32 research outputs found

    Universal neural field computation

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    Turing machines and G\"odel numbers are important pillars of the theory of computation. Thus, any computational architecture needs to show how it could relate to Turing machines and how stable implementations of Turing computation are possible. In this chapter, we implement universal Turing computation in a neural field environment. To this end, we employ the canonical symbologram representation of a Turing machine obtained from a G\"odel encoding of its symbolic repertoire and generalized shifts. The resulting nonlinear dynamical automaton (NDA) is a piecewise affine-linear map acting on the unit square that is partitioned into rectangular domains. Instead of looking at point dynamics in phase space, we then consider functional dynamics of probability distributions functions (p.d.f.s) over phase space. This is generally described by a Frobenius-Perron integral transformation that can be regarded as a neural field equation over the unit square as feature space of a dynamic field theory (DFT). Solving the Frobenius-Perron equation yields that uniform p.d.f.s with rectangular support are mapped onto uniform p.d.f.s with rectangular support, again. We call the resulting representation \emph{dynamic field automaton}.Comment: 21 pages; 6 figures. arXiv admin note: text overlap with arXiv:1204.546

    Serum magnesium and calcium levels in relation to ischemic stroke : Mendelian randomization study

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    ObjectiveTo determine whether serum magnesium and calcium concentrations are causally associated with ischemic stroke or any of its subtypes using the mendelian randomization approach.MethodsAnalyses were conducted using summary statistics data for 13 single-nucleotide polymorphisms robustly associated with serum magnesium (n = 6) or serum calcium (n = 7) concentrations. The corresponding data for ischemic stroke were obtained from the MEGASTROKE consortium (34,217 cases and 404,630 noncases).ResultsIn standard mendelian randomization analysis, the odds ratios for each 0.1 mmol/L (about 1 SD) increase in genetically predicted serum magnesium concentrations were 0.78 (95% confidence interval [CI] 0.69-0.89; p = 1.3 7 10-4) for all ischemic stroke, 0.63 (95% CI 0.50-0.80; p = 1.6 7 10-4) for cardioembolic stroke, and 0.60 (95% CI 0.44-0.82; p = 0.001) for large artery stroke; there was no association with small vessel stroke (odds ratio 0.90, 95% CI 0.67-1.20; p = 0.46). Only the association with cardioembolic stroke was robust in sensitivity analyses. There was no association of genetically predicted serum calcium concentrations with all ischemic stroke (per 0.5 mg/dL [about 1 SD] increase in serum calcium: odds ratio 1.03, 95% CI 0.88-1.21) or with any subtype.ConclusionsThis study found that genetically higher serum magnesium concentrations are associated with a reduced risk of cardioembolic stroke but found no significant association of genetically higher serum calcium concentrations with any ischemic stroke subtype

    Achieving Game Goals at All Costs? : The Effect of Reward Structures on Tactics Employed in Educational Military Wargaming

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    A key motive in using gaming for educational purposes is to enhance user motivation and involvement to the subject matter. Within military education, games have always been utilized as a means to think clearly about military operations. However, some research results have shown that gaming, regardless of what the game is supposed to portray, is a meaningful activity in itself, and this can distract the learner away from the educational objective. Playing the game, then, becomes similar to competition, such as in sports where the objective is to only win the game. The player directs actions to achieving game goals even though some actions are inappropriate from a learning perspective. To shed light on the discrepancy between playing a game to win and playing a game to learn, we conducted an experiment on cadets playing an educational wargame. By varying the conditions of the game, playing with or without points, while still in line with the learning objective, we were interested to see what impact it had on the tactics employed by cadets. The results showed that adding reward structures, such as points, changed the outcome of the game, that is, groups playing with points played the game more aggressively and utilized the military units more extensively. These findings suggest that changes in the game design, although educationally relevant, may distract learners to be more oriented towards a lusory attitude, in which achieving the game goals becomes players' biggest concern
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