Results for 'Evaluation games'

984 found
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  1.  10
    Towards evaluation games for fuzzy logics.Petr Cintula & Ondrej Majer - 2009 - In Ondrej Majer, Ahti-Veikko Pietarinen & Tero Tulenheimo (eds.), Games: Unifying Logic, Language, and Philosophy. Springer Verlag. pp. 117--138.
  2.  52
    Technology Games: Using Wittgenstein for Understanding and Evaluating Technology.Mark Coeckelbergh - 2018 - Science and Engineering Ethics 24 (5):1503-1519.
    In the philosophy of technology after the empirical turn, little attention has been paid to language and its relation to technology. In this programmatic and explorative paper, it is proposed to use the later Wittgenstein, not only to pay more attention to language use in philosophy of technology, but also to rethink technology itself—at least technology in its aspect of tool, technology-in-use. This is done by outlining a working account of Wittgenstein’s view of language and by then applying that account (...)
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  3. Student evaluations: The ratings game.John V. Adams - 1997 - Inquiry (ERIC) 1 (2):10-16.
  4.  45
    Evaluating Cooperative Game Theory in water resources.Ariel Dinar, Aharon Ratner & Dan Yaron - 1992 - Theory and Decision 32 (1):1-20.
  5.  35
    Evaluation of an Adaptive Game that Uses EEG Measures Validated during the Design Process as Inputs to a Biocybernetic Loop.Kate C. Ewing, Stephen H. Fairclough & Kiel Gilleade - 2016 - Frontiers in Human Neuroscience 10.
  6.  21
    Evaluating a Board Game Designed to Promote Young Children’s Delay of Gratification.Stephanie Anzman-Frasca, Anita Singh, Derek Curry, Sara Tauriello, Leonard H. Epstein, Myles S. Faith, Kaley Reardon & Dave Pape - 2020 - Frontiers in Psychology 11.
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  7.  9
    Evaluating Impact on Motivation and Academic Performance of a Game-Based Learning Experience Using Kahoot.Andrés Fuster-Guilló, María Luisa Pertegal-Felices, Antonio Jimeno-Morenilla, Jorge Azorín-López, María Luisa Rico-Soliveres & Felipe Restrepo-Calle - 2019 - Frontiers in Psychology 10.
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  8.  18
    Evaluating an Internet Gaming Disorder Scale Using Mokken Scaling Analysis.Turi Reiten Finserås, Ståle Pallesen, Rune Aune Mentzoni, Elfrid Krossbakken, Daniel L. King & Helge Molde - 2019 - Frontiers in Psychology 10.
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  9.  40
    Internet Gaming Disorder in Adolescents: Personality, Psychopathology and Evaluation of a Psychological Intervention Combined With Parent Psychoeducation.Vega González-Bueso, Juan J. Santamaría, Daniel Fernández, Laura Merino, Elena Montero, Susana Jiménez-Murcia, Amparo del Pino-Gutiérrez & Joan Ribas - 2018 - Frontiers in Psychology 9.
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  10.  22
    Fix the Game, Not the Dame: Restoring Equity in Leadership Evaluations.Jamie L. Gloor, Manuela Morf, Samantha Paustian-Underdahl & Uschi Backes-Gellner - 2018 - Journal of Business Ethics 161 (3):497-511.
    Female leaders continue to face bias in the workplace compared to male leaders. When employees are evaluated differently because of who they are rather than how they perform, an ethical dilemma arises for leaders and organizations. Thus, bridging role congruity and social identity leadership theories, we propose that gender biases in leadership evaluations can be overcome by manipulating diversity at the team level. Across two multiple-source, multiple-wave, and randomized field experiments, we test whether team gender composition restores gender equity in (...)
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  11.  9
    Physiological Signal Analysis for Evaluating Flow during Playing of Computer Games of Varying Difficulty.Yu Tian, Yulong Bian, Piguo Han, Peng Wang, Fengqiang Gao & Yingmin Chen - 2017 - Frontiers in Psychology 8.
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  12.  8
    Understanding gift-giving in game live streaming on Douyu: An evaluation of PSR/social presence.Wenchi Zhang - 2022 - Frontiers in Psychology 13.
    In China, live streaming has grown rapidly in recent years, with gift-giving, a unique business model in live streaming, driving the development of many industries. This article explores the association between gift-giving behavior in game live streaming and viewers' live streaming experience. Specifically, this study aims to explore the correlation between Para-social Relationships, Social Presence, and gift-giving in the context of China. Based on the survey and interview of the viewer on Douyu, a Chinese live streaming platform, this study found (...)
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  13. Turing’s imitation game: still an impossible challenge for all machines and some judges––an evaluation of the 2008 Loebner contest. [REVIEW]Luciano Floridi & Mariarosaria Taddeo - 2009 - Minds and Machines 19 (1):145-150.
    An evaluation of the 2008 Loebner contest.
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  14. Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach.Ming-Hsin Lu, Weijane Lin & Hsiu-Ping Yueh - 2017 - Frontiers in Psychology 8.
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  15.  23
    Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students.Chor-lam Chau, Yvonne Yin-yau Tsui & Cecilia Cheng - 2019 - Frontiers in Psychology 10.
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  16.  1
    A comparison and evaluation of three machine learning procedures as applied to the game of checkers.Arnold K. Griffith - 1974 - Artificial Intelligence 5 (2):137-148.
  17.  22
    From Games to Truth Functions: A Generalization of Giles’s Game.Christian G. Fermüller & Christoph Roschger - 2014 - Studia Logica 102 (2):389-410.
    Motivated by aspects of reasoning in theories of physics, Robin Giles defined a characterization of infinite valued Łukasiewicz logic in terms of a game that combines Lorenzen-style dialogue rules for logical connectives with a scheme for betting on results of dispersive experiments for evaluating atomic propositions. We analyze this game and provide conditions on payoff functions that allow us to extract many-valued truth functions from dialogue rules of a quite general form. Besides finite and infinite valued Łukasiewicz logics, also Meyer (...)
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  18. Modelling simultaneous games in dynamic logic.Johan van Benthem, Sujata Ghosh & Fenrong Liu - 2008 - Synthese 165 (2):247-268.
    We make a proposal for formalizing simultaneous games at the abstraction level of player’s powers, combining ideas from dynamic logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of ‘concurrent game logic’ CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light on branching quantifiers and independence-friendly evaluation games for first-order logic.
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  19.  87
    Logic games are complete for game logics.Johan van Benthem - 2003 - Studia Logica 75 (2):183-203.
    Game logics describe general games through powers of players for forcing outcomes. In particular, they encode an algebra of sequential game operations such as choice, dual and composition. Logic games are special games for specific purposes such as proof or semantical evaluation for first-order or modal languages. We show that the general algebra of game operations coincides with that over just logical evaluation games, whence the latter are quite general after all. The main tool (...)
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  20.  84
    Is Evaluative Compositionality a Requirement of Rationality?Nicholas J. J. Smith - 2014 - Mind 123 (490):457-502.
    This paper presents a new solution to the problems for orthodox decision theory posed by the Pasadena game and its relatives. I argue that a key question raised by consideration of these gambles is whether evaluative compositionality (as I term it) is a requirement of rationality: is the value that an ideally rational agent places on a gamble determined by the values that she places on its possible outcomes, together with their mode of composition into the gamble (i.e. the probabilities (...)
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  21. A Game-Theoretic Approach to Peer Disagreement.Remco Heesen & Pieter van der Kolk - 2016 - Erkenntnis 81 (6):1345-1368.
    In this paper we propose and analyze a game-theoretic model of the epistemology of peer disagreement. In this model, the peers' rationality is evaluated in terms of their probability of ending the disagreement with a true belief. We find that different strategies---in particular, one based on the Steadfast View and one based on the Conciliatory View---are rational depending on the truth-sensitivity of the individuals involved in the disagreement. Interestingly, the Steadfast and the Conciliatory Views can even be rational simultaneously in (...)
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  22.  90
    Playing Games with Ais: The Limits of GPT-3 and Similar Large Language Models.Adam Sobieszek & Tadeusz Price - 2022 - Minds and Machines 32 (2):341-364.
    This article contributes to the debate around the abilities of large language models such as GPT-3, dealing with: firstly, evaluating how well GPT does in the Turing Test, secondly the limits of such models, especially their tendency to generate falsehoods, and thirdly the social consequences of the problems these models have with truth-telling. We start by formalising the recently proposed notion of reversible questions, which Floridi & Chiriatti propose allow one to ‘identify the nature of the source of their answers’, (...)
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  23. Game theory and ethics.Bruno Verbeek - 2008 - Stanford Encyclopedia of Philosophy.
    Game theory is the systematic study of interdependent rational choice. It should be distinguished from decision theory, the systematic study of individual (practical and epistemic) choice in parametric contexts (i.e., where the agent is choosing or deliberating independently of other agents). Decision theory has several applications to ethics (see Dreier 2004; Mele and Rawlings 2004). Game theory may be used to explain, to predict, and to evaluate human behavior in contexts where the outcome of action depends on what several agents (...)
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  24.  7
    Partial order bounding: A new approach to evaluation in game tree search.Martin Müller - 2001 - Artificial Intelligence 129 (1-2):279-311.
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  25.  36
    Shikakeological approach of innovators marketplace as role-based game and evaluation method for solutions.Teruaki Hayashi & Yukio Ohsawa - 2015 - AI and Society 30 (4):451-461.
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  26.  54
    Student evaluations and moral Hazard.Nalinaksha Bhattacharyya - 2004 - Journal of Academic Ethics 2 (3):263-271.
    Most universities solicit feedback from students at the end of a course in order to assess student perceptions of the course. This feedback is used for various objectives, including for evaluating teaching by academic administrators. One would therefore expect faculty to rationally take this into account while formulating their teaching strategy. In certain cases, such strategic considerations can give rise to moral hazard. I have modelled the situation using the well-known Prisoners Dilemma game and found that in equilibrium, the teaching (...)
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  27.  15
    Online gaming and language aggression in a Tunisian Arabic context.Khouloud Boukhris - 2023 - Lodz Papers in Pragmatics 19 (2):255-278.
    This paper intends to examine the development of conflictual interactions, how they might be resolved, and the socio-cultural norms involved, by adopting an analytical framework in an online gaming context. The current paper was inspired by Kádár and Haugh’s framework as it enables me to investigate both the macro and micro aspects of (im)politeness. The study’s aim is to further examine how impoliteness, language aggression and conflict are realised in two online gaming platforms, namely Fortnite and PUBG Mobile. Thus, I (...)
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  28.  22
    Backward induction in games: an attempt at logical reconstruction.Wlodek Rabinowicz - 2000 - In Value and Choice Some Common Themes in Decision Theory and Moral Philosophy. pp. 243-256.
    Backward induction has been the standard method of solving finite extensive-form games with perfect information, notwithstanding the fact that this procedure leads to counter-intuitive results in various games. However, beginning in the late eighties, the method of backward induction became an object of criticism. It is claimed that the assumptions needed for its defence are quite implausible, if not incoherent. It is therefore natural to ask for the justification of backward induction: Can one show that rational players who (...)
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  29.  5
    Does Game Playing Experience Have an Impact on the Player-PNPC Relationship?Christine Daviault - 2012 - Bulletin of Science, Technology and Society 32 (6):441-446.
    There are several types of characters in video games: the main protagonist/hero, the countless non-player characters (NPCs), and persistent non-player characters (PNPCs). While there is a substantial body of research about PNPCs from a game design point of view, they have been largely ignored by the academic community from a narrative perspective. The current essay aims to evaluate whether video game playing experience has an impact on a player’s reliance on the guidance of PNPCs in game play and if (...)
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  30. A graphic measure for game-theoretic robustness.Randy Au Patrick Grim, Robert Rosenberger Nancy Louie, Evan Selinger William Braynen & E. Eason Robb - 2008 - Synthese 163 (2):273-297.
    Robustness has long been recognized as an important parameter for evaluating game-theoretic results, but talk of ‘robustness’ generally remains vague. What we offer here is a graphic measure for a particular kind of robustness (‘matrix robustness’), using a three-dimensional display of the universe of 2 × 2 game theory. In such a measure specific games appear as specific volumes (Prisoner’s Dilemma, Stag Hunt, etc.), allowing a graphic image of the extent of particular game-theoretic effects in terms of those (...). The measure also allows for an easy comparison between different effects in terms of matrix robustness. Here we use the measure to compare the robustness of Tit for Tat’s well-known success in spatialized games (Axelrod, R. (1984). The evolution of cooperation . New York: Basic Books; Grim, P. et al. (1998). The philosophical computer: Exploratory essays in philosophical computer modeling . Cambridge, Mass: MIT Press) with the robustness of a recent game-theoretic model of the contact hypothesis regarding prejudice reduction (Grim et al. 2005. Public Affairs Quarterly, 19 , 95–125). (shrink)
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  31.  11
    Anticipatory Games and Simulations.John A. Sweeney, Mary Tuti Baker, Cornelia Daheim, Yannick Dujardin, Jake Dunagan, Ken Eklund, Trevor Haldenby, Aaron B. Rosa, Gina Stovall & Guy Yeomans - 2019 - In Roberto Poli (ed.), Handbook of Anticipation: Theoretical and Applied Aspects of the Use of Future in Decision Making. Springer Verlag. pp. 1399-1427.
    Games and simulations--from quantitative modeling to immersive, experiential scenarios--as methods for engagement within futures studies have a substantial history. In recent years, there has been a surge of projects using a wide array of tools. As practitioners and researchers have gravitated toward more playful approaches, there is a need to review and evaluate such approaches. This chapter provides an introduction to gaming and simulations as anticipatory processes. Offering a snapshot of contemporary projects from around the world, this chapter utilizes (...)
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  32. Game Counterpossibles.Felipe Morales Carbonell - 2020 - Argumenta 6 (1):117-133.
    Counterpossibles, counterfactuals conditional with impossible antecedents, are notoriously contested; while the standard view makes them trivially true, some authors argue that they can be non-trivially true. In this paper, I examine the use of counterfactuals in the context of games, and argue that there is a case to be made for their non-triviality in a restricted sense. In particular, I examine the case of retro problems in chess, where it can happen that one is tasked with evaluating counterfactuals about (...)
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  33.  33
    Game-players and game-playing: a response to kreider.Richard Royce - 2013 - Journal of the Philosophy of Sport 40 (2):225-239.
    This article is an examination of the recent contribution in this journal by Kreider. In that publication he argued against formalist and non-formalist positions concerning our understanding of game-player and game-playing, focusing his discussion around game rules and their relationship to the two key concepts. This led him to produce alternative conceptions of game-player and game-playing, and it is these conceptions tied closely to the idea of commitment, and Kreider’s arguments surrounding them, which are the subject of my article. Following (...)
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  34.  69
    Game, player, ethics: A virtue ethics approach to computer games.Miguel Sicart - 2005 - International Review of Information Ethics 4 (12):13-18.
    As the contemporary heirs of popular music or cinema, computer games are gradually taking over the mar-kets of entertainment. Much like cinema and music, computer games are taking the spotlight in another front – that which blames them for encouraging unethical behaviors. Apparently, computer games turn their users into blood thirsty zombies with a computer game learnt ability of aiming with deadly precision. The goal of this paper is to pay attention to the ethical nature of computer (...)
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  35.  27
    Polarized games.Olivier Laurent - 2004 - Annals of Pure and Applied Logic 130 (1-3):79-123.
    We generalize the intuitionistic Hyland–Ong games to a notion of polarized games allowing games with plays starting by proponent moves. The usual constructions on games are adjusted to fit this setting yielding game models for both Intuitionistic Linear Logic and Polarized Linear Logic. We prove a definability result for this polarized model and this gives complete game models for various classical systems: , λμ-calculus, … for both call-by-name and call-by-value evaluations.
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  36. Evaluating Weaknesses of “Perceptual-Cognitive Training” and “Brain Training” Methods in Sport: An Ecological Dynamics Critique.Ian Renshaw, Keith Davids, Duarte Araújo, Ana Lucas, William M. Roberts, Daniel J. Newcombe & Benjamin Franks - 2019 - Frontiers in Psychology 9.
    The recent upsurge in “brain-training and perceptual-cognitive-training", proposing to improve isolated processes such as brain function, visual perception and decision-making, has created significant interest in elite sports practitioners, seeking to create an ‘edge’ for athletes. The claims of these related 'performance-enhancing industries' can be considered together as part of a process training approach proposing enhanced cognitive and perceptual skills and brain capacity, to support performance in everyday life activities, including sport. For example, the 'process-training industry' promotes the idea that playing (...)
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  37.  6
    Évaluer l’effet de professionnels dans une activité collaborative au service de l’accompagnement de l’orientation des étudiants. Une entrée en animatique des groupes par l’étude des conflits socio-cognitifs.Sylvain Dernat, Amandine Verchere, François Johany, Arnaud Simeone & Sylvie Lardon - 2018 - Revue Phronesis 7 (1):24-44.
    Evaluation of an accompanying collaborative device is a sensitive element that questions in particular the effect of the accompanying people. The literature has relied in particular on the notion of socio-cognitive conflict to support this perspective. In this article, we study the specific case of a collaborative device for veterinary student guidance with the collaboration of teachers and vet practitioners. The proposed mixed evaluation of the process and these effects shed light on the roles of these professionals from (...)
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  38.  94
    Game Theory Meets Threshold Analysis: Reappraising the Paradoxes of Anarchy and Revolution.Peter Vanderschraaf - 2008 - British Journal for the Philosophy of Science 59 (4):579-617.
    I resolve a previously unnoticed anomaly in the analysis of collective action problems. Some political theorists apply game theory to analyze the paradox of anarchy: War is apparently inevitable in anarchy even though all warring parties prefer peace over war. Others apply tipping threshold analysis to resolve the paradox of revolution: Joining a revolution is apparently always irrational even when an overwhelming majority of the population wish to replace their regime. The usual game theoretic analysis of anarchy yields the conclusion (...)
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  39. Game-Theoretic Robustness in Cooperation and Prejudice Reduction: A Graphic Measure.Patrick Grim - 2006 - In Luis M. Rocha, Larry S. Yaeger, Mark A. Bedau, Dario Floreano & Robert L. Goldstine (eds.), Artificial Life X: Proceedings of the Tenth International Conference on the Simulation and Synthesis of Living Systems. MIT Press. pp. 445-451.
    Talk of ‘robustness’ remains vague, despite the fact that it is clearly an important parameter in evaluating models in general and game-theoretic results in particular. Here we want to make it a bit less vague by offering a graphic measure for a particular kind of robustness— ‘matrix robustness’— using a three dimensional display of the universe of 2 x 2 game theory. In a display of this form, familiar games such as the Prisoner’s Dilemma, Stag Hunt, Chicken and Deadlock (...)
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  40.  14
    Game Change.Maximo Cortez - 2015 - Narrative Inquiry in Bioethics 5 (2):5-7.
    In lieu of an abstract, here is a brief excerpt of the content:Game ChangeMaximo CortezOn November 17, 1983, I was born with a condition called mixed gonadal dysgenesis, and ambiguous genitalia. My gender was not of a big concern at that time. The more urgent matter was that I had a heart murmur, which was repaired when I was twelve months old. [End Page E5]It was not until I turned five, and by issue of the Texas Children’s Protective Services (CPS), (...)
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  41.  75
    Modelling Simultaneous Games in Dynamic Logic.Johan Van Benthem, Sujata Ghosh & Fenrong Liu - 2008 - Synthese 165 (2):247 - 268.
    We make a proposal for formalizing simultaneous games at the abstraction level of player's powers, combining ideas from dynamic logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of 'concurrent game logic' CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light on branching quantifiers and independence-friendly evaluation games for first-order logic.
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  42.  13
    Modelling simultaneous games in dynamic logic.Johan Benthem, Sujata Ghosh & Fenrong Liu - 2008 - Synthese 165 (2):247-268.
    We make a proposal for formalizing simultaneous games at the abstraction level of player’s powers, combining ideas from dynamic logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of ‘concurrent game logic’ CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light on branching quantifiers and independence-friendly evaluation games for first-order logic.
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  43. Game-theoretic models, stories, and their assessment.Till Grüne-Yanoff - unknown
    Ever since game theory has become a dominant mode of investigation in economics, critics have pointed out that it is a formally strong but empirically weak, if not empty, practice.1 We argue against the empirical irrelevance of game theory by investigating the architecture of game theoretic explanations more closely. In particular, we study the role of game models, and find that they assume the role of mediators as autonomous relaters of theory and phenomena. We further argue that stories play an (...)
     
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  44.  65
    Stackelberg Game Perspective on Pricing Decision of a Dual-Channel Supply Chain with Live Broadcast Sales.Rong Zhang, Xiaoying Zhang & Bin Liu - 2022 - Complexity 2022:1-11.
    Focusing on the dual-channel supply chain with live broadcasts selling, this paper investigates the service overflow of live broadcasts with Stackelberg game perspective and the impact of retailers’ different market potentials on the pricing decisions of dual-channel members. Meanwhile, it also evaluates the pricing strategy of online retailers after introducing KOL live broadcasts. The results show that when one of the dual-channel retailers adopts live broadcast sales, the live broadcast service overflow will have an adverse impact on it, but the (...)
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  45. The Ethics of AI Ethics: An Evaluation of Guidelines.Thilo Hagendorff - 2020 - Minds and Machines 30 (1):99-120.
    Current advances in research, development and application of artificial intelligence systems have yielded a far-reaching discourse on AI ethics. In consequence, a number of ethics guidelines have been released in recent years. These guidelines comprise normative principles and recommendations aimed to harness the “disruptive” potentials of new AI technologies. Designed as a semi-systematic evaluation, this paper analyzes and compares 22 guidelines, highlighting overlaps but also omissions. As a result, I give a detailed overview of the field of AI ethics. (...)
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  46.  10
    Evolutionary Game Analysis of Knowledge Sharing in Low-Carbon Innovation Network.Cuicui Zheng - 2021 - Complexity 2021:1-11.
    Low-carbon technological innovation is the main means to develop a low-carbon economy, and network knowledge sharing and collaborative innovation is an effective model for the development of low-carbon technologies. First of all, this article adopts a decision-making experiment and evaluation laboratory method and interpretation structure model, combines the two methods, extracts the advantages of the two, and discards the shortcomings of the two, thus constructing a new optimized and upgraded interpretation structure model. We give methods to explore the main (...)
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  47.  44
    Game theory and global environmental policy.Alfred Endres - 2004 - Poiesis and Praxis 3 (s 1-2):123-139.
    Economists interpret global environmental quality to be a pure public good. Each country should contribute to its provision. However, this is hard to achieve because each government is tempted to take a free ride on the other governments' efforts. Not only has this dilemma been analysed with game theoretical methods but game theory has also been used to think about how to make amends. This paper reviews the game theoretical discussion on how international policy frameworks may be designed to improve (...)
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  48.  16
    Differences in game playability between healthy players and problematic players.Elena Carolina Li - 2022 - Interaction Studies 23 (1):58-88.
    Games played on mobile phones or tablets have become a serious game platform. In the new International Classification of Diseases in 2019, the WHO now includes video game disorder as a mental disease, this highlights the seriousness of game addiction which has now become a global problem. Game design may be one of the factors that affect game addiction. Game playability can be used to evaluate the game design and to determine the features that can cause game addiction. The (...)
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  49.  41
    Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine – A Cross-Sectional Pilot Study.Talita Dias da Silva, Paula Lumy da Silva, Elisa de Jesus Valenzuela, Eduardo Dati Dias, Amanda Orasmo Simcsik, Mariana Giovanelli de Carvalho, Anne Michelli Gomes Gonçalves Fontes, Camila Aparecida de Oliveira Alberissi, Luciano Vieira de Araújo, Murilo Vinícius da Costa Brandão, Helen Dawes & Carlos Bandeira de Mello Monteiro - 2021 - Frontiers in Psychology 12.
    IntroductionThere is a need to maintain rehabilitation activities and motivate movement and physical activity during quarantine in individuals with Cerebral Palsy.ObjectiveThis paper sets out to evaluate the feasibility and potential benefits of using computer serious game in a non-immersive virtual reality implemented and evaluated completely remotely in participants with CP for Home-Based Telerehabilitation during the quarantine period for COVID-19.MethodsUsing a cross-sectional design, a total of 44 individuals participated in this study between March and June 2020, 22 of which had CP (...)
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  50.  14
    On Semantic Games for Łukasiewicz Logic.Ondrej Majer & Christian Fermüller - 2018 - In Hans van Ditmarsch & Gabriel Sandu (eds.), Jaakko Hintikka on Knowledge and Game Theoretical Semantics. Cham, Switzerland: Springer. pp. 263-278.
    We explore different ways to generalize Hintikka’s classic game theoretic semantics to a many-valued setting, where the unit interval is taken as the set of truth values. In this manner a plethora of characterizations of Łukasiewicz logic arise. Among the described semantic games is Giles’s dialogue and betting game, presented in a manner that makes the relation to Hintikka’s game more transparent. Moreover, we explain a so-called explicit evaluation game and a ‘bargaining game’ variant of it. We also (...)
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