying structured data hub, which address the long tail of research data by catering for the needs of individual scholars. QBer allows researchers to publish their (small) datasets, link them to existing vocabularies and other datasets, and thereby contribute to a growing collection of interlinked datasets.We present QBer, and evaluate our rst results by showing how our system facilitates two use cases in socio-economic history

    Split or Steal? Cooperative Behavior When the Stakes Are Large

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    We examine cooperative behavior when large sums of money are at stake, using data from the television game show Golden Balls. At the end of each episode, contestants play a variant on the classic prisoner's dilemma for large and widely ranging stakes averaging over $20,000. Cooperation is surprisingly high for amounts that would normally be considered consequential but look tiny in their current context, what we call a “big peanuts” phenomenon. Utilizing the prior interaction among contestants, we find evidence that people have reciprocal preferences. Surprisingly, there is little support for conditional cooperation in our sample. That is, players do not seem to be more likely to cooperate if their opponent might be expected to cooperate. Further, we replicate earlier findings that males are less cooperative than females, but this gender effect reverses for older contestants because men become increasingly cooperative as their age increases

    Number preferences in lotteries

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    We explore people's preferences for numbers in large proprietary data sets from two different lottery games. We find that choice is far from uniform, and exhibits some familiar and some new tendencies and biases. Players favor personally meaningful and situationally available numbers, and are attracted towards numbers in the center of the choice form. Frequent players avoid winning numbers from recent draws, whereas infrequent players chase these. Combinations of numbers are formed with an eye for aesthetics, and players tend to spread their numbers relatively evenly across the possible range

    Correlates of Cooperation in a One-Shot High-Stakes Televised Prisoners' Dilemma

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    Explaining cooperation between non-relatives is a puzzle for both evolutionary biology and the social sciences. In humans, cooperation is often studied in a laboratory setting using economic games such as the prisoners' dilemma. However, such experiments are sometimes criticized for being played for low stakes and by misrepresentative student samples. Golden balls is a televised game show that uses the prisoners' dilemma, with a diverse range of participants, often playing for very large stakes. We use this non-experimental dataset to investigate the factors that influence cooperation when “playing” for considerably larger stakes than found in economic experiments. The game show has earlier stages that allow for an analysis of lying and voting decisions. We found that contestants were sensitive to the stakes involved, cooperating less when the stakes were larger in both absolute and relative terms. We also found that older contestants were more likely to cooperate, that liars received less cooperative behavior, but only if they told a certain type of lie, and that physical contact was associated with reduced cooperation, whereas laughter and promises were reliable signals or cues of cooperation, but were not necessarily detected
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