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  1. Playing with knowledge: A virtual player for “Who Wants to Be a Millionaire?” that leverages question answering techniques.Piero Molino, Pasquale Lops, Giovanni Semeraro, Marco de Gemmis & Pierpaolo Basile - 2015 - Artificial Intelligence 222:157-181.
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  • Propaganda in the trivial: puzzles in the women's section of the Völkischer Beobachter.Katharina Barbe - 2008 - Discourse and Communication 2 (2):115-141.
    This article examines word-based puzzles as texts. In particular, it analyzes the potential of using a seemingly harmless pastime — the solving of puzzles — for propagandistic ends. Propaganda is an attempt to manipulate and dominate discourses some of whose manifestations are texts. Because a thorough examination of puzzles has not yet been undertaken, word-based puzzles will be considered first in general, followed by a detailed examination of the potential propagandistic impact of puzzles drawn from the official Nazi newspaper, Völkischer (...)
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  • Opacity, obscurity, and the geometry of question-asking.Christina Boyce-Jacino & Simon DeDeo - 2020 - Cognition 196 (C):104071.
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  • Crossword expertise as recognitional decision making: an artificial intelligence approach.Kejkaew Thanasuan & Shane T. Mueller - 2014 - Frontiers in Psychology 5.
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  • Artificial intelligence & games: Should computational psychology be revalued?Marco Ernandes - 2005 - Topoi 24 (2):229-242.
    The aims of this paper are threefold: To show that game-playing (GP), the discipline of Artificial Intelligence (AI) concerned with the development of automated game players, has a strong epistemological relevance within both AI and the vast area of cognitive sciences. In this context games can be seen as a way of securely reducing (segmenting) real-world complexity, thus creating the laboratory environment necessary for testing the diverse types and facets of intelligence produced by computer models. This paper aims to promote (...)
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