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Materials for an exploratory theory of the network society.

by Manuel Castells , Anthony Giddens , Alain Touraine , Anthony Smith , Benjamin Barber , Peter Hall , Roger-Pol Droit , Sophie Watson , Frank Webster , Krishan Kumar , David Lyon , Craig Calhoun , Jeffrey Henderson , Ramon Ramos , Jose E Rodrigues-Ibanez , Jose F Tezanos , Mary Kaldor , Stephen Jones , Christopher Freeman - The British Journal of Sociology , 2000
"... ABSTRACT This article aims at proposing some elements for a grounded theor y of the network society. The network society is the social structure characteristic of the Information Age, as tentatively identi ed by empirical, cross-cultural investigation. It permeates most societies in the world, in v ..."
Abstract - Cited by 122 (0 self) - Add to MetaCart
or segments of rms, and/or from internal segmentation of rms. Large 10 Manuel Castells corporations are internally de-centralized as networks. Small and medium businesses are connected in networks. These networks connect among themselves on speci c business projects, and switch to another network as soon

Open-Ended Video Games: A Model for Developing Learning for the Interactive Age

by Kurt Squire , 2007
"... September 2006 magazine, video games and education, once the quirky interest of a few rogue educational technologists and literacy scholars, reached broader public awareness. The idea of combining video games and education is not new; twenty years ago, Ronald Reagan praised video games for their pot ..."
Abstract - Cited by 27 (0 self) - Add to MetaCart
for their potential to train “a new generation of warriors. ” Meanwhile, Surgeon General C. Everett Koop declared video games among the top health risks facing Americans. 1 Video games, like any emerging medium, are disruptive, challenging existing social practices, while capturing our dreams and triggering our fears

G.: Bidirectional optimization from reasoning and learning in games

by Michael Franke , Gerhard Jäger - Journal of Logic, Language and Information
"... Abstract We reopen the investigation into the formal and conceptual relationship between bidirectional optimality theory Bidirectional Optimization Optimality Theory (ot) is an abstract framework used in many linguistic subdisciplines to study the mapping between different levels of representation ..."
Abstract - Cited by 4 (1 self) - Add to MetaCart
are mnemonic for types and forms. These terms are motivated by the tradition of signaling games (see below). 1 is acyclic. To exclude degenerate cases, we demand that Dom(G) = T and Rg(G) = F . We write G(t, f ) for t, f ∈ G, as well as G(t) = { f ∈ F | G(t, f )} and similarly for G( f ). Standard

Fun and Games in

by Daniel Dennett , 2007
"... As often before, Jerry Fodor makes my life easier, this time by (1) figuring out a persuasive reductio ad absurdum argument for my views, (2) absolving me of any suspicion that I’m creating a straw man by resolutely embracing the absurd conclusion, and (3) providing along the way some vivid lessons ..."
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name among many scientists. Fodor’s argument really does follow from his premises, though, so far as I can see, so I am prepared to treat it as a classic reductio. A useful reductio, as we all learned in our first logic course, has just one bad premise that eventually sticks out like a sore thumb

See What You Want to See: Motivational Influences on Visual Perception,”

by Emily Balcetis , David Dunning - Journal of Personality and Social Psychology, , 2006
"... People's motivational states-their wishes and preferences-influence their processing of visual stimuli. In 5 studies, participants shown an ambiguous figure (e.g., one that could be seen either as the letter B or the number 13) tended to report seeing the interpretation that assigned them to o ..."
Abstract - Cited by 79 (1 self) - Add to MetaCart
participants who reported that nothing was shown before the crash, participants' desire to see either letters or numbers influenced their interpretation of the B-13 ambiguous figure, 2 (1, N ϭ 50) ϭ 23.96, p Ͻ .001. Additionally, we can collapse across the specific character participants were motivated

The Computer Games Journal

by Myriam Davidovici-Nora , Shons Sutherland , 2013
"... Abstract The shift from physical to digital platforms has turned entertainment from a commodity into a service. The video game industry has embraced this evolution for many years. However, until recently it was mainly confined to the digital distribution of games (such as subscriptions for MMO game ..."
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" (i.e. repeating tedious actions). 9 However, MMO players may circumvent the internal economy of a game by purchasing the items for real money and by changing the nature of the virtual economy. RMT can increase the disparity among players, and split the player community into those who are engaged

Authentic game-based learning and teachers' dilemmas in reconstructing professional practice

by Y S Chee , S Mehrotra , J C Ong
"... Teachers who attempt pedagogical innovation with authentic digital games face significant challenges because such games instantiate open systems of learner activity, inviting inquiry learning rather than knowledge acquisition. However, school environments are normatively sanctioned cultural spaces ..."
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in education. However, evidence of widespread adoption is still lacking. Chee, Y. S., Mehrotra, S., & Ong, J. C. (in press). To appear in Learning, Media and Technology. Available: Taylor & Francis Online First. [http://dx.doi.org/ 10.1080/17439884.2014.953958] 2 The objective of this paper

22.10.2009 Implementation of a Peer-to-Peer Multiplayer Game with Realtime Requirements

by Gutachten Alej, Ro Buchmann
"... Massively multiplayer online games (MMOGs) have become increasingly popular in the recent years, particularly in the form of online role-playing games (MMORPGs). These games support up to several ten thousand players interacting in a virtual game world. The current commercially successful games are ..."
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Massively multiplayer online games (MMOGs) have become increasingly popular in the recent years, particularly in the form of online role-playing games (MMORPGs). These games support up to several ten thousand players interacting in a virtual game world. The current commercially successful games

The effects of prosocial video games on prosocial behaviours: evidence from correlational, longitudinal, and experimental studies

by Douglas A Gentile , Craig A Anderson , Shintaro Yukawa , Nobuko Ihori , Muniba Saleem , Kam Lim , Ming , Akiko Shibuya , Albert K Liau , Angeline Khoo , Brad J Bushman , L Rowell Huesmann , Akira Sakamoto - Personality and Social Psychology Bulletin , 2009
"... Abstract Although dozens of studies have documented a relation between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should incre ..."
Abstract - Cited by 24 (5 self) - Add to MetaCart
, ages, and cultures provide robust evidence a prosocial game content effect, and provide support for the General Learning Model. Keywords NIH-PA Author Manuscript NIH-PA Author Manuscript NIH-PA Author Manuscript industry's several years ago, and surpassed the music industry 's in 2008&apos

Neural Networks for High-Resolution State Evaluation in General Game Playing

by Daniel Michulke
"... C−IL2P is an algorithm that transforms a propositional do-main theory to a neural network that correctly represents the domain theory and is ready-to-use without prior training. Its original intention was to transform explicit symbolic knowl-edge into a neural network to allow for learning. The game ..."
Abstract - Cited by 2 (0 self) - Add to MetaCart
C−IL2P is an algorithm that transforms a propositional do-main theory to a neural network that correctly represents the domain theory and is ready-to-use without prior training. Its original intention was to transform explicit symbolic knowl-edge into a neural network to allow for learning
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