9,471 research outputs found

    Paintings and their implicit presuppositions : a preliminary report

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    In a series of earlier papers (Social Science Working Papers 350, 355. 357) we have studied the ways in which differences in "implicit presupposi tions" (i. e •• differences in world views) cause scientists and historians to reach differing conclusions from a consideration of the same evidence. In this paper we show that paintings are characterized by implicit presuppositions similar to those that characterize the written materials -- essays, letters, scientific papers -- we have already studied

    Posterior Predictive Analysis for Evaluating DSGE Models

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    In this paper, we develop and apply certain tools to evaluate the strengths and weaknesses of dynamic stochastic general equilibrium (DSGE) models. In particular, this paper makes three contributions: One, it argues the need for such tools to evaluate the usefulness of the these models; two, it defines these tools which take the form of prior and particularly posterior predictive analysis and provides illustrations; and three, it provides a justification for the use of these tools in the DSGE context in defense against the standard criticisms for the use of these tools.Prior and posterior predictive analysis; DSGE Model Evaluation; Monetary Policy.

    Is inflation targeting best-practice monetary policy?

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    Monetary policy ; Inflation (Finance) ; Federal Open Market Committee

    Refining Measures for Assessing Problematic/Addictive Digital Gaming Use in Clinical and Research Settings

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    Problematic or addictive digital gaming (including all types of electronic devices) can and has had extremely adverse impacts on the lives of many individuals across the world. The understanding of this phenomenon, and the effectiveness of treatment design and monitoring, can be improved considerably by continuing refinement of assessment tools. The present article briefly overviews tools designed to measure problematic or addictive use of digital gaming, the vast majority of which are founded on the Diagnostic and Statistical Manual of Mental Disorders (DSM) criteria for other addictive disorders, such as pathological gambling. Although adapting DSM content and strategies for measuring problematic digital gaming has proven valuable, there are some potential issues with this approach. We discuss the strengths and limitations of current methods for measuring problematic or addictive gaming and provide various recommendations that might help in enhancing or supplementing existing tools, or in developing new and even more effective tools