1,572 research outputs found
From Minority Games to real markets
We address the question of market efficiency using the Minority Game (MG)
model. First we show that removing unrealistic features of the MG leads to
models which reproduce a scaling behavior close to what is observed in real
markets. In particular we find that i) fat tails and clustered volatility arise
at the phase transition point and that ii) the crossover to random walk
behavior of prices is a finite size effect. This, on one hand, suggests that
markets operate close to criticality, where the market is marginally efficient.
On the other it allows one to measure the distance from criticality of real
market, using cross-over times. The artificial market described by the MG is
then studied as an ecosystem with different_species_ of traders. This clarifies
the nature of the interaction and the particular role played by the various
populations.Comment: 9 pages, 7 figures, to appear in Quantitative Financ
Universality classes in directed sandpile models
We perform large scale numerical simulations of a directed version of the
two-state stochastic sandpile model. Numerical results show that this
stochastic model defines a new universality class with respect to the Abelian
directed sandpile. The physical origin of the different critical behavior has
to be ascribed to the presence of multiple topplings in the stochastic model.
These results provide new insights onto the long debated question of
universality in abelian and stochastic sandpiles.Comment: 5 pages, RevTex, includes 9 EPS figures. Minor english corrections.
One reference adde
Visual working memory in immersive visualization: a change detection experiment and an image-computable model
Visual working memory (VWM) is a cognitive mechanism essential for interacting with the environment and accomplishing ongoing tasks, as it allows fast processing of visual inputs at the expense of the amount of information that can be stored. A better understanding of its functioning would be beneficial to research fields such as simulation and training in immersive Virtual Reality or information visualization and computer graphics. The current work focuses on the design and implementation of a paradigm for evaluating VWM in immersive visualization and of a novel image-based computational model for mimicking the human behavioral data of VWM. We evaluated the VWM at the variation of four conditions: set size, spatial layout, visual angle (VA) subtending stimuli presentation space, and observation time. We adopted a full factorial design and analysed participants' performances in the change detection experiment. The analysis of hit rates and false alarm rates confirms the existence of a limit of VWM capacity of around 7 & PLUSMN; 2 items, as found in the literature based on the use of 2D videos and images. Only VA and observation time influence performances (p<0.0001). Indeed, with VA enlargement, participants need more time to have a complete overview of the presented stimuli. Moreover, we show that our model has a high level of agreement with the human data, r>0.88 (p<0.05)
Visualization and Interaction Technologies in Serious and Exergames for Cognitive Assessment and Training: A Survey on Available Solutions and Their Validation
Exergames and serious games, based on standard personal computers, mobile devices and gaming consoles or on novel immersive Virtual and Augmented Reality techniques, have become popular in the last few years and are now applied in various research fields, among which cognitive assessment and training of heterogeneous target populations. Moreover, the adoption of Web based solutions together with the integration of Artificial Intelligence and Machine Learning algorithms could bring countless advantages, both for the patients and the clinical personnel, as allowing the early detection of some pathological conditions, improving the efficacy and adherence to rehabilitation processes, through the personalisation of training sessions, and optimizing the allocation of resources by the healthcare system. The current work proposes a systematic survey of existing solutions in the field of cognitive assessment and training. We evaluate the visualization and interaction technologies commonly adopted and the measures taken to fulfil the need of the pathological target populations. Moreover, we analyze how implemented solutions are validated, i.e. The chosen experimental designs, data collection and analysis. Finally, we consider the availability of the applications and raw data to the large community of researchers and medical professionals and the actual application of proposed solutions in the standard clinical practice. Despite the potential of these technologies, research is still at an early stage. Although the recent release of accessible immersive virtual reality headsets and the increasing interest on vision-based techniques for tracking body and hands movements, many studies still rely on non-immersive virtual reality (67.2%), mainly mobile and personal computers, and standard gaming tools for interactions (41.5%). Finally, we highlight that although the interest of research community in this field is increasingly higher, the sharing of dataset (10.6%) and implemented applications (3.8%) should be promoted and the number of healthcare structures which have successfully introduced the new technological approaches in the treatment of their host patients is limited (10.2%)
A MATHEMATICAL ANALYSIS OF CONFLICTS IN VOTING SYSTEMS
Game Theory applied to voting gives rise to the study of many different topics. In this thesis we present some results in order to evaluate the power share inside a Parliament, to analyze the criteria for the assessment of the voters\u2019 preferences and to provide more efficient ways to compute the existing instruments.
The first part of the thesis deals with the issue of power in a voting system. In order to better analyze it, we investigate the way of combining a communication structure with the already existing indices of power. Moreover, we present the possibility of assuming some coalitions as less probable, but not infeasible, as the political scenario is complex enough to admit the possibility of very unlikely coalitions to form. Then, we add another important aspect to the problem; the alliances inside a decisional situation are not stable, but may evolve with time, mainly due to the fact that each agent aims at getting a higher power. We refer to an already existing instrument which, theoretically, may perfectly describe this situation. Unfortunately, the current computational complexity does not permit to adopt it in many real cases. Another important topic is the evaluation of the power to block instead of the power to win. We provide an index which evaluates the veto power and which can be extended in order to catch other characteristics of the game; for example, the probability that a party takes a particular decision, or that not every member of a party is present at the vote.
The second part of this thesis considers a previous step of the formation of a democracy: the evaluation of how much the resulting Parliament reflects the preferences expressed by the electors. We think that the goodness of a Parliament mainly depends on the power share between the parties and not only on the number of seats.
Finally, the last part shows a new exact method to improve the efficiency of the evaluation of one of the existing indices of power, the Public Good index
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