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  1. 2. Programming Relativity as the Mathematics of Perspective in a Planck Unit Simulation Hypothesis.Malcolm Macleod - manuscript
    The Simulation Hypothesis proposes that all of reality is in fact an artificial simulation, analogous to a computer simulation. Outlined here is a method for programming relativistic mass, space and time at the Planck level as applicable for use in Planck Universe-as-a-Simulation Hypothesis. For the virtual universe the model uses a 4-axis hyper-sphere that expands in incremental steps (the simulation clock-rate). Virtual particles that oscillate between an electric wave-state and a mass point-state are mapped within this hyper-sphere, the oscillation driven (...)
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  2. 3. Planck Unit Quantum Gravity (Gravitons) for Simulation Hypothesis Modeling.Malcolm J. Macleod - manuscript
    Defined are gravitational formulas in terms of Planck units and units of $\hbar c$. Mass is not assigned as a constant property but is instead treated as a discrete event defined by units of Planck mass with gravity as an interaction between these units, the gravitational orbit as the sum of these mass-mass interactions and the gravitational coupling constant as a measure of the frequency of these interactions and not the magnitude of the gravitational force itself. Each particle that is (...)
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  3. Programming Relativity and Gravity Via a Discrete Pixel Space in Planck Level Simulation Hypothesis Models.Malcolm J. Macleod - manuscript
    Outlined here is a simulation hypothesis approach that uses an expanding (the simulation clock-rate measured in units of Planck time) 4-axis hyper-sphere and mathematical particles that oscillate between an electric wave-state and a mass (unit of Planck mass per unit of Planck time) point-state. Particles are assigned a spin axis which determines the direction in which they are pulled by this (hyper-sphere pilot wave) expansion, thus all particles travel at, and only at, the velocity of expansion (the origin of $c$), (...)
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  4. Correcting Errors in the Bostrom/Kulczycki Simulation Arguments.Wehr Robert Dustin - manuscript
    Both patched versions of the Bostrom/Kulczycki simulation argument contain serious objective errors, discovered while attempting to formalize them in predicate logic. The English glosses of both versions involve badly misleading meanings of vague magnitude terms, which their impressiveness benefits from. We fix the errors, prove optimal versions of the arguments, and argue that both are much less impressive than they originally appeared. Finally, we provide a guide for readers to evaluate the simulation argument for themselves, using well-justified settings of the (...)
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  5. Some Resonances Between Eastern Thought and Integral Biomathics in the Framework of the WLIMES Formalism for Modelling Living Systems.Plamen L. Simeonov & Andree C. Ehresmann - forthcoming - Progress in Biophysics and Molecular Biology 131 (Special).
    Forty-two years ago, Capra published “The Tao of Physics” (Capra, 1975). In this book (page 17) he writes: “The exploration of the atomic and subatomic world in the twentieth century has …. necessitated a radical revision of many of our basic concepts” and that, unlike ‘classical’ physics, the sub-atomic and quantum “modern physics” shows resonances with Eastern thoughts and “leads us to a view of the world which is very similar to the views held by mystics of all ages and (...)
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  6. May Kantians Commit Virtual Killings That Affect No Other Persons?Tobias Flattery - 2021 - Ethics and Information Technology 23 (4):751-762.
    Are acts of violence performed in virtual environments ever morally wrong, even when no other persons are affected? While some such acts surely reflect deficient moral character, I focus on the moral rightness or wrongness of acts. Typically it’s thought that, on Kant’s moral theory, an act of virtual violence is morally wrong (i.e., violate the Categorical Imperative) only if the act mistreats another person. But I argue that, on Kant’s moral theory, some acts of virtual violence can be morally (...)
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  7. An Ethical Code for Commercial VR/AR Applications.Erick Jose Ramirez, Jocelyn Tan, Miles Elliott, Mohit Gandhi & Lia Petronio - 2021 - In N. Shaghaghi, F. Lamberti, B. Beams, R. Shariatmadari & A. Amer (eds.), Intelligent Technologies for Interactive Entertainment. Springer.
    The commercial VR/AR marketplace is gaining ground and is becoming an ever larger and more significant component of the global economy. While much attention has been paid to the commercial promise of VR/AR, comparatively little attention has been given to the ethical issues that VR/AR technologies introduce. We here examine existing codes of ethics proposed by the ACM and IEEE and apply them to the unique ethical facets that VR/AR introduces. We propose a VR/AR code of ethics for developers and (...)
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  8. Artificial Beings Worthy of Moral Consideration in Virtual Environments: An Analysis of Ethical Viability.Stefano Gualeni - 2020 - Journal of Virtual Worlds Research 13 (1).
    This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulations – interactive and persistent digital artifacts designed to fulfill specific purposes, such as entertainment, education, training, or persuasion. The article introduces the criteria for moral consideration that serve as a framework for this analysis. Adopting this framework, the article tackles the (...)
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  9. How to (Dis)Solve the Gamer’s Dilemma.Erick Jose Ramirez - 2020 - Ethical Theory and Moral Practice (1):1-21.
    The Gamer's Dilemma challenges us to find a distinction between virtual murder and virtual pedophilia. Without such a distinction, we are forced to conclude that either both are morally acceptable or that both should be morally illicit. This paper argues that the best way to solve the dilemma is, in one sense, to dissolve it. The Gamer's Dilemma rests on a misunderstanding in the sense that it does not distinguish between the form of a simulation and its surface content. A (...)
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  10. Designing the Smart Operator 4.0 for Human Values: A Value Sensitive Design Approach.Steven Umbrello, Antonio Padovano & Lucia Gazzaneo - 2020 - Procedia Manufacturing 42:219-226.
    Emerging technologies such as cloud computing, augmented and virtual reality, artificial intelligence and robotics, among others, are transforming the field of manufacturing and industry as a whole in unprecedent ways. This fourth industrial revolution is consequentially changing how operators that have been crucial to industry success go about their practices in industrial environments. This short paper briefly introduces the notion of the Operator 4.0 as well as how this novel way of conceptualizing the human operator necessarily implicates human values in (...)
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  11. Virtual Realism: Really Realism or Only Virtually So? A Comment on D. J. Chalmers’s Petrus Hispanus Lectures.Claus Beisbart - 2019 - Disputatio 11 (55):297-331.
    What is the status of a cat in a virtual reality environment? Is it a real object? Or part of a fiction? Virtual realism, as defended by D. J. Chalmers, takes it to be a virtual object that really exists, that has properties and is involved in real events. His preferred specification of virtual realism identifies the cat with a digital object. The project of this paper is to use a comparison between virtual reality environments and scientific computer simulations to (...)
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  12. Old Lies, New Media A Review of "A Defense of Simulated Experience: New Noble Lies" by Mark Silcox. [REVIEW]Nele Van de Mosselaer & Stefano Gualeni - 2019 - Journal of the Philosophy of Games 2 (1).
  13. Virtual Subjectivity: Existence and Projectuality in Virtual Worlds.Daniel Vella & Stefano Gualeni - 2019 - Techné: Research in Philosophy and Technology 23 (2):115-136.
    This paper draws on the notion of the ‘project,’ as developed in the existential philosophy of Heidegger and Sartre, to articulate an understanding of the existential structure of engagement with virtual worlds. By this philosophical understanding, the individual’s orientation towards a project structures a mechanism of self-determination, meaning that the project is understood essentially as the project to make oneself into a certain kind of being. Drawing on existing research from an existential-philosophical perspective on subjectivity in digital game environments, the (...)
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  14. Spatial Opinion Dynamics and the Effects of Two Types of Mixing.Bert Baumgaertner, Peter A. Fetros, Stephen M. Krone & Rebecca T. Tyson - 2018 - Physical Review E 98 (2):022310.
    Spatially situated opinions that can be held with different degrees of conviction lead to spatiotemporal patterns such as clustering (homophily), polarization, and deadlock. Our goal is to understand how sensitive these patterns are to changes in the local nature of interactions. We introduce two different mixing mechanisms, spatial relocation and nonlocal interaction (“telephoning”), to an earlier fully spatial model (no mixing). Interestingly, the mechanisms that create deadlock in the fully spatial model have the opposite effect when there is a sufficient (...)
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  15. Computer Simulations in Science and Engineering. Concept, Practices, Perspectives.Juan Manuel Durán - 2018 - Springer.
    This book addresses key conceptual issues relating to the modern scientific and engineering use of computer simulations. It analyses a broad set of questions, from the nature of computer simulations to their epistemological power, including the many scientific, social and ethics implications of using computer simulations. The book is written in an easily accessible narrative, one that weaves together philosophical questions and scientific technicalities. It will thus appeal equally to all academic scientists, engineers, and researchers in industry interested in questions (...)
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  16. Programming Planck Units From a Virtual Electron; a Simulation Hypothesis (Summary).Malcolm Macleod - 2018 - Eur. Phys. J. Plus 133:278.
    The Simulation Hypothesis proposes that all of reality, including the earth and the universe, is in fact an artificial simulation, analogous to a computer simulation, and as such our reality is an illusion. In this essay I describe a method for programming mass, length, time and charge (MLTA) as geometrical objects derived from the formula for a virtual electron; $f_e = 4\pi^2r^3$ ($r = 2^6 3 \pi^2 \alpha \Omega^5$) where the fine structure constant $\alpha$ = 137.03599... and $\Omega$ = 2.00713494... (...)
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  17. Programming Planck Units From a Virtual Electron; a Simulation Hypothesis.Malcolm J. Macleod - 2018 - European Physical Journal Plus 133:278.
    The simulation hypothesis proposes that all of reality is an artificial simulation. In this article I describe a simulation model that derives Planck level units as geometrical forms from a virtual (dimensionless) electron formula $f_e$ that is constructed from 2 unit-less mathematical constants; the fine structure constant $\alpha$ and $\Omega$ = 2.00713494... ($f_e = 4\pi^2r^3, r = 2^6 3 \pi^2 \alpha \Omega^5$). The mass, space, time, charge units are embedded in $f_e$ according to these ratio; ${M^9T^{11}/L^{15}} = (AL)^3/T$ (units = (...)
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  18. El Impacto del Ruido Blanco Binaural Con Oscilaciones de 100 a 750Hz en la Memoria de Trabajo Visual a Corto Plazo y la Reactividad de Ondas Cerebrales Alfa y Beta.Cesar Rommel Salas - 2018 - Quantitative Biology.
    De acuerdo algunos investigadores el ruido es concebido típicamente como factor perjudicial en el desempeño cognitivo afectando la percepción, toma de decisiones y la función motora. No obstante, en estudios recientes se asocia al ruido blanco con la concentración y la calma, por lo tanto, esta investigación busca establecer el impacto del ruido blanco binaural en el desempeño de la memoria de trabajo y visual a corto plazo, la actividad cerebral alfa – beta y la atención – meditación, mediante el (...)
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  19. Eric Winsberg y la epistemología de las simulaciones computacionales.Juan M. Durán - 2017 - Argumentos de Razón Técnica 20:xx-yy.
    En este trabajo presento un estudio sobre el estado del arte de la llamada ‘epistemología de las simulaciones computacionales’. En particular, me centro en los varios trabajos de Eric Winsberg quién es uno de los filósofos más fructíferos y sistemáticos en este tema. Además de analizar la obra de Winsberg, y basándome en sus trabajos y en el de otros filósofos, mostraré que hay buenas razones para pensar que la epistemología tradicional de la ciencia no es suficiente para el análisis (...)
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  20. Varying the Explanatory Span: Scientific Explanation for Computer Simulations.Juan Manuel Durán - 2017 - International Studies in the Philosophy of Science 31 (1):27-45.
    This article aims to develop a new account of scientific explanation for computer simulations. To this end, two questions are answered: what is the explanatory relation for computer simulations? And what kind of epistemic gain should be expected? For several reasons tailored to the benefits and needs of computer simulations, these questions are better answered within the unificationist model of scientific explanation. Unlike previous efforts in the literature, I submit that the explanatory relation is between the simulation model and the (...)
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  21. Simulaciones computacionales: un análisis de dos concepciones antagónicas.Juan Manuel Duran - 2017 - Principia: An International Journal of Epistemology (April):125-140.
  22. De-Roling from Experiences and Identities in Virtual Worlds.Stefano Gualeni - 2017 - Journal of Virtual Worlds Research 10 (2).
    Within dramatherapy and psychodrama, the term ‘de-roling’ indicates a set of activities that assist the subjects of therapy in ‘disrobing’ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ‘de-roling’ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural practices such as religious rituals and spatial design. After this introductory section, we propose a tentative answer as to why game (...)
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  23. Opinion Strength Influences the Spatial Dynamics of Opinion Formation.Bert Baumgaertner, Stephen Krone & Rebecca T. Tyson - 2016 - Journal of Mathematical Sociology 40 (4):207-218.
    Opinions are rarely binary; they can be held with different degrees of conviction, and this expanded attitude spectrum can affect the influence one opinion has on others. Our goal is to understand how different aspects of influence lead to recognizable spatio-temporal patterns of opinions and their strengths. To do this, we introduce a stochastic spatial agent-based model of opinion dynamics that includes a spectrum of opinion strengths and various possible rules for how the opinion strength of one individual affects the (...)
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  24. Why Build a Virtual Brain? Large-Scale Neural Simulations as Jump Start for Cognitive Computing.Matteo Colombo - 2016 - Journal of Experimental and Theoretical Artificial Intelligence.
    Despite the impressive amount of financial resources recently invested in carrying out large-scale brain simulations, it is controversial what the pay-offs are of pursuing this project. One idea is that from designing, building, and running a large-scale neural simulation, scientists acquire knowledge about the computational performance of the simulating system, rather than about the neurobiological system represented in the simulation. It has been claimed that this knowledge may usher in a new era of neuromorphic, cognitive computing systems. This study elucidates (...)
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  25. The Experience Machine: Existential Reflections on Virtual Worlds.Stefano Gualeni - 2016 - Journal of Virtual Worlds Research 9 (3).
    Problems and questions originally raised by Robert Nozick in his famous thought experiment ‘The Experience Machine’ are frequently invoked in the current discourse concerning virtual worlds. Having conceptualized his Gedankenexperiment in the early seventies, Nozick could not fully anticipate the numerous and profound ways in which the diffusion of computer simulations and video games came to affect the Western world. -/- This article does not articulate whether or not the virtual worlds of video games, digital simulations, and virtual technologies currently (...)
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  26. How Common Standards Can Diminish Collective Intelligence: A Computational Study.Michael Morreau & Aidan Lyon - 2016 - Journal of Evaluation in Clinical Practice 22 (4):483-489.
    Making good decisions depends on having accurate information – quickly, and in a form in which it can be readily communicated and acted upon. Two features of medical practice can help: deliberation in groups and the use of scores and grades in evaluation. We study the contributions of these features using a multi-agent computer simulation of groups of physicians. One might expect individual differences in members’ grading standards to reduce the capacity of the group to discover the facts on which (...)
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  27. Віртуальне тіло: приклади соціальних мереж та анонімних форумів.Kostiantyn Zadyraka - 2016 - NaUKMA Research Papers. History and Theory of Culture 179:18-22.
    У статті досліджено феномен віртуальної тілесності, яка не тільки посідає важливе місце у сфері зацікавлення гуманітарних наук, а й увійшла як елемент повсякденності в життя значної частини сучасного людства завдяки мережі Інтернет. Розглянуто концепції поєднання віртуальності та тілесності, ключові підходи до аналізу цього поєднання. Предметом аналізу стали анонімні форуми як яскравий приклад конфігурації віртуального тіла, радикально відмінний від інших через анонімний спосіб репрезентації. Інформація, яку індивід викладає в публічний доступ, сприймається як його втілення в буквальному сенсі слова, а цифровий формат (...)
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  28. The Peer-to-Peer Simulation Hypothesis and a New Theory of Free Will.Marcus Arvan - 2015 - Scientia Salon.
    An overview of my work arguing that peer-to-peer computer networking (the Peer-to-Peer Simulation Hypothesis) may be the best explanation of quantum phenomena and a number of perennial philosophical problems.
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  29. Critical Gaming: Interactive History and Virtual Heritage.Erik M. Champion - 2015 - London: Routledge.
    Critical Gaming: Interactive History and Virtual Heritage can be seen as a collection of chapters designed to provoke thought and discussion, or it can be seen and used as separate chapters that may help class debate in courses dealing with the digital humanities, game studies (especially in the areas of serious games and game-based learning) or aspects of virtual heritage. While there are very few books in this intersecting area, the range of topics that could be investigated and debated is (...)
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  30. Budaya Media Sosial dan Game Online Dalam Pandangan Filsafat Teknologi Don Ihde.Mahendra Wibawa - 2015 - In Anik Juwariyah & Prima Vidya Asteria (eds.), Konstelasi Kebudayaan Indonesia 1. Bintang Surabaya. pp. 298-310.
    Berbagai macam aktifitas manusia tidak bisa dipisahkan dari teknologi sebagai wujud alat bantu untuk melaksanakan tugas-tugasnya dengan lebih efektif dan efisien dan terobosan teknologi di bidang informatika telah menghasilkan bentukan teknologi yang berbasis komunikasi yang selain efektif juga bersifat menyenangkan. Media sosial dan game online adalah dua diantara berbagai macam produk hasil pengembangan teknologi di bidang tersebut. Dalam kedua media ini manusia mengalami sebuah perpindahan realitas dari dunia nyata ke dalam dunia virtual. Filsafat teknologi yang dicetuskan oleh Don Ihde digunakan (...)
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  31. Augmented Ontologies or How to Philosophize with a Digital Hammer.Stefano Gualeni - 2014 - Philosophy and Technology 27 (2):177-199.
    Could a person ever transcend what it is like to be in the world as a human being? Could we ever know what it is like to be other creatures? Questions about the overcoming of a human perspective are not uncommon in the history of philosophy. In the last century, those very interrogatives were notably raised by American philosopher Thomas Nagel in the context of philosophy of mind. In his 1974 essay What is it Like to Be a Bat?, Nagel (...)
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  32. The Use of the ‘Materiality Argument’ in the Literature on Computer Simulations.Juan M. Durán - 2013 - In Juan M. Durán & Eckhart Arnold (eds.), Computer simulations and the changing face of scientific experimentation. pp. 76-98.
  33. Explaining Simulated Phenomena. A Defense of the Epistemic Power of Computer Simulations.Juan M. Durán - 2013 - Dissertation, University of Stuttgart
  34. The Perils of Tweaking: How to Use Macrodata to Set Parameters in Complex Simulation Models.Brian Epstein & Patrick Forber - 2013 - Synthese 190 (2):203-218.
    When can macroscopic data about a system be used to set parameters in a microfoundational simulation? We examine the epistemic viability of tweaking parameter values to generate a better fit between the outcome of a simulation and the available observational data. We restrict our focus to microfoundational simulations—those simulations that attempt to replicate the macrobehavior of a target system by modeling interactions between microentities. We argue that tweaking can be effective but that there are two central risks. First, tweaking risks (...)
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  35. Experimentación, materialidad y simulaciones computacionales.Pío García, Juan M. Durán & José Ahumada - 2013 - In A. Torrano & A. Passos Videira (eds.), Representación en Ciencia y Arte. Editorial Brujas. pp. 73-82.
  36. The Limits of Computer Simulations as Epistemic Tools.Juan M. Durán - 2011 - In Charles Ess & Ruth Hagengruber (eds.), The computational turn: Past, present, futures? pp. 40-42.
  37. How Are Australian Higher Education Institutions Contributing to Innovative Teaching and Learning Through Virtual Worlds?Brent Gregory, Sue Gregory, Bogdanovych A., Jacobson Michael, Newstead Anne & Simeon Simoff and Many Others - 2011 - In Gregory Sue (ed.), Proceedings of Ascilite 2011 (Australian Society of Computers in Tertiary Education). Ascilite.
    Over the past decade, teaching and learning in virtual worlds has been at the forefront of many higher education institutions around the world. The DEHub Virtual Worlds Working Group (VWWG) consisting of Australian and New Zealand higher education academics was formed in 2009. These educators are investigating the role that virtual worlds play in the future of education and actively changing the direction of their own teaching practice and curricula. 47 academics reporting on 28 Australian higher education institutions present an (...)
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  38. Simulation and Its Discontents. [REVIEW]Thomas Malaby - 2011 - Isis 102:387-388.
  39. Reality Doesn't Really Matter.Dan Weijers - 2011 - In David Kyle Johnson (ed.), Inception and Philosophy. Wiley-Blackwell. pp. 92-107.
    So you‘re leaving the cinema—you've just been blown away by Inception—and your mind is buzzing. There is a buzz around you too. Everyone‘s asking each other: ‗Does Cobb‘s spinning top fall?‘ Throughout Inception, Cobb has been struggling to achieve two things: to get back home so he can see his kids again and to keep a grip on reality in the process. What ends up happening to Cobb‘s totem bears on both of these struggles. So, most people who watch Inception (...)
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  40. Content Aggregation, Visualization and Emergent Properties in Computer Simulations.Gordana Dodig-Crnkovic, Juan M. Durán & D. Slutej - 2010 - In Kai-Mikael Jää-Aro & Thomas Larsson (eds.), SIGRAD 2010 – Content aggregation and visualization. Linköping University Electronic Press. pp. 77-83.
    With the rapidly growing amounts of information, visualization is becoming increasingly important, as it allows users to easily explore and understand large amounts of information. However the field of information visualiza- tion currently lacks sufficient theoretical foundations. This article addresses foundational questions connecting information visualization with computing and philosophy studies. The idea of multiscale information granula- tion is described based on two fundamental concepts: information (structure) and computation (process). A new information processing paradigm of Granular Computing enables stepwise increase of (...)
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  41. Computer Simulations and Traditional Experimentation: From a Material Point of View.Juan M. Durán - 2010 - In Jordi Vallverdú (ed.), Thinking Machines and the Philosophy of Computer Science: Concepts and Principles. Editorial IGI Global. pp. 294-311.
  42. El diseño de simulaciones digitales: una perspectiva desde las prácticas científicas.Juan M. Durán, Penélope Lodeyro & Maximiliano Bozzoli - 2010 - In Pío García & Alba Massolo (eds.), Epistemología e historia de la ciencia: Selección de trabajos de las XX jornadas. Editorial Universidad Nacional de Cȯrdoba. pp. 204-210.
  43. Validation and Verification in Social Simulation: Patterns and Clarification of Terminology.Nuno David - 2009 - Epistemological Aspects of Computer Simulation in the Social Sciences, EPOS 2006, Revised Selected and Invited Papers, Lecture Notes in Artificial Intelligence, Squazzoni, Flaminio (Ed.) 5466:117-129.
    The terms ‘verification’ and ‘validation’ are widely used in science, both in the natural and the social sciences. They are extensively used in simulation, often associated with the need to evaluate models in different stages of the simulation development process. Frequently, terminological ambiguities arise when researchers conflate, along the simulation development process, the technical meanings of both terms with other meanings found in the philosophy of science and the social sciences. This article considers the problem of verification and validation in (...)
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  44. Grados de materialidad y simulaciones computacionales.Juan M. Durán - 2009 - In Diego Letzen & Penélope Lodeyro (eds.), Epistemología e historia de la ciencia: Selección de trabajos de las XIX jornadas. pp. 171-177.
  45. Brain and Mind Operational Architectonics and Man-Made “Machine” Consciousness.Andrew A. Fingelkurts, Alexander A. Fingelkurts & Carlos F. H. Neves - 2009 - Cognitive Processing 10 (2):105-111.
    To build a true conscious robot requires that a robot’s “brain” be capable of supporting the phenomenal consciousness as human’s brain enjoys. Operational Architectonics framework through exploration of the temporal structure of information flow and inter-area interactions within the network of functional neuronal populations [by examining topographic sharp transition processes in the scalp electroencephalogram (EEG) on the millisecond scale] reveals and describes the EEG architecture which is analogous to the architecture of the phenomenal world. This suggests that the task of (...)
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  46. Agent-Based Models and Simulations in Economics and Social Sciences: From Conceptual Exploration to Distinct Ways of Experimenting.Franck Varenne & Denis Phan - 2008 - In Nuno David, José Castro Caldas & Helder Coelho (eds.), Proceedings of the 3rd EPOS congress (Epistemological Perspectives On Simulations). Lisbon: pp. 51-69.
    Now that complex Agent-Based Models and computer simulations spread over economics and social sciences - as in most sciences of complex systems -, epistemological puzzles (re)emerge. We introduce new epistemological tools so as to show to what precise extent each author is right when he focuses on some empirical, instrumental or conceptual significance of his model or simulation. By distinguishing between models and simulations, between types of models, between types of computer simulations and between types of empiricity, section 2 gives (...)
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  47. Simulation as Formal and Generative Social Science: The Very Idea.Nuno David, Jaime Sichman & Helder Coelho - 2007 - In Carlos Gershenson, Diederik Aerts & Bruce Edmonds (eds.), Worldviews, Science, and Us: Philosophy and Complexity. World Scientific. pp. 266--275.
    The formal and empirical-generative perspectives of computation are demonstrated to be inadequate to secure the goals of simulation in the social sciences. Simulation does not resemble formal demonstrations or generative mechanisms that deductively explain how certain models are sufficient to generate emergent macrostructures of interest. The description of scientific practice implies additional epistemic conceptions of scientific knowledge. Three kinds of knowledge that account for a comprehensive description of the discipline were identified: formal, empirical and intentional knowledge. The use of formal (...)
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  48. Radical Empiricism, Empirical Modelling and the Nature of Knowing.Meurig Beynon - 2005 - Pragmatics and Cognition 13 (3):615-646.
    This paper explores connections between Radical Empiricism (RE), a philosophic attitude developed by William James at the beginning of the 20th century, and Empirical Modelling (EM), an approach to computer-based modelling that has been developed by the author and his collaborators over a number of years. It focuses in particular on how both RE and EM promote a perspective on the nature of knowing that is radically different from that typically invoked in contemporary approaches to knowledge representation in computing. This (...)
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  49. The Logic of the Method of Agent-Based Simulation in the Social Sciences: Empirical and Intentional Adequacy of Computer Programs.Nuno David, Jaime Sichman & Helder Coleho - 2005 - Journal of Artificial Societies and Social Simulation 8 (4).
    The classical theory of computation does not represent an adequate model of reality for simulation in the social sciences. The aim of this paper is to construct a methodological perspective that is able to conciliate the formal and empirical logic of program verification in computer science, with the interpretative and multiparadigmatic logic of the social sciences. We attempt to evaluate whether social simulation implies an additional perspective about the way one can understand the concepts of program and computation. We demonstrate (...)
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  50. Network Management of Predictive Mobile Networks.Stephen Bush, Frost F., S. Victor, Joseph Evans & B. - 1999 - Journal of Network and Systems Management 7 (2).
    There is a trend toward the use of predictive systems in communications networks. At the systems and network management level predictive capabilities are focused on anticipating network faults and performance degradation. Simultaneously, mobile communication networks are being developed with predictive location and tracking mechanisms. The interactions and synergies between these systems present a new set of problems. A new predictive network management framework is developed and examined. The interaction between a predictive mobile network and the proposed network management system is (...)
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