Results for 'Software Authentication, Certification, Verification, Gaming, Law Enforcement, Virtual Emulation, Simulation.'

996 found
Order:
  1. A Dynamic Software Certification and Verification Procedure.Julio Michael Stern & Carlos Alberto de Braganca Pereira - 1998 - SCI’99 Proceedings 2:426-435.
    in Oct-14-1998 ordinance INDESP-IO4 established the federal software certification and verification requirements for gaming machines in Brazil. The authors present the rationale behind these criteria, whose basic principles can find applications in several other software authentication applications.
    Direct download  
     
    Export citation  
     
    Bookmark  
  2. Online Deliberation: Design, Research, and Practice.Todd Davies & Seeta Peña Gangadharan (eds.) - 2009 - CSLI Publications/University of Chicago Press.
    Can new technology enhance purpose-driven, democratic dialogue in groups, governments, and societies? Online Deliberation: Design, Research, and Practice is the first book that attempts to sample the full range of work on online deliberation, forging new connections between academic research, technology designers, and practitioners. Since some of the most exciting innovations have occurred outside of traditional institutions, and those involved have often worked in relative isolation from each other, work in this growing field has often failed to reflect the full (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  3.  21
    Welcome to the Pharmacy: Addiction, Transcendence, and Virtual Reality.Ann Weinstone - 1997 - Diacritics 27 (3):77-89.
    In lieu of an abstract, here is a brief excerpt of the content:Welcome To The Pharmacy: Addiction, Transcendence, and Virtual RealityAnn Weinstone (bio)1. The Question of Addiction and TranscendenceIt has become a truism to say that virtual reality (VR) is addictive. Case, the protagonist of William Gibson’s Neuromancer, dreams of connection to the net like a junkie jonesing for a fix. In Jeff Noon’s novel Vurt, you get to cyberspace by tickling the back of your throat with addictive, (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  4. Is the Universe a Vast, Consciousness-created Virtual Reality Simulation?Bernard Haisch - 2014 - Cosmos and History 10 (1):48-60.
    Two luminaries of 20th century astrophysics were Sir James Jeans and Sir Arthur Eddington. Both took seriously the view that there is more to reality than the physical universe and more to consciousness than simply brain activity. In his Science and the Unseen World Eddington speculated about a spiritual world and that "conscious is not wholly, nor even primarily a device for receiving sense impressions." Jeans also speculated on the existence of a universal mind and a non-mechanical reality, writing in (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  5.  10
    Study on the Influence Mechanism of Virtual Simulation Game Learning Experience on Student Engagement and Entrepreneurial Skill Development.Qixing Yang, Yue Zhang & Yawen Lin - 2022 - Frontiers in Psychology 12.
    With the emergence of the COVID-19 pandemic, virtual simulation games have provided an effective teaching method for online entrepreneurship education. By exploring the mechanisms that influence student engagement and learning outcomes from different perspectives, such as game design, team and individual perspectives, numerous scholars have demonstrated that such a teaching method can effectively improve students’ engagement and learning performance. However, the existing studies are relatively scattered, and there is a scarcity of studies in which the effects of said factors (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  6.  25
    Is Virtually Everything Possible? The Relevance of Ethics and Human Rights for Introducing Extended Reality in Forensic Psychiatry.Sjors Ligthart, Gerben Meynen, Nikola Biller-Andorno, Tijs Kooijmans & Philipp Kellmeyer - 2022 - American Journal of Bioethics Neuroscience 13 (3):144-157.
    Extended Reality (XR) systems, such as Virtual Reality (VR) and Augmented Reality (AR), provide a digital simulation either of a complete environment, or of particular objects within the real world. Today, XR is used in a wide variety of settings, including gaming, design, engineering, and the military. In addition, XR has been introduced into psychology, cognitive sciences and biomedicine for both basic research as well as diagnosing or treating neurological and psychiatric disorders. In the context of XR, the simulated (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   10 citations  
  7.  31
    Virtual Machines and Real Implementations.Tyler Millhouse - 2018 - Minds and Machines 28 (3):465-489.
    What does it take to implement a computer? Answers to this question have often focused on what it takes for a physical system to implement an abstract machine. As Joslin observes, this approach neglects cases of software implementation—cases where one machine implements another by running a program. These cases, Joslin argues, highlight serious problems for mapping accounts of computer implementation—accounts that require a mapping between elements of a physical system and elements of an abstract machine. The source of these (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  8.  22
    I-ABM: combining institutional frameworks and agent-based modelling for the design of enforcement policies.Tina Balke, Marina De Vos & Julian Padget - 2013 - Artificial Intelligence and Law 21 (4):371-398.
    Computer science advocates institutional frameworks as an effective tool for modelling policies and reasoning about their interplay. In practice, the rules or policies, of which the institutional framework consists, are often specified using a formal language, which allows for the full verification and validation of the framework (e.g. the consistency of policies) and the interplay between the policies and actors (e.g. violations). However, when modelling large-scale realistic systems, with numerous decision-making entities, scalability and complexity issues arise making it possible only (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  9.  15
    Authenticity as Best-Self: The Experiences of Women in Law Enforcement.Rochelle Jacobs & Antoni Barnard - 2022 - Frontiers in Psychology 13.
    Law enforcement poses a difficult work environment. Employees’ wellbeing is uniquely taxed in coping with daily violent, aggressive and hostile encounters. These challenges are compounded for women, because law enforcement remains to be a male-dominated occupational context. Yet, many women in law enforcement display resilience and succeed in maintaining a satisfying career. This study explores the experience of being authentic from a best-self perspective, for women with successful careers in the South African police and traffic law enforcement services. Authenticity research (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  10.  18
    Gamification of a person’s spatial and temporal existence in the context of virtual reality.Oksana Novikova - 2021 - Sotsium I Vlast 4:128-137.
    The article considers the spatial and temporal changes manifested in the virtual form of gamification of existence. The definition of the virtual form of gamification of existence is given. On the basis of included observation, the spatial and temporal transformations of socio-cultural reality are rethought, and the philosophical-anthropological approach makes it possible to establish the dependence of the strategies of individual and group behaviour on the inclusion of game actions in the virtual existence. The analysis of the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  11.  10
    Perception in Black Mirror.Brian Stiltner & Anna Vaughn - 2020 - In William Irwin & David Kyle Johnson (eds.), Black Mirror and Philosophy. Wiley. pp. 311–319.
    Black Mirror is full of technologies that manipulate people's sensory perceptions. Philosophers of perception explain that our brains actively construct what we sense based on previous knowledge, expectations, and emotions, without us even being aware of this framing. Many Black Mirror episodes illustrate the mistakes that people can make when they misunderstand this framing process. Some episodes suggest that highly effective virtual reality technology could foil the strategies that Descartes recommended for distinguishing hallucinations and dreams from reality. Yet other (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  12.  10
    Research on the Evolutionary Game Model and Stable Strategy of Urban Management Law Enforcement.Fangkun Xin & Zijing Wang - 2022 - Complexity 2022:1-8.
    As a form of the informal economy, countries around the world have different policies towards street vendors. This paper constructs a law enforcement game model composed of the Chengguan, street vendors, and urban residents in China. Based on the evolutionary game theory, we achieved the evolutionary stable equilibrium points under complying with different constraint conditions by solving the replicator dynamic equations of parties in the dynamic system. Through the gradual stability analysis of the equilibrium point, the stable strategy of the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  13.  11
    Book Review: The Sacred Game: The Role of the Sacred in the Genesis of Modern Literary Fiction. [REVIEW]Andrew J. McKenna - 1995 - Philosophy and Literature 19 (1):189-191.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:The Sacred Game: The Role of the Sacred in the Genesis of Modern Literary FictionAndrew J. McKennaThe Sacred Game: The Role of the Sacred in the Genesis of Modern Literary Fiction, by Cesareo Bandera; 318 pp. University Park: Pennsylvania State University Press, 1994, $16.50.When we consider the early relations of philosophy and literature, we most often think of Republic X and about degrees of separation between reality and (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  14.  12
    Peculiarities of Distance Learning Platforms Usage in Law Enforcement Educational Institutions during the Covid-19 Pandemic.Ihor Bloshchynskyi - 2022 - Postmodern Openings 13 (2):514-527.
    The article reviews the peculiarities of distance learning platforms usage in law enforcement educational institutions during the Covid-19 pandemic. Distance learning at U.S. Federal Law Enforcement Training Center, which is based on the Online Campus have been substantiated. Particular attention is paid to topical issues of training on such online training mod-ules of the Campus: crime scene, driving training, drugs, firearms, health, interviews, investigation, law, topography, maritime training, personal security, technical means, terrorism, stopping vehicles, etc. There are also programs to (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  15.  16
    A Software Architecture for Multi-Cellular System Simulations on Graphics Processing Units.Anne Jeannin-Girardon, Pascal Ballet & Vincent Rodin - 2013 - Acta Biotheoretica 61 (3):317-327.
    The first aim of simulation in virtual environment is to help biologists to have a better understanding of the simulated system. The cost of such simulation is significantly reduced compared to that of in vivo simulation. However, the inherent complexity of biological system makes it hard to simulate these systems on non-parallel architectures: models might be made of sub-models and take several scales into account; the number of simulated entities may be quite large. Today, graphics cards are used for (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  16. Getting 'virtual' wrongs right.Robert Francis John Seddon - 2013 - Ethics and Information Technology 15 (1):1-11.
    Whilst some philosophical progress has been made on the ethical evaluation of playing video games, the exact subject matter of this enquiry remains surprisingly opaque. ‘Virtual murder’, simulation, representation and more are found in a literature yet to settle into a tested and cohesive terminology. Querying the language of the virtual in particular, I suggest that it is at once inexplicit and laden with presuppositions potentially liable to hinder anyone aiming to construct general philosophical claims about an ethics (...)
    Direct download (9 more)  
     
    Export citation  
     
    Bookmark   7 citations  
  17.  93
    Theft of virtual items in online multiplayer computer games: an ontological and moral analysis.Litska Strikwerda - 2012 - Ethics and Information Technology 14 (2):89-97.
    In 2009 Dutch judges convicted several minors for theft of virtual items in the virtual worlds of online multiplayer computer games. From a legal point of view these convictions gave rise to the question whether virtual items should count as “objects” that can be “stolen” under criminal law. This legal question has both an ontological and a moral component. The question whether or not virtual items count as “objects” that can be “stolen” is an ontological question. (...)
    Direct download (13 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  18.  8
    Big Browser Manning the Thin Blue Line - Computational Legal Theory Meets Law Enforcement.Wiebke Abel & Burkhard Schafer - 2008 - Problema. Anuario de Filosofía y Teoria Del Derecho 1 (2):51-84.
    This paper analyses some current jurisprudential and conceptual issues in evidence and procedure from the perspective of a computational legal theory. It introduces a specific investigative device, Trojans operated by police during crime investigation, and analyses whether current formal approaches to legal reasoning can be modified in such a way that the software code underlying this device can represent the relevant legal constraints that should govern its operation. We will argue that traditional formalist theories of legal reasoning are typically (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  19.  18
    Virtually Expert: Modes of Environmental Computer Simulation Modeling.Catharina Landström & Sarah J. Whatmore - 2014 - Science in Context 27 (4):579-603.
    ArgumentThis paper challenges three assumptions common in the literature on expertise: that expertise is linearly derived from scientific knowledge; that experts always align with the established institutional order; and that expertise is a property acquired by individuals. We criticize these ideas by juxtaposing three distinct expert practices involved with flood risk management in England. Virtual engineering is associated with commercial consultancy and relies on standardized software packages to assess local flood inundation. Mathematical experimentation refers to academic scientists creating (...)
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  20.  79
    The Metaphysics of Laws of Nature: The Rules of the Game.Walter Ott - 2022 - Oxford, UK: Oxford University Press.
    It can seem obvious that we live in a world governed by laws of nature, yet it was not until the seventeenth century that the concept of a law came to the fore. Ever since, it has been attended by controversy: what does it mean to say that Boyle's law governs the expansion of a gas, or that the planets obey the law of gravity? Laws are rules that permit calculations and predictions. What does the universe have to be like, (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  21. Abstraction and Idealization in the Formal Verification of Software Systems.Nicola Angius - 2013 - Minds and Machines 23 (2):211-226.
    Questions concerning the epistemological status of computer science are, in this paper, answered from the point of view of the formal verification framework. State space reduction techniques adopted to simplify computational models in model checking are analysed in terms of Aristotelian abstractions and Galilean idealizations characterizing the inquiry of empirical systems. Methodological considerations drawn here are employed to argue in favour of the scientific understanding of computer science as a discipline. Specifically, reduced models gained by Dataion are acknowledged as Aristotelian (...)
    Direct download (14 more)  
     
    Export citation  
     
    Bookmark   7 citations  
  22.  68
    Virtual Worlds as Philosophical Tools - How to Philosophize with a Digital Hammer.Stefano Gualeni - 2014 - Basingstoke, UK: Palgrave.
    What is it like to be a human being in a simulated world? Will experiencing worlds that are not “actual” change our way of structuring thought? Can virtual worlds open up new possibilities for philosophizing? -/- Virtual Worlds as Philosophical Tools tries to answer those questions from a perspective that is informed and inspired by the philosophy of technology, media theory and the design of digital games. Despite being presented here in a form that is almost exclusively textual, (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  23.  55
    Software Piracy in Research: A Moral Analysis.Gary Santillanes & Ryan Marshall Felder - 2015 - Science and Engineering Ethics 21 (4):967-977.
    Researchers in virtually every discipline rely on sophisticated proprietary software for their work. However, some researchers are unable to afford the licenses and instead procure the software illegally. We discuss the prohibition of software piracy by intellectual property laws, and argue that the moral basis for the copyright law offers the possibility of cases where software piracy may be morally justified. The ethics codes that scientific institutions abide by are informed by a rule-consequentialist logic: by preserving (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  24.  5
    Ink Art Three-Dimensional Big Data Three-Dimensional Display Index Prediction Model.Xiaonan Cao - 2021 - Complexity 2021:1-10.
    This paper starts with the study of realistic three-dimensional models, from the two aspects of ink art style simulation model and three-dimensional display technology, explores the three-dimensional display model of three-dimensional model ink style, and conducts experiments through the software development platform and auxiliary software. The feasibility of the model is verified. Aiming at the problem of real-time rendering of large-scale 3D scenes in the model, efficient visibility rejection method and a multiresolution fast rendering method were designed to (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  25.  9
    Modeling and Simulation of Cultural Communication Based on Evolutionary Game Theory.Wenting Chen & Bopeng in - 2021 - Complexity 2021:1-12.
    In the process of cultural dissemination, the dissemination of false information will have a negative impact on the entire environment. In this case, it is an effective method to regulate the behavior of cultural dissemination participants. Based on the community network structure and the improved classic network communication model, this paper constructs the susceptible-infected-recovered model for the grassroots communication of engineering safety culture and discusses the law of grassroots transmission of engineering safety culture. The communication process is simulated, and it (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  26.  6
    Virtual Religious Conflict: From Cyberspace to Reality.Awaludin Pimay & Agus Riyadi - 2023 - HTS Theological Studies 79 (1):6.
    Freedom of expression on social media is sometimes carried out unethically and often undermines religious symbols, resulting in friction and destructive actions. This research was conducted with the aim of knowing the polarisation of religious conflict in cyberspace and the process of diffusion of religious conflict from the virtual world to the real world. This type of research is descriptive qualitative. This research was conducted in Central Java, namely, in the cities of Solo and Semarang. The results of the (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  27.  32
    The “book problem” and its neural correlates.Phil Turner - 2014 - AI and Society 29 (4):497-505.
    Presence research can tell us why we feel present in the real world and can experience presence while using virtual reality technology (and movies and games) but has strikingly less to say on why we feel present in the scenes described in a book. Just how is it that the wonderful tangible detail of the real world or the complexity of digital technology can be matched and even surpassed by a story in a paperback book? This paper identifies a (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  28. The gamer’s dilemma: An analysis of the arguments for the moral distinction between virtual murder and virtual paedophilia.Morgan Luck - 2009 - Ethics and Information Technology 11 (1):31-36.
    Most people agree that murder is wrong. Yet, within computer games virtual murder scarcely raises an eyebrow. In one respect this is hardly surprising, as no one is actually murdered within a computer game. A virtual murder, some might argue, is no more unethical than taking a pawn in a game of chess. However, if no actual children are abused in acts of virtual paedophilia (life-like simulations of the actual practice), does that mean we should disregard these (...)
    Direct download (8 more)  
     
    Export citation  
     
    Bookmark   49 citations  
  29.  70
    Virtual competitions and the gamer’s dilemma.Karim Nader - 2020 - Ethics and Information Technology 22 (3):239-245.
    This paper expands Rami Ali’s dissolution of the gamer’s dilemma (Ethics Inf Technol 17:267-274, 2015). Morgan Luck’s gamer’s dilemma (Ethics Inf Technol 11(1):31-36, 2009) rests on our having diverging intuition when considering virtual murder and virtual child molestation in video games. Virtual murder is seemingly permissible, when virtual child molestation is not and there is no obvious morally relevant difference between the two. Ali argues that virtual murder and virtual child molestation are equally permissible/impermissible (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   10 citations  
  30. On Testing the Simulation Theory.Tom Campbell, Houman Owhadi, Joe Savageau & David Watkinson - manuscript
    Can the theory that reality is a simulation be tested? We investigate this question based on the assumption that if the system performing the simulation is nite (i.e. has limited resources), then to achieve low computational complexity, such a system would, as in a video game, render content (reality) only at the moment that information becomes available for observation by a player and not at the moment of detection by a machine (that would be part of the simulation and whose (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  31.  16
    Factors Associated With Virtual Reality Sickness in Head-Mounted Displays: A Systematic Review and Meta-Analysis.Dimitrios Saredakis, Ancret Szpak, Brandon Birckhead, Hannah A. D. Keage, Albert Rizzo & Tobias Loetscher - 2020 - Frontiers in Human Neuroscience 14:512264.
    The use of head-mounted displays (HMD) for virtual reality (VR) application-based purposes including therapy, rehabilitation, and training is increasing. Despite advancements in VR technologies, many users still experience sickness symptoms. VR sickness may be influenced by technological differences within HMDs such as resolution and refresh rate, however, VR content also plays a significant role. The primary objective of this systematic review and meta-analysis was to examine the literature on HMDs that report Simulator Sickness Questionnaire (SSQ) scores to determine the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  32.  13
    Esports, real sports and the Olympic Virtual Series.Jim Parry & Jacob Giesbrecht - 2023 - Journal of the Philosophy of Sport 50 (2):208-228.
    Despite reservations over the status of esports as sports, the International Olympic Committee (IOC) has, for policy reasons, encouraged International Federations to pursue links with providers of ‘virtual and simulated’ sports, in part by the introduction of an event, the Olympic Virtual Series, first held in 2021. In providing an account of ‘virtuality’ and ‘simulation’, we query the theoretical basis of the Olympic Virtual Series. In particular, we query the IOC’s use of the term ‘virtual’ in (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  33.  54
    Virtual Reality, Empathy and Ethics.Matthew Cotton - 2021 - Springer Verlag.
    This book examines the ethics of virtual reality technologies. New forms of virtual reality are emerging in society, not just from low-cost gaming headsets, or augmented reality apps on phones, but from simulated “deep fake” images and videos on social media. This book subjects the new VR technological landscape to ethical scrutiny: assessing the benefits, risks and regulatory practices that shape it. Though often associated with gaming, education and therapy, VR can also be used for moral enhancement. Journalists, (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  34. Enforcing Morality.Steven Wall - 2013 - Criminal Law and Philosophy 7 (3):455-471.
    In debating Patrick Devlin, H. L. A. Hart claimed that the “modern form” of the debate over the legal enforcement of morals centered on the “significance to be attached to the historical fact that certain conduct, no matter what, is prohibited by a positive morality.” This form of the debate was politically important in 1963 in Britain and America, and it remains politically important in these countries today and elsewhere; but it is not the philosophically most interesting form the debate (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  35. 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 (...) technologies currently actualize (or will actualize) Nozick’s thought experiment. Instead, it proposes a philosophical reflection that focuses on human experiences in the upcoming age of their ‘technical reproducibility’. -/- In pursuing that objective, this article integrates and supplements some of the interrogatives proposed in Robert Nozick’s thought experiment. More specifically, through the lenses of existentialism and philosophy of technology, this article tackles the technical and cultural heritage of virtual reality, and unpacks its potential to function as a tool for self-discovery and self-construction. Ultimately, it provides an interpretation of virtual technologies as novel existential domains. Virtual worlds will not be understood as the contexts where human beings can find completion and satisfaction, but rather as instruments that enable us to embrace ourselves and negotiate with various aspects of our (individual as well as collective) existence in previously-unexperienced guises. (shrink)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  36.  14
    Looking at Mental Images: Eye‐Tracking Mental Simulation During Retrospective Causal Judgment.Kristina Krasich, Kevin O'Neill & Felipe De Brigard - 2024 - Cognitive Science 48 (3):e13426.
    How do people evaluate causal relationships? Do they just consider what actually happened, or do they also consider what could have counterfactually happened? Using eye tracking and Gaussian process modeling, we investigated how people mentally simulated past events to judge what caused the outcomes to occur. Participants played a virtual ball‐shooting game and then—while looking at a blank screen—mentally simulated (a) what actually happened, (b) what counterfactually could have happened, or (c) what caused the outcome to happen. Our findings (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  37.  11
    Harmonizing IPRs on Software Piracy: Empirics of Trajectories in Africa.Simplice A. Asongu - 2013 - Journal of Business Ethics 118 (1):45-60.
    In the current efforts of harmonizing the standards and enforcement of IPRs protection worldwide, this paper explores software piracy trajectories and dynamics in Africa. Using a battery of estimation techniques that ignore as well as integrate short-run disturbances in time-dynamic fashion, we answer the big questions policy makers are most likely to ask before harmonizing IPRs regimes in the battle against software piracy. Three main findings are established. (1) African countries with low software piracy rates are catching-up (...)
    Direct download (7 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  38.  26
    Simulating the emergence of norms in different scenarios.Ulf Lotzmann, Michael Möhring & Klaus G. Troitzsch - 2013 - Artificial Intelligence and Law 21 (1):109 - 138.
    This paper deals with EMIL-S, a software tool box which was designed during the EMIL project for the simulation of processes during which norms emerged in an agent society. This tool box implements the cognitive architecture of normative agents which was designed during the EMIL project which is also discussed in other papers in this issue. This implementation is described in necessary detail, and two examples of its application to several different scenarios are given, namely a scenario in which (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  39.  38
    Games as Authorial Platforms? An Exploration of the Legal Status of User-Created Content from Digital Games.Gabriele Aroni - 2023 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 36 (5):2021-2036.
    Digital games can be considered as composed of two main components: the props, i.e. visual, textual, and aural elements such as codes, 3D models and animations; and the form, specially the interaction between players and games, the act of playing itself. This dichotomy thus begs the question whether digital games are indeed games if nobody plays them, and ultimately: who is the owner of the gameplay and any by-product of the interaction between the game and the players? This paper explores (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  40.  36
    The ‘Enforcer’ in Elite-Level Sport: A Conceptual Critique.Carwyn Jones & Scott Fleming - 2010 - Sport, Ethics and Philosophy 4 (3):306-318.
    The role of the ‘enforcer’ in elite-level sports contests is a familiar one. Simply, the role involves establishing or restoring a ‘moral balance’ to the sporting encounter when it is absent – usually when match officials are thought to be failing to apply the laws/rules of the game. How the enforcer secures this outcome is more morally contentious as it may involve deliberate violations of the laws/rules of the sport. In this paper we consider the role of the enforcer in (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  41.  19
    Computer simulation of dental professionals as a moral community.David W. Chambers - 2014 - Medicine, Health Care and Philosophy 17 (3):467-476.
    Current empirical studies of moral behavior of healthcare professionals are almost entirely focused on self-reports, usually collected under the assumption that an ethical disposition characterizes individuals across various contexts. It is well known, however, that individuals adjust their behavior to what they see being done by those in their peer group. That presents a methodological challenge to traditional research within a community of peers because the behavior of each individual is both the result of norms and a contributor to the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  42.  7
    Being Nice to Software Animals and Babies.Anders Sandberg - 2014-08-11 - In Russell Blackford & Damien Broderick (eds.), Intelligence Unbound. Wiley. pp. 279–297.
    A brain emulation would be a one‐to‐one simulation where every causal process in the brain is represented, behaving in the same way as the original. Opponents of animal testing often argue that much of it is unnecessary and could be replaced with simulations. Personal identity is going to be a major issue with brain emulations, both because of the transition from an original unproblematic single human identity to successor identity/identities that might or might not be the same, and because (...) minds can potentially have multiple realizability. The process might produce distressed minds that have rights yet have an existence not worth living, or that lack the capacity to form or express their wishes. Emulations will experience and behave on a timescale set by the speed of their software. Brain emulations would not be self‐contained, and their survival would depend upon hardware over which they might not have any control. (shrink)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   1 citation  
  43.  9
    The Theory-Practice Gap in the Evaluation of Agent-Based Social Simulations.David Anzola - 2021 - Science in Context 34 (3):393-410.
    ArgumentAgent-based social simulations have historically been evaluated using two criteria: verification and validation. This article questions the adequacy of this dual evaluation scheme. It claims that the scheme does not conform to everyday practices of evaluation, and has, over time, fostered a theory-practice gap in the assessment of social simulations. This gap originates because the dual evaluation scheme, inherited from computer science and software engineering, on one hand, overemphasizes the technical and formal aspects of the implementation process and, on (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  44. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s Empire (2000), which (...)
     
    Export citation  
     
    Bookmark  
  45.  9
    Material Game Studies: A Philosophy of Analogue Play.Chloe Germaine & Paul Wake (eds.) - 2022 - Bloomsbury Publishing.
    This is the first volume to apply insights from the material turn in philosophy to the study of play and games. At a time of renewed interest in analogue gaming, as scholars are looking beyond the digital and virtual for the first time since the inception of game studies in the 1990s, Material Game Studies not only supports the importance of the turn to the analogue, but proposes a materiality of play more broadly. Recognizing the entanglement of physical materiality (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  46.  8
    How Exergaming with Virtual Reality Enhances Specific Cognitive and Visuo‐Motor Abilities: An Explorative Study.Sidney Grosprêtre, Philémon Marcel-Millet, Pauline Eon & Bettina Wollesen - 2023 - Cognitive Science 47 (4):e13278.
    Virtual reality (VR) is the computer simulation of a three‐dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR chon cognitive functions. Eleven young participants were enrolled in this crossover exploratory study. They had to follow two trainings of 5 consecutive days, 15 min per day, interspaced (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  47.  30
    Virtual Laboratories and Virtual Worlds.Piet Hut - unknown
    Since we cannot put stars in a laboratory, astrophysicists had to wait till the invention of computers before becoming laboratory scientists. For half a century now, we have been conducting experiments in our virtual laboratories. However, we ourselves have remained behind the keyboard, with the screen of the monitor separating us from the world we are simulating. Recently, 3D on-line technology, developed first for games but now deployed in virtual worlds like Second Life, is beginning to make it (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  48.  9
    Big Game and Little Sticks.Kay Koppedrayer - 2010-09-24 - In Fritz Allhoff & Nathan Kowalsky (eds.), Hunting Philosophy for Everyone. Wiley‐Blackwell. pp. 198–209.
    This chapter contains sections titled: “I started when there was no such thing as traditional” “Simple is Good”:10 An Affirmation of Authenticity Notes.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  49.  8
    Virtual Submerged Floating Operational System for Robotic Manipulation.Qin Zhang, Jialei Zhang, Ahmed Chemori & Xianbo Xiang - 2018 - Complexity 2018:1-18.
    In this work, a virtual submerged floating operational system based on parallel and serial robotic platforms is proposed. The primary aim behind its development lies in carrying out simulated underwater manipulation experiments in an easier and safer way. This VSFOS is consisted of a six-degree-of-freedom parallel platform, an ABB serial manipulator, an inertial sensor, and a real-time industrial computer. The 6-DOF platform is used to simulate the movement of an underwater vehicle, whose attitude is measured by the inertial sensor. (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  50. Vices in Gaming: Virtue Ethics and Endorsement View.Deniz A. Kaya - 2022 - Journal of Value Inquiry:1-17.
    Can video games or the playing of such games be morally objectionable? Many attempts to justify our intuitions about the morality of certain games or game activities are either unsuccessful or fall short. This is mainly due to a normative gap between reality and virtuality that classical approaches to moral philosophy cannot bridge. I am investigating to what extent an accurate action analysis can help us to justify our intuitions that, in some cases, something is ethically wrong with video games. (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
1 — 50 / 996