27,311 research outputs found
Independence Day?
Two recent and influential papers, van Rooij 2007 and Lassiter 2012, propose
solutions to the proviso problem that make central use of related notions of
independenceâqualitative in the first case, probabilistic in the second. We argue
here that, if these solutions are to work, they must incorporate an implicit
assumption about presupposition accommodation, namely that accommodation
does not interfere with existing qualitative or probabilistic independencies. We
show, however, that this assumption is implausible, as updating beliefs with conditional
information does not in general preserve independencies. We conclude
that the approach taken by van Rooij and Lassiter does not succeed in resolving
the proviso problem
Constructive pointfree topology eliminates non-constructive representation theorems from Riesz space theory
In Riesz space theory it is good practice to avoid representation theorems
which depend on the axiom of choice. Here we present a general methodology to
do this using pointfree topology. To illustrate the technique we show that
almost f-algebras are commutative. The proof is obtained relatively
straightforward from the proof by Buskes and van Rooij by using the pointfree
Stone-Yosida representation theorem by Coquand and Spitters
The Exogenous Rule of Law: Comparative Evidence about the General Duty to Obey the Law Amongst Law Students
Van Rooij will also draw from qualitative data from lawyers in China and the Netherlands as well as from farmers in China
Iterated line graphs on bi-regular graphs and trees
In 1965, van Rooij and Wilf considered sequences of line graphs, in which they grouped sequences of line graphs into four categories. Weâll add to their research by presenting results on sequences of line graphs for star graphs and bi-regular graphs. We will then investigate slight variations of star graphs
What is a Paraconsistent Logic?
Paraconsistent logics are logical systems that reject the classical principle, usually dubbed Explosion, that a contradiction implies everything. However, the received view about paraconsistency focuses only the inferential version of Explosion, which is concerned with formulae, thereby overlooking other possible accounts. In this paper, we propose to focus, additionally, on a meta-inferential version of Explosion, i.e. which is concerned with inferences or sequents. In doing so, we will offer a new characterization of paraconsistency by means of which a logic is paraconsistent if it invalidates either the inferential or the meta-inferential notion of Explosion. We show the non-triviality of this criterion by discussing a number of logics. On the one hand, logics which validate and invalidate both versions of Explosion, such as classical logic and AsenjoâPriestâs 3-valued logic LP. On the other hand, logics which validate one version of Explosion but not the other, such as the substructural logics TS and ST, introduced by Malinowski and Cobreros, EgrĂ©, Ripley and van Rooij, which are obtained via Malinowskiâs and Frankowskiâs q- and p-matrices, respectively
The Company that Changed Itself
The role of industrial research in the development of the company that sponsors it is an essential question. This book takes up this question in an historical perspective with a case study of the Dutch chemical company DSM, a company that transformed itself three times over the course of its long history. The case study and its analysis offer a fresh perspective on the history of industrial research. Arjan van Rooij works as a researcher at the Eindhoven University of Technology, the Netherlands
The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents
Aims. The current study explored the nature of problematic (addictive) video gaming and the association with game type, psychosocial health, and substance use. Methods. Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Results. Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. Conclusions. It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers â specifically boys â showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming
Lost in the chaos : flawed literature should not generate new disorders
Kuss and colleaguesâ paper âChaos and confusion in DSM-5 diagnosis of Internet Gaming Disorderâ sets out to examine issues relating to the concept. We agree that there are serious issues and extend their arguments by suggesting that the field lacks basic theory, definitions, patient research, and properly validated and standardized assessment tools. As most studies derive data from survey research in functional populations, they exclude people with severe functional impairment and provide only limited information on the hypothesized disorder. Yet findings from such studies are widely used and often exaggerated, leading many to believe that we know more about the problem behavior than we do. We further argue that video game play is associated with several benefits and that formalizing this popular hobby as a psychiatric disorder is not without risks. It might undermine children's right to play or encourage repressive treatment programs, which ultimately threaten childrenâs right to protection against violence. While Kuss and colleagues express support for the formal implementation of a disorder, we argue that before we have a proper evidence base, a sound theory, and validated assessment tools, it is irresponsible to support a formal category of disorder and doing so would solidify a confirmatory approach to research in this area
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