Results for 'real game situation'

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  1.  22
    Implications of real-world distributions and the conversation game for studies of human probability judgments.John C. Thomas - 2007 - Behavioral and Brain Sciences 30 (3):282-283.
    Subjects in experiments use real-life strategies that differ significantly from those assumed by experimenters. First, true randomness is rare in both natural and constructed environments. Second, communication follows conventions which depend on the game-theoretic aspects of situations. Third, in the common rhetorical stance of storytelling, people do not tell about the representative but about unusual, exceptional, and rare cases.
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  2.  31
    Video Game Training Enhances Visuospatial Working Memory and Episodic Memory in Older Adults.Pilar Toril, José M. Reales, Julia Mayas & Soledad Ballesteros - 2016 - Frontiers in Human Neuroscience 10.
  3.  77
    Triage during the COVID-19 epidemic in Spain: better and worse ethical arguments.Benjamin Herreros, Pablo Gella & Diego Real de Asua - 2020 - Journal of Medical Ethics 46 (7):455-458.
    The COVID-19 pandemic has generated an imbalance between the clinical needs of the population and the effective availability of advanced life support (ALS) resources. Triage protocols have thus become necessary. Triage decisions in situations of scarce resources were not extraordinary in the pre-COVID-19 era; these protocols abounded in the context of organ transplantation. However, this prior experience was not considered during the COVID-19 outbreak in Spain. Lacking national guidance or public coordination, each hospital has been forced to put forth independent (...)
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  4.  14
    The empirical determination of game-theoretical strategies.Herbert Kaufman & Gordon M. Becker - 1961 - Journal of Experimental Psychology 61 (6):462.
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  5.  16
    Animating Clinical Ethics: A Structured Method to Teach Ethical Analysis Through Movies.Diego Real de Asúa, Karmele Olaciregui Dague, Andrés Arriaga & Benjamin Herreros - 2023 - HEC Forum 35 (4):325-335.
    Movies can serve valuable didactic purposes teaching clinical ethics to medical students. However, using film sequences as means to develop critical thinking is not a straightforward task. There is a significant gap in the literature regarding how to analyse the ethical content embedded in these clips systematically, in a way that facilitates the students’ transition from anecdotal reflections to abstract thinking. This article offers a pedagogical proposal to approach the ethical analysis of film sequences in a systematic fashion. This structured (...)
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  6.  16
    Design and Validation of an Instrument To Measure a Minor's Maturity When Faced with Health Decisions.Eva Miquel, Montserrat Esquerda, Jordi Real, Mariola Espejo & Josep Pifarré - 2019 - Journal of Bioethical Inquiry 16 (3):431-441.
    Decision-making capacity in children and adolescents in healthcare requires thorough assessment: the minor's maturity, understanding of the decision, risk of the situation and contextual factors needs to be explored. The intention was to design and validate a test—the Maturtest—to assess the maturity of minors in decision-making processes in healthcare. A reasoning test on moral conflicts for adolescents was designed to infer the degree of maturity of minors applied to decision-making regarding their own health. The test was completed by a (...)
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  7. Roleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - forthcoming - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing (...)
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  8. 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), (...)
     
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  9.  19
    North of Home: Obligations to Families of Undocumented Patients.Joseph J. Fins & Diego Real de Asúa - 2019 - Hastings Center Report 49 (1):12-14.
    Undocumented and undomiciled, Gustavo Jiménez had been in the United States for several years. He knew his leg wasn’t right when it began to swell and redden. After the cellulitis spread to his bloodstream, he was found unconscious on the street and admitted to the intensive care unit. He improved quickly and was soon able to tell a social worker his name and that he had family in Quito. Then his health took a turn for the worse, and he developed (...)
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  10.  8
    The Real Law.Andreas Philippopoulos-Mihalopoulos - 2022 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 36 (1):31-51.
    Three movements that trace a certain understanding of law, from textual to spatial/material to spectacularised. The passages between the three movements are performed with the help of a visualisation that keeps on evolving, following the narrative of the legal understanding. This is accompanied by a thick description of instances from various iterations of an art performance/participatory game I have been performing in the past few years at various art and law institutions called _escaping the lawscape_. These hermeneutic tools help (...)
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  11.  3
    Measuring Cognitive Load Using In-Game Metrics of a Serious Simulation Game.Natalia Sevcenko, Manuel Ninaus, Franz Wortha, Korbinian Moeller & Peter Gerjets - 2021 - Frontiers in Psychology 12.
    Serious games have become an important tool to train individuals in a range of different skills. Importantly, serious games or gamified scenarios allow for simulating realistic time-critical situations to train and also assess individual performance. In this context, determining the user’s cognitive load during training seems crucial for predicting performance and potential adaptation of the training environment to improve training effectiveness. Therefore, it is important to identify in-game metrics sensitive to users’ cognitive load. According to Barrouillets’ time-based resource-sharing model, (...)
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  12.  11
    Assessing and Optimizing Socio-Moral Reasoning Skills: Findings From the MorALERT Serious Video Game.Hamza Zarglayoun, Juliette Laurendeau-Martin, Ange Tato, Evelyn Vera-Estay, Aurélie Blondin, Arnaud Lamy-Brunelle, Sameh Chaieb, Frédérick Morasse, Aude Dufresne, Roger Nkambou & Miriam H. Beauchamp - 2022 - Frontiers in Psychology 12.
    BackgroundSocial cognition and competence are a key part of daily interactions and essential for satisfying relationships and well-being. Pediatric neurological and psychological conditions can affect social cognition and require assessment and remediation of social skills. To adequately approximate the complex and dynamic nature of real-world social interactions, innovative tools are needed. The aim of this study was to document the performance of adolescents on two versions of a serious video game presenting realistic, everyday, socio-moral conflicts, and to explore (...)
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  13.  7
    Insensitive Players? A Relationship Between Violent Video Game Exposure and Recognition of Negative Emotions.Ewa Miedzobrodzka, Jacek Buczny, Elly A. Konijn & Lydia C. Krabbendam - 2021 - Frontiers in Psychology 12.
    An ability to accurately recognize negative emotions in others can initiate pro-social behavior and prevent anti-social actions. Thus, it remains of an interest of scholars studying effects of violent video games. While exposure to such games was linked to slower emotion recognition, the evidence regarding accuracy of emotion recognition among players of violent games is weak and inconsistent. The present research investigated the relationship between violent video game exposure and accuracy of negative emotion recognition. We assessed the level of (...)
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  14.  11
    Better models of the evolution of cooperation through situated cognition.Archie Fields - 2021 - Biology and Philosophy 36 (4):1-19.
    A number of philosophers :171–187, 2011; Arnold 2011, in Ethics Politics XV:101–138, 2013) have argued that agent-based, evolutionary game theory models of the evolution of cooperation fail to provide satisfying explanations of cooperation because they are too disconnected from actual biology. I show how these criticisms can be answered by employing modeling approaches from the situated cognition research program that allow for more biologically detailed models. Using cases drawn from recent situated cognition modeling research, I show how agent-based models (...)
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  15. Democracy and the Real Speech Situation.David Estlund - 2006 - In Samantha Besson & Jose Luis Marti (eds.), Deliberative Democracy and Its Discontents. Ashgate. pp. 75-92.
  16.  35
    Abstract Concepts and Pictures of Real‐World Situations Activate One Another.Ken McRae, Daniel Nedjadrasul, Raymond Pau, Bethany Pui-Hei Lo & Lisa King - 2018 - Topics in Cognitive Science 10 (3):518-532.
    concepts typically are defined in terms of lacking physical or perceptual referents. We argue instead that they are not devoid of perceptual information because knowledge of real-world situations is an important component of learning and using many abstract concepts. Although the relationship between perceptual information and abstract concepts is less straightforward than for concrete concepts, situation-based perceptual knowledge is part of many abstract concepts. In Experiment 1, participants made lexical decisions to abstract words that were preceded by related (...)
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  17.  21
    Bourdieusian Reflections on Language: Unavoidable Conditions of the Real Speech Situation.Simon Susen - 2013 - Social Epistemology 27 (3-4):199-246.
    The main purpose of this paper is to shed light on Pierre Bourdieu’s conception of language. Although he has dedicated a significant part of his work to the study of language and even though his analysis of language has been extensively discussed in the literature, almost no attention has been paid to the fact that Bourdieu’s account of language is based on a number of ontological presuppositions, that is, on a set of universal assumptions about the very nature of language. (...)
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  18.  15
    An analysis of two-person game situations in terms of statistical learning theory.Richard C. Atkinson & Patrick Suppes - 1958 - Journal of Experimental Psychology 55 (4):369.
  19.  46
    Risk Perception in a Real-World Situation (COVID-19): How It Changes From 18 to 87 Years Old.Alessia Rosi, Floris Tijmen van Vugt, Serena Lecce, Irene Ceccato, Martine Vallarino, Filippo Rapisarda, Tomaso Vecchi & Elena Cavallini - 2021 - Frontiers in Psychology 12.
    Studies on age-related differences in risk perception in a real-world situation, such as the recent COVID-19 outbreak, showed that the risk perception of getting COVID-19 tends to decrease as age increases. This finding raised the question on what factors could explain risk perception in older adults. The present study examined age-related differences in risk perception in the early stages of COVID-19 lockdown, analyzing variables that can explain the differences in perception of risk at different ages. A total of (...)
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  20.  67
    Dependency Equilibria and the Causal Structure of Decision and Game Situation.Wolfgang Spohn - unknown
    The paper attempts to rationalize cooperation in the one-shot prisoners' dilemma (PD). It starts by introducing (and preliminarily investigating) a new kind of equilibrium (differing from Aumann's correlated equilibria) according to which the players' actions may be correlated (sect. 2). In PD the Pareto-optimal among these equilibria is joint cooperation. Since these equilibria seem to contradict causal preconceptions, the paper continues with a standard analysis of the causal structure of decision situations (sect. 3). The analysis then raises to a reflexive (...)
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  21. A Professor’s Moral Thinking at the Abstract Level Versus The Professor’s Moral Thinking in the Real Life Situation.Mladen Pečujlija, Ilija Ćosić & Velibor Ivanišević - 2011 - Science and Engineering Ethics 17 (2):299-320.
    We conducted an on-line survey to investigate the professor’s idea of “morality” and then to compare their moral thinking at the abstract level with their moral thinking in the real life situations by sampling 257 professors from the University of Novi Sad. We constructed questionnaire based on related theoretical ethical concepts. Our results show (after we performed exploratory factor analysis) that the professor’s idea of “morality” consists of the three moral thinking patterns which are simultaneously activated during the process (...)
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  22.  15
    Rendezvous with IQ: Metacognition in real-life situations.Yasser A. Al-Hilawani - 2017 - Educational Studies 44 (2):119-146.
    The purpose of this study was to examine the relationship between metacognition as measured in real-life situations and IQ scores as reflected by performance on the Raven Standard Progressive Matrices Scale. It is also intended in this study to report on whether or not there were significant differences in performance on the metacognitive instrument among participants with typical development, deaf and hard-of-hearing, and low-achieving individuals with and without the influence of IQ. Analysis showed significant correlations between IQ, metacognitive test, (...)
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  23.  43
    Feasibility of Functional Near-Infrared Spectroscopy to Investigate the Mirror Neuron System: An Experimental Study in a Real-Life Situation.Pei-Pei Sun, Fu-Lun Tan, Zong Zhang, Yi-Han Jiang, Yang Zhao & Chao-Zhe Zhu - 2018 - Frontiers in Human Neuroscience 12.
  24.  22
    Response to Simon Susen’s “Bourdieusian Reflections on Language: Unavoidable Conditions of the Real Speech Situation”.Derek Robbins - 2013 - Social Epistemology 27 (3-4):261-274.
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  25.  14
    Simon Susen’s “Bourdieusian Reflections on Language: Unavoidable Conditions of the Real Speech Situation”—A Rejoinder.Bridget Fowler - 2013 - Social Epistemology 27 (3-4):250-260.
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  26.  32
    Projective Games on the Reals.Juan P. Aguilera & Sandra Müller - 2020 - Notre Dame Journal of Formal Logic 61 (4):573-589.
    Let Mn♯ denote the minimal active iterable extender model which has n Woodin cardinals and contains all reals, if it exists, in which case we denote by Mn the class-sized model obtained by iterating the topmost measure of Mn class-many times. We characterize the sets of reals which are Σ1-definable from R over Mn, under the assumption that projective games on reals are determined:1. for even n, Σ1Mn=⅁RΠn+11;2. for odd n, Σ1Mn=⅁RΣn+11.This generalizes a theorem of Martin and Steel for L, (...)
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  27.  7
    Counterplanning: A strategy-based model of adversary planning in real-world situations.Jaime G. Carbonell - 1981 - Artificial Intelligence 16 (3):295-329.
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  28.  11
    A multidisciplinary approach of workload assessment in real-job situations: investigation in the field of aerospace activities.Claudine Mélan & Nadine Cascino - 2014 - Frontiers in Psychology 5.
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  29.  16
    Mood effects on memory and executive control in a real-life situation.Prune Lagner, Matthias Kliegel, Louise H. Phillips, Andreas Ihle, Alexandra Hering, Nicola Ballhausen & Katharina M. Schnitzspahn - 2015 - Cognition and Emotion 29 (6):1107-1116.
  30.  20
    Corrigendum: Feasibility of Functional Near-Infrared Spectroscopy to Investigate the Mirror Neuron System: An Experimental Study in a Real-Life Situation.Pei-Pei Sun, Fu-Lun Tan, Zong Zhang, Yi-Han Jiang, Yang Zhao & Chao-Zhe Zhu - 2019 - Frontiers in Human Neuroscience 13.
  31.  9
    Situational game design.Brian Upton - 2018 - Boca Raton, FL: Taylor & Francis, CRC Press.
    Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric (...)
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  32. Reciprocity: Weak or strong? What punishment experiments do (and do not) demonstrate.Francesco Guala - 2012 - Behavioral and Brain Sciences 35 (1):1-15.
    Economists and biologists have proposed a distinction between two mechanisms – “strong” and “weak” reciprocity – that may explain the evolution of human sociality. Weak reciprocity theorists emphasize the benefits of long-term cooperation and the use of low-cost strategies to deter free-riders. Strong reciprocity theorists, in contrast, claim that cooperation in social dilemma games can be sustained by costly punishment mechanisms, even in one-shot and finitely repeated games. To support this claim, they have generated a large body of evidence concerning (...)
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  33.  8
    Games and induction on reals.J. P. Aguilera & P. D. Welch - 2021 - Journal of Symbolic Logic 86 (4):1676-1690.
    It is shown that the determinacy of $G_{\delta \sigma }$ games of length $\omega ^2$ is equivalent to the existence of a transitive model of ${\mathsf {KP}} + {\mathsf {AD}} + \Pi _1\textrm {-MI}_{\mathbb {R}}$ containing $\mathbb {R}$. Here, $\Pi _1\textrm {-MI}_{\mathbb {R}}$ is the axiom asserting that every monotone $\Pi _1$ operator on the real numbers has an inductive fixpoint.
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  34.  27
    Real‐Time Investigation of Referential Domains in Unscripted Conversation: A Targeted Language Game Approach.Sarah Brown-Schmidt & Michael K. Tanenhaus - 2008 - Cognitive Science 32 (4):643-684.
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  35. Probability.Darrell Patrick Rowbottom - 2015 - Polity.
    When a doctor tells you there’s a one percent chance that an operation will result in your death, or a scientist claims that his theory is probably true, what exactly does that mean? Understanding probability is clearly very important, if we are to make good theoretical and practical choices. In this engaging and highly accessible introduction to the philosophy of probability, Darrell Rowbottom takes the reader on a journey through all the major interpretations of probability, with reference to real–world (...)
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  36.  38
    Probability.Darrell Patrick Rowbottom - unknown
    When a doctor tells you there’s a one percent chance that an operation will result in your death, or a scientist claims that his theory is probably true, what exactly does that mean? Understanding probability is clearly very important, if we are to make good theoretical and practical choices. In this engaging and highly accessible introduction to the philosophy of probability, Darrell Rowbottom takes the reader on a journey through all the major interpretations of probability, with reference to real–world (...)
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  37.  47
    Reciprocity: Weak or strong? What punishment experiments do (and do not) demonstrate.Francesco Guala - 2012 - Behavioral and Brain Sciences 35 (1):1-15.
    Economists and biologists have proposed a distinction between two mechanisms – “strong” and “weak” reciprocity – that may explain the evolution of human sociality. Weak reciprocity theorists emphasize the benefits of long-term cooperation and the use of low-cost strategies to deter free-riders. Strong reciprocity theorists, in contrast, claim that cooperation in social dilemma games can be sustained by costly punishment mechanisms, even in one-shot and finitely repeated games. To support this claim, they have generated a large body of evidence concerning (...)
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  38. Action Real-Time Strategy Gaming Experience Related to Increased Attentional Resources: An Attentional Blink Study.Xianyang Gan, Yutong Yao, Hui Liu, Xin Zong, Ruifang Cui, Nan Qiu, Jiaxin Xie, Dong Jiang, Shaofei Ying, Xingfeng Tang, Li Dong, Diankun Gong, Weiyi Ma & Tiejun Liu - 2020 - Frontiers in Human Neuroscience 14.
  39. Some Epistemic Benefits of Action-Tetris, a Case Study.David Kirsh & P. Maglio - 1992 - Proceedings of the 14th Annual Conference of the Cognitive Science Society.
    We present data and argument to show that in Tetris—a real-time interactive video game—certain cognitive and perceptual problems are more quickly, easily, and reliably solved by performing actions in the world rather than by performing computational actions in the head alone. We have found that some translations and rotations are best understood as being used to implement a plan, or to implement a reaction. To substantiate our position we have implemented a computational laboratory that lets us record keystrokes (...)
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  40.  85
    Playing for Real: A Text on Game Theory.Ken Binmore - 2007 - Oxford University Press USA.
    Ken Binmore's previous game theory textbook, Fun and Games, carved out a significant niche in the advanced undergraduate market; it was intellectually serious and more up-to-date than its competitors, but also accessibly written. Its central thesis was that game theory allows us to understand many kinds of interactions between people, a point that Binmore amply demonstrated through a rich range of examples and applications. This replacement for the now out-of-date 1991 textbook retains the entertaining examples, but changes the (...)
  41.  7
    Situated Knowledges through Game Design : A Transformative Exercise with Ants.Michelle Westerlaken & Stefano Gualeni - unknown
    The increasing body of knowledge in fields like animal ethology, biology, and technology has not necessarily led to the improvement of animal welfare. On the contrary, it has enabled humans to exploit animals more functionally and on increasing scales of magnitude. Building on approaches that stem from posthumanism and critical animal studies, we argue that instead of aiming for more general production of scientific knowledge, what is needed to counter exploitation and oppression is an increased sensitivity towards animals that arises (...)
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  42.  16
    Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory.Yutong Yao, Ruifang Cui, Yi Li, Lu Zeng, Jinliang Jiang, Nan Qiu, Li Dong, Diankun Gong, Guojian Yan, Weiyi Ma & Tiejun Liu - 2020 - Frontiers in Human Neuroscience 14.
  43.  31
    Interactive Logic in the Middle Ages.Sara L. Uckelman - 2012 - Logic and Logical Philosophy 21 (4):439-471.
    Recently logic has shifted emphasis from static systems developed for purely theoretical reasons to dynamic systems designed for application to real world situations. The emphasis on the applied aspects of logic and reasoning means that logic has become a pragmatic tool, to be judged against the backdrop of a particular application. This shift in emphasis is, however, not new. A similar shift towards “interactive logic” occurred in the high Middle Ages. We provide a number of different examples of “interactive (...)
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  44.  17
    Effort, play, and sport.Roger W. H. Savage - 2016 - Sport, Ethics and Philosophy 10 (4):392-402.
    The effort involved in playing sports calls for a hermeneutical reflection on the power that we have to move our bodies. Drawing on Paul Ricoeur’s phenomenology of the lived body and his later ontology of the flesh, I explore how athletic displays of agility, strength, and speed within the theater of sporting competitions exemplify the way that the effort made by athletes attests to their will and desire to succeed. The agonistic spirit of the Greek Olympics is evident in sporting (...)
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  45.  38
    Enabling situated knowledge management for complex instruments by real-time reconstruction of surface coordinate system on a mobile device.Loic Merckel & Toyoaki Nishida - 2009 - AI and Society 24 (1):85-95.
    We have developed an approach to implementing a system for managing situated knowledge for complex instruments. Our aim is to develop a system that guides a user through the steps for operating complex scientific instruments. A user manual is often inadequate support for a community of users, so direct communication with an expert is often required. One reason for this is that not all of the author’s expert knowledge was included in the manual, thus limiting the contents to explicit knowledge. (...)
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  46.  5
    The Role of Virtual Reality in Screening, Diagnosing, and Rehabilitating Spatial Memory Deficits.Miles Jonson, Sinziana Avramescu, Derek Chen & Fahad Alam - 2021 - Frontiers in Human Neuroscience 15.
    Impairment of spatial memory, including an inability to recall previous locations and navigate the world, is often one of the first signs of functional disability on the road to cognitive impairment. While there are many screening and diagnostic tools which attempt to measure spatial memory ability, they are often not representative of real-life situations and can therefore lack applicability. One potential solution to this problem involves the use of virtual reality, which immerses individuals in a virtually-simulated environment, allowing for (...)
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  47.  12
    Gaze Coordination of Groups in Dynamic Events – A Tool to Facilitate Analyses of Simultaneous Gazes Within a Team.Frowin Fasold, André Nicklas, Florian Seifriz, Karsten Schul, Benjamin Noël, Paula Aschendorf & Stefanie Klatt - 2021 - Frontiers in Psychology 12.
    The performance and the success of a group working as a team on a common goal depends on the individuals’ skills and the collective coordination of their abilities. On a perceptual level, individual gaze behavior is reasonably well investigated. However, the coordination of visual skills in a team has been investigated only in laboratory studies and the practical examination and knowledge transfer to field studies or the applicability in real-life situations have so far been neglected. This is mainly due (...)
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  48.  24
    Persuasive Argumentation and Epistemic Attitudes.Carlo Proietti & Antonio Yuste-Ginel - 2020 - In L. Soares Barbosa & A. Baltag (eds.), Dynamic Logic. New Trends and Applications. DALI 2019. Lecture Notes in Computer Science, vol 12005.
    This paper studies the relation between persuasive argumentation and the speaker’s epistemic attitude. Dung-style abstract argumentation and dynamic epistemic logic provide the necessary tools to characterize the notion of persuasion. Within abstract argumentation, persuasive argumentation has been previously studied from a game-theoretic perspective. These approaches are blind to the fact that, in real-life situations, the epistemic attitude of the speaker determines which set of arguments will be disclosed by her in the context of a persuasive dialogue. This work (...)
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  49.  13
    A games analysis for attitude change: Use of role enactment situations for model development.J. L. Smith - 1975 - Journal for the Theory of Social Behaviour 5 (1):63–80.
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  50.  7
    The Chessboard and the Web: Strategies of Connection in a Networked World.Anne-Marie Slaughter - 2017 - Yale University Press.
    _From a renowned foreign-policy expert, a new paradigm for strategy in the twenty-first century_ In 1961, Thomas Schelling’s _The Strategy of Conflict_ used game theory to radically reenvision the U.S.-Soviet relationship and establish the basis of international relations for the rest of the Cold War. Now, Anne-Marie Slaughter—one of _Foreign Policy’_s Top 100 Global Thinkers from 2009 to 2012, and the first woman to serve as director of the State Department Office of Policy Planning—applies network theory to develop a (...)
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