3,274 research outputs found

    Black ravens, white shoes and scientific evidence : the Ravens Paradox and/in scientific practice

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    1BLACK RAVENS, WHITE SHOES AND SCIENTIFIC EVIDENCE.THE RAVENS PARADOX AND/IN SCIENTIFIC PRACTICEErik Weber, Mathieu Beirlaen&Inge De BalCentre for Logic and Philosophy of ScienceGhent University (UGent)Blandijnberg 2, B-9000 Gent , BelgiumAbstractA well-known consequence of Hempel’s account of confirmation is the RavensParadox. In this paper we discuss this paradox from the viewpointof scientific practice. The main worry, when looking at this paradox from a scientific practiceperspective, is that it seems to lead to problematic methodological advice for scientists: it seems to licence ‘indoor ornithology’. We show that this problematic advice only follows from Hempel’s account if one adoptsa suboptimal viewof what counts as evidence for anhypothesis. We present and defend a more sophisticated viewof what counts as evidence, whichtakesrandom sampling–an important methodological principle in scientific practice–into account. On this sophisticated view, the problematic methodological advice connected tothe RavensParadox is avoided

    A Game Engine based Networked Infrastructure to Create and Share 3D Abstract Art

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    Online communities have been proactive in producing collaborative creative content such as music, games and other social interactions. Online collaboration has enabled contributors to peer produce and share masses of creative content. Examples range from information sharing such as Wikipedia to open source software and other specific art projects. Software vendors have recently introduced low cost 2D and 3D content authoring tools allowing user communities to generate and share creative content. Emerging networking programming interfaces available inside modern game engines allow contributors to implement multiplayer or multiuser interaction relatively easily. This paper presents a 3D art creation framework to be used over networked infrastructure in a multiuser environment. Contributors will be able to create 3D sculptures at runtime, share with other users in a common networked working environment and critique each other’s work. Experimental work also involved evaluating procedurally generated meshes versus instantiation of primitive mesh objects. Saving and loading mesh information in an optimum way is also explored

    A Game Engine based Networked Infrastructure to Create and Share 3D Abstract Art

    Get PDF
    Online communities have been proactive in producingcollaborative creative content such as music, games and othersocial interactions. Online collaboration has enabled contributorsto peer produce and share masses of creative content. Examplesrange from information sharing such as Wikipedia to opensource software and other specific art projects. Software vendorshave recently introduced low cost 2D and 3D content authoringtools allowing user communities to generate and share creativecontent. Emerging networking programming interfaces availableinside modern game engines allow contributors to implementmultiplayer or multiuser interaction relatively easily. This paperpresents a 3D art creation framework to be used over networkedinfrastructure in a multiuser environment. Contributors will beable to create 3D sculptures at runtime, share with other users ina common networked working environment and critique eachother’s work. Experimental work also involved evaluatingprocedurally generated meshes versus instantiation of primitivemesh objects. Saving and loading mesh information in anoptimum way is also explored

    A non-transitive relevant implication corresponding to classical logic consequence

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    In this paper we first develop a logic independent account of relevant implication. We propose a stipulative denition of what it means for a multiset of premises to relevantly L-imply a multiset of conclusions, where L is a Tarskian consequence relation: the premises relevantly imply the conclusions iff there is an abstraction of the pair <premises, conclusions> such that the abstracted premises L-imply the abstracted conclusions and none of the abstracted premises or the abstracted conclusions can be omitted while still maintaining valid L-consequence.          Subsequently we apply this denition to the classical logic (CL) consequence relation to obtain NTR-consequence, i.e. the relevant CL-consequence relation in our sense, and develop a sequent calculus that is sound and complete with regard to relevant CL-consequence. We present a sound and complete sequent calculus for NTR. In a next step we add rules for an object language relevant implication to thesequent calculus. The object language implication reflects exactly the NTR-consequence relation. One can see the resulting logic NTR-> as a relevant logic in the traditional sense of the word.       By means of a translation to the relevant logic R, we show that the presented logic NTR is very close to relevance logics in the Anderson-Belnap-Dunn-Routley-Meyer tradition. However, unlike usual relevant logics, NTR is decidable for the full language, Disjunctive Syllogism (A and ~AvB relevantly imply B) and Adjunction (A and B relevantly imply A&B) are valid, and neither Modus Ponens nor the Cut rule are admissible
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