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Digital GameBased Learning
"... [Green and Bavelier, 2003] has grabbed national attention for suggesting that playing “action ” video and computer games has the positive effect of enhancing students ’ visual selective attention. But that finding is just one small part of a more important message that all parents and educators need ..."
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Cited by 519 (0 self)
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[Green and Bavelier, 2003] has grabbed national attention for suggesting that playing “action ” video and computer games has the positive effect of enhancing students ’ visual selective attention. But that finding is just one small part of a more important message that all parents and educators
Predicting How People Play Games: Reinforcement Learning . . .
 AMERICAN ECONOMIC REVIEW
, 1998
"... ..."
Predicting Internet Network Distance with CoordinatesBased Approaches
 In INFOCOM
, 2001
"... In this paper, we propose to use coordinatesbased mechanisms in a peertopeer architecture to predict Internet network distance (i.e. roundtrip propagation and transmission delay) . We study two mechanisms. The first is a previously proposed scheme, called the triangulated heuristic, which is bas ..."
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Cited by 633 (5 self)
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In this paper, we propose to use coordinatesbased mechanisms in a peertopeer architecture to predict Internet network distance (i.e. roundtrip propagation and transmission delay) . We study two mechanisms. The first is a previously proposed scheme, called the triangulated heuristic, which
What Video Games Have to Teach us About learning and Literacy
"... Xenosaga: Episode 1 are learning machines. They get themselves learned and learned well, so that they get played long and hard by a great many people. This is how they and their designers survive and perpetuate themselves. If a game cannot be learned and even mastered at a certain level, it won’t ge ..."
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Cited by 1074 (16 self)
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Xenosaga: Episode 1 are learning machines. They get themselves learned and learned well, so that they get played long and hard by a great many people. This is how they and their designers survive and perpetuate themselves. If a game cannot be learned and even mastered at a certain level, it won
Estimating the Support of a HighDimensional Distribution
, 1999
"... Suppose you are given some dataset drawn from an underlying probability distribution P and you want to estimate a "simple" subset S of input space such that the probability that a test point drawn from P lies outside of S is bounded by some a priori specified between 0 and 1. We propo ..."
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Cited by 766 (29 self)
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Suppose you are given some dataset drawn from an underlying probability distribution P and you want to estimate a "simple" subset S of input space such that the probability that a test point drawn from P lies outside of S is bounded by some a priori specified between 0 and 1. We
ModelBased Clustering, Discriminant Analysis, and Density Estimation
 JOURNAL OF THE AMERICAN STATISTICAL ASSOCIATION
, 2000
"... Cluster analysis is the automated search for groups of related observations in a data set. Most clustering done in practice is based largely on heuristic but intuitively reasonable procedures and most clustering methods available in commercial software are also of this type. However, there is little ..."
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Cited by 557 (28 self)
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for modelbased clustering that provides a principled statistical approach to these issues. We also show that this can be useful for other problems in multivariate analysis, such as discriminant analysis and multivariate density estimation. We give examples from medical diagnosis, mineeld detection, cluster
ERC  A Theory of Equity, Reciprocity and Competition
 FORTHCOMING AMERICAN ECONOMIC REVIEW
, 1999
"... We demonstrate that a simple model, constructed on the premise that people are motivated by both their pecuniary payoff and their relative payoff standing, explains behavior in a wide variety of laboratory games. Included are games where equity is thought to be a factor, such as ultimatum, twoperio ..."
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Cited by 699 (21 self)
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We demonstrate that a simple model, constructed on the premise that people are motivated by both their pecuniary payoff and their relative payoff standing, explains behavior in a wide variety of laboratory games. Included are games where equity is thought to be a factor, such as ultimatum, two
The FF planning system: Fast plan generation through heuristic search
 Journal of Artificial Intelligence Research
, 2001
"... We describe and evaluate the algorithmic techniques that are used in the FF planning system. Like the HSP system, FF relies on forward state space search, using a heuristic that estimates goal distances by ignoring delete lists. Unlike HSP's heuristic, our method does not assume facts to be ind ..."
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Cited by 822 (53 self)
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We describe and evaluate the algorithmic techniques that are used in the FF planning system. Like the HSP system, FF relies on forward state space search, using a heuristic that estimates goal distances by ignoring delete lists. Unlike HSP's heuristic, our method does not assume facts
Estimating the number of clusters in a dataset via the Gap statistic
, 2000
"... We propose a method (the \Gap statistic") for estimating the number of clusters (groups) in a set of data. The technique uses the output of any clustering algorithm (e.g. kmeans or hierarchical), comparing the change in within cluster dispersion to that expected under an appropriate reference ..."
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Cited by 492 (1 self)
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We propose a method (the \Gap statistic") for estimating the number of clusters (groups) in a set of data. The technique uses the output of any clustering algorithm (e.g. kmeans or hierarchical), comparing the change in within cluster dispersion to that expected under an appropriate reference
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