Results for 'game classification'

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  1. Two Kinds of Games.Filip Kobiela - 2011 - Acta Universitatis Carolinae Kinanthropologica 47 (1):61-67.
    The article presents an ontological analysis of games. In every game one could distinct four constitutive elements: players, game rules, material substratum of the game and intentional world of the game. The last element correspond with make-believe quality of games. These are two kinds of acts of playing (creating the world of the game): performative and kinetic. The article presents an analysis of these two kinds of acts of playing and present the division of games (...)
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  2. It's like a walk in the park - On why are walking simulators so controversial.Pawel Grabarczyk - 2016 - Transformacje 1 (3-4):241-263.
    The paper is devoted to controversies in computer games studies connected with game classification and characteristics. Controversies on walking simulators are discussed in depth; also historical roots of these games and their ergodicity.
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  3. Deceptive Retrospective Narrative Strategy and Synchronistic Prerequisite: Case Study on The Design of Impossible Puzzles.Yu Yang - 2023 - Cinej Cinema Journal 11 (1):258-288.
    The deceptive clues in the impossible puzzle film confirm the viewer’s internal expectations and allow retrospective attributing. In the film, a transcendental object negates an internal expectation, causing a retrospective blockage. Retrospectivity does not stop there; the transcendental object reinterpreting deceptive clues in the associative area leads to repeated attribution. This article consists of three parts. First, it discusses impossible puzzle films in the context of complex narrative classification. The following section introduces the Jungian concept of synchronicity and illustrates (...)
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  4. The intelligent use of space.David Kirsh - 1995 - Artificial Intelligence 73 (1--2):31-68.
    The objective of this essay is to provide the beginning of a principled classification of some of the ways space is intelligently used. Studies of planning have typically focused on the temporal ordering of action, leaving as unaddressed questions of where to lay down instruments, ingredients, work-in-progress, and the like. But, in having a body, we are spatially located creatures: we must always be facing some direction, have only certain objects in view, be within reach of certain others. How (...)
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  5. Wittgenstein’s Thought Experiments and Relativity Theory.Carlo Penco - 2019 - In Shyam Wuppuluri & Newton da Costa (eds.), Wittgensteinian : Looking at the World From the Viewpoint of Wittgenstein's Philosophy. Springer Verlag. pp. 341-362.
    In this paper, I discuss the similarity between Wittgenstein’s use of thought experiments and Relativity Theory. I begin with introducing Wittgenstein’s idea of “thought experiments” and a tentative classification of different kinds of thought experiments in Wittgenstein’s work. Then, after presenting a short recap of some remarks on the analogy between Wittgenstein’s point of view and Einstein’s, I suggest three analogies between the status of Wittgenstein’s mental experiments and Relativity theory: the topics of time dilation, the search for invariants, (...)
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  6. Probability Guide to Gambling: The Mathematics of Dice, Slots, Roulette, Baccarat, Blackjack, Poker, Lottery and Sport Bets.Catalin Barboianu - 2006 - Craiova, Romania: Infarom.
    Over the past two decades, gamblers have begun taking mathematics into account more seriously than ever before. While probability theory is the only rigorous theory modeling the uncertainty, even though in idealized conditions, numerical probabilities are viewed not only as mere mathematical information, but also as a decision-making criterion, especially in gambling. This book presents the mathematics underlying the major games of chance and provides a precise account of the odds associated with all gaming events. It begins by explaining in (...)
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  7. Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
    Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; they design temporary selves. Game designers set what our motivations are in the game and what our abilities will be. Thus: games are the art form of agency. By working in the artistic medium of agency, games can offer a distinctive aesthetic value. They support aesthetic experiences of deciding and doing. -/- And the fact that we play games shows something (...)
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  8. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the (...)
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  9. Potato Classification Using Deep Learning.Abeer A. Elsharif, Ibtesam M. Dheir, Alaa Soliman Abu Mettleq & Samy S. Abu-Naser - 2020 - International Journal of Academic Pedagogical Research (IJAPR) 3 (12):1-8.
    Abstract: Potatoes are edible tubers, available worldwide and all year long. They are relatively cheap to grow, rich in nutrients, and they can make a delicious treat. The humble potato has fallen in popularity in recent years, due to the interest in low-carb foods. However, the fiber, vitamins, minerals, and phytochemicals it provides can help ward off disease and benefit human health. They are an important staple food in many countries around the world. There are an estimated 200 varieties of (...)
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  10. Classification of Alzheimer's Disease Using Convolutional Neural Networks.Lamis F. Samhan, Amjad H. Alfarra & Samy S. Abu-Naser - 2022 - International Journal of Academic Information Systems Research (IJAISR) 6 (3):18-23.
    Brain-related diseases are among the most difficult diseases due to their sensitivity, the difficulty of performing operations, and their high costs. In contrast, the operation is not necessary to succeed, as the results of the operation may be unsuccessful. One of the most common diseases that affect the brain is Alzheimer’s disease, which affects adults, a disease that leads to memory loss and forgetting information in varying degrees. According to the condition of each patient. For these reasons, it is important (...)
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  11. Classification of A few Fruits Using Deep Learning.Mohammed Alkahlout, Samy S. Abu-Naser, Azmi H. Alsaqqa & Tanseem N. Abu-Jamie - 2022 - International Journal of Academic Engineering Research (IJAER) 5 (12):56-63.
    Abstract: Fruits are a rich source of energy, minerals and vitamins. They also contain fiber. There are many fruits types such as: Apple and pears, Citrus, Stone fruit, Tropical and exotic, Berries, Melons, Tomatoes and avocado. Classification of fruits can be used in many applications, whether industrial or in agriculture or services, for example, it can help the cashier in the hyper mall to determine the price and type of fruit and also may help some people to determining whether (...)
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  12. Classification of Anomalies in Gastrointestinal Tract Using Deep Learning.Ibtesam M. Dheir & Samy S. Abu-Naser - 2022 - International Journal of Academic Engineering Research (IJAER) 6 (3):15-28.
    Automatic detection of diseases and anatomical landmarks in medical images by the use of computers is important and considered a challenging process that could help medical diagnosis and reduce the cost and time of investigational procedures and refine health care systems all over the world. Recently, gastrointestinal (GI) tract disease diagnosis through endoscopic image classification is an active research area in the biomedical field. Several GI tract disease classification methods based on image processing and machine learning techniques have (...)
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  13. Lemon Classification Using Deep Learning.Jawad Yousif AlZamily & Samy Salim Abu Naser - 2020 - International Journal of Academic Pedagogical Research (IJAPR) 3 (12):16-20.
    Abstract : Background: Vegetable agriculture is very important to human continued existence and remains a key driver of many economies worldwide, especially in underdeveloped and developing economies. Objectives: There is an increasing demand for food and cash crops, due to the increasing in world population and the challenges enforced by climate modifications, there is an urgent need to increase plant production while reducing costs. Methods: In this paper, Lemon classification approach is presented with a dataset that contains approximately 2,000 (...)
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  14. Rice Classification using ANN.Abdulrahman Muin Saad & Samy S. Abu-Naser - 2023 - International Journal of Academic Engineering Research (IJAER) 7 (10):32-42.
    Abstract: Rice, as a paramount staple crop worldwide, sustains billions of lives. Precise classification of rice types holds immense agricultural, nutritional, and economic significance. Recent advancements in machine learning, particularly Artificial Neural Networks (ANNs), offer promise in enhancing rice type classification accuracy and efficiency. This research explores rice type classification, harnessing neural networks' power. Utilizing a rich dataset from Kaggle, containing 18,188 entries and key rice grain attributes, we develop and evaluate a neural network model. Our neural (...)
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  15. Causal classification of diseases.Andrej Poleev - 2020 - Enzymes.
    „Errors are the greatest obstacles to the progress of science; to correct such errors is of more practical value than to achieve new knowledge,“ asserted Eugen Bleuler. Basic error of several prevailing classification schemes of pathological conditions, as for example ICD-10, lies in confusing and mixing symptoms with diseases, what makes them unscientific. Considering the need to bring order into the chaos and light into terminological obscureness, I introduce the Causal classification of diseases originating from the notion of (...)
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  16. Cantaloupe Classifications using Deep Learning.Basel El-Habil & Samy S. Abu-Naser - 2021 - International Journal of Academic Engineering Research (IJAER) 5 (12):7-17.
    Abstract cantaloupe and honeydew melons are part of the muskmelon family, which originated in the Middle East. When picking either cantaloupe or honeydew melons to eat, you should choose a firm fruit that is heavy for its size, with no obvious signs of bruising. They can be stored at room temperature until you cut them, after which they should be kept in the refrigerator in an airtight container for up to five days. You should always wash and scrub the rind (...)
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  17.  25
    Reasoning about causality in games.Lewis Hammond, James Fox, Tom Everitt, Ryan Carey, Alessandro Abate & Michael Wooldridge - 2023 - Artificial Intelligence 320 (C):103919.
    Causal reasoning and game-theoretic reasoning are fundamental topics in artificial intelligence, among many other disciplines: this paper is concerned with their intersection. Despite their importance, a formal framework that supports both these forms of reasoning has, until now, been lacking. We offer a solution in the form of (structural) causal games, which can be seen as extending Pearl's causal hierarchy to the game-theoretic domain, or as extending Koller and Milch's multi-agent influence diagrams to the causal domain. We then (...)
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  18. Classification of Global Catastrophic Risks Connected with Artificial Intelligence.Alexey Turchin & David Denkenberger - 2020 - AI and Society 35 (1):147-163.
    A classification of the global catastrophic risks of AI is presented, along with a comprehensive list of previously identified risks. This classification allows the identification of several new risks. We show that at each level of AI’s intelligence power, separate types of possible catastrophes dominate. Our classification demonstrates that the field of AI risks is diverse, and includes many scenarios beyond the commonly discussed cases of a paperclip maximizer or robot-caused unemployment. Global catastrophic failure could happen at (...)
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  19. Glass Classification Using Artificial Neural Network.Mohmmad Jamal El-Khatib, Bassem S. Abu-Nasser & Samy S. Abu-Naser - 2019 - International Journal of Academic Pedagogical Research (IJAPR) 3 (23):25-31.
    As a type of evidence glass can be very useful contact trace material in a wide range of offences including burglaries and robberies, hit-and-run accidents, murders, assaults, ram-raids, criminal damage and thefts of and from motor vehicles. All of that offer the potential for glass fragments to be transferred from anything made of glass which breaks, to whoever or whatever was responsible. Variation in manufacture of glass allows considerable discrimination even with tiny fragments. In this study, we worked glass (...) and testing of artificial neural network model created by the JustNN. The aim of the study is help investigator in identifying the type of glass found in arena of the crime. The Neural Network model was trained and validated using the type of glass dataset. The accuracy of model in predicting the type of glass reached 96.7%. Thus neural network is suitable for predicating type of glasses. (shrink)
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  20. Simple Games of Information Transmission.Bernd Lahno - 2012 - Analyse & Kritik 34 (2):315-338.
    Communication is an inherently strategic matter. This paper introduces simple game theoretic models of information transmission to identify different forms of uncertainty which may pose a problem of trust in testimony. Strategic analysis suggests discriminating between trust in integrity, trust in competence, trust in (the will to invest) effort and trust in honesty. Whereas uncertainty about the sender's honesty or integrity may directly influence a rational receiver's readiness to rely on sender's statements, neither uncertainty about the competence of a (...)
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  21. Defeasible Classifications and Inferences from Definitions.Fabrizio Macagno & Douglas Walton - 2010 - Informal Logic 30 (1):34-61.
    We contend that it is possible to argue reasonably for and against arguments from classifications and definitions, provided they are seen as defeasible (subject to exceptions and critical questioning). Arguments from classification of the most common sorts are shown to be based on defeasible reasoning of various kinds represented by patterns of logical reasoning called defeasible argumentation schemes. We show how such schemes can be identified with heuristics, or short-cut solutions to a problem. We examine a variety of arguments (...)
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  22. Classification of Real and Fake Human Faces Using Deep Learning.Fatima Maher Salman & Samy S. Abu-Naser - 2022 - International Journal of Academic Engineering Research (IJAER) 6 (3):1-14.
    Artificial intelligence (AI), deep learning, machine learning and neural networks represent extremely exciting and powerful machine learning-based techniques used to solve many real-world problems. Artificial intelligence is the branch of computer sciences that emphasizes the development of intelligent machines, thinking and working like humans. For example, recognition, problem-solving, learning, visual perception, decision-making and planning. Deep learning is a subset of machine learning in artificial intelligence that has networks capable of learning unsupervised from data that is unstructured or unlabeled. Deep learning (...)
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  23. Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that (...)
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  24. Classification of Sign-Language Using MobileNet - Deep Learning.Tanseem N. Abu-Jamie & Samy S. Abu-Naser - 2022 - International Journal of Academic Information Systems Research (IJAISR) 6 (7):29-40.
    Abstract: Sign language recognition is one of the most rapidly expanding fields of study today. Many new technologies have been developed in recent years in the fields of artificial intelligence the sign language-based communication is valuable to not only deaf and dumb community, but also beneficial for individuals suffering from Autism, downs Syndrome, Apraxia of Speech for correspondence. The biggest problem faced by people with hearing disabilities is the people's lack of understanding of their requirements. In this paper we try (...)
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  25. Business Ethics: Game Theory.Garrett Pendergraft - 2023 - In Lakshmi B. Nair (ed.), Sage Business Foundations.
    Game theory involves deliberating about what to do in light of what other people are likely to do. One of the central frameworks of game theory is the prisoner’s dilemma, in which participants who make rational choices end up in suboptimal outcomes. Using the prisoner’s dilemma to model competition between firms sets the stage for a new and promising approach to business ethics: the market failures approach.
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  26. Classification of Sign-language Using VGG16.Tanseem N. Abu-Jamie & Samy S. Abu-Naser - 2022 - International Journal of Academic Engineering Research (IJAER) 6 (6):36-46.
    Sign Language Recognition (SLR) aims to translate sign language into text or speech in order to improve communication between deaf-mute people and the general public. This task has a large social impact, but it is still difficult due to the complexity and wide range of hand actions. We present a novel 3D convolutional neural network (CNN) that extracts discriminative spatial-temporal features from photo datasets. This article is about classification of sign languages are not universal and are usually not mutually (...)
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  27.  77
    Classification of plant Species Using Neural Network.Muhammad Ashraf Al-Azbaki, Mohammed S. Abu Nasser, Mohammed A. Hasaballah & Samy S. Abu-Naser - 2023 - International Journal of Engineering and Information Systems (IJEAIS) 7 (10):28-35.
    Abstract: In this study, we explore the possibility of classifying the plant species. We collected the plant species from Kaggle website. This dataset encompasses 544 samples, encompassing 136 distinct plant species. Recent advancements in machine learning, particularly Artificial Neural Networks (ANNs), offer promise in enhancing plant Species classification accuracy and efficiency. This research explores plant Species classification, harnessing neural networks' power. Utilizing a rich dataset from Kaggle, containing 544 entries, we develop and evaluate a neural network model. Our (...)
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  28. Classification, Kinds, Taxonomic Stability, and Conceptual Change.Jaipreet Mattu & Jacqueline Anne Sullivan - forthcoming - Aggression and Violent Behavior.
    Scientists represent their world, grouping and organizing phenomena into classes by means of concepts. Philosophers of science have historically been interested in the nature of these concepts, the criteria that inform their application and the nature of the kinds that the concepts individuate. They also have sought to understand whether and how different systems of classification are related and more recently, how investigative practices shape conceptual development and change. Our aim in this paper is to provide a critical overview (...)
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  29. Game Theory and the Self-Fulfilling Climate Tragedy.Matthew Kopec - 2017 - Environmental Values 26 (2):203-221.
    Game theorists tend to model climate negotiations as a so-called ‘tragedy of the commons’. This is rather worrisome, since the conditions under which such commons problems have historically been solved are almost entirely absent in the case of international greenhouse gas emissions. In this paper, I will argue that the predictive accuracy of the tragedy model might not stem from the model’s inherent match with reality but rather from the model’s ability to make self-fulfilling predictions. I then sketch some (...)
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  30. Games and the good.Thomas Hurka & John Tasioulas - 2006 - Proceedings of the Aristotelian Society 106 (1):237-264.
    Using Bernard Suits’s brilliant analysis (contra Wittgenstein) of playing a game, this paper examines the intrinsic value of game-playing. It argues that two elements in Suits’s analysis make success in games difficult, which is one ground of value, while a third involves choosing a good activity for the property that makes it good, which is a further ground. The paper concludes by arguing that game-playing is the paradigm modern (Marx, Nietzsche) as against classical (Aristotle) value: since its (...)
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  31.  57
    Medical Image Classification with Machine Learning Classifier.Destiny Agboro - forthcoming - Journal of Computer Science.
    In contemporary healthcare, medical image categorization is essential for illness prediction, diagnosis, and therapy planning. The emergence of digital imaging technology has led to a significant increase in research into the use of machine learning (ML) techniques for the categorization of images in medical data. We provide a thorough summary of recent developments in this area in this review, using knowledge from the most recent research and cutting-edge methods.We begin by discussing the unique challenges and opportunities associated with medical image (...)
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  32. Pre-Game Cheating and Playing the Game.Alex Wolf-Root - 2018 - Sport, Ethics and Philosophy 13 (3-4):334-347.
    There are well-known problems for formalist accounts of game-play with regards to cheating. Such accounts seem to be committed to cheaters being unable to win–or even play–the game, yet it seems that there are instances of cheaters winning games. In this paper, I expand the discussion of such problems by introducing cases of pre-game cheating, and see how a formalist–specifically a Suitsian–account can accommodate such problems. Specifically, I look at two (fictional) examples where the alleged game-players (...)
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  33. A classification system for argumentation schemes.Douglas Walton & Fabrizio Macagno - 2016 - Argument and Computation 6 (3):219-245.
    This paper explains the importance of classifying argumentation schemes, and outlines how schemes are being used in current research in artificial intelligence and computational linguistics on argument mining. It provides a survey of the literature on scheme classification. What are so far generally taken to represent a set of the most widely useful defeasible argumentation schemes are surveyed and explained systematically, including some that are difficult to classify. A new classification system covering these centrally important schemes is built.
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  34. Games Unlike Life.C. Thi Nguyen - 2023 - Journal of Ethics and Social Philosophy 23 (3).
    This is a reply to Elisabeth Camp's and Elijah Millgram's probing discussions of "Games and the Art of Agency", in a symposium in Journal of Ethics and Social Philosophy. Millgram argues that games cannot function as a guide to life, because they are too different from life. Games are limited in a special way: in life, we deliberate about what goals we want to take on, but in games, the goals are fixed and given to us. Camp argues that there (...)
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  35. Defending Games: Reply to Hurka, Kukla and Noë.C. Thi Nguyen - 2021 - Analysis 81 (2):317-337.
    This is my reply to commentators in the symposium on my book, GAMES: AGENCY AS ART. The symposium features commentary by Thomas Hurka, Quill Kukla, and Alva Noe, and originally appeared in Analysis 81 (2).
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  36. Disagreement & classification in comparative cognitive science.Alexandria Boyle - forthcoming - Noûs.
    Comparative cognitive science often involves asking questions like ‘Do nonhumans have C?’ where C is a capacity we take humans to have. These questions frequently generate unproductive disagreements, in which one party affirms and the other denies that nonhumans have the relevant capacity on the basis of the same evidence. I argue that these questions can be productively understood as questions about natural kinds: do nonhuman capacities fall into the same natural kinds as our own? Understanding such questions in this (...)
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  37. A Game-Theoretic Analysis of the Waterloo Campaign and Some Comments on the Analytic Narrative Project.Philippe Mongin - 2018 - Cliometrica 12:451–480.
    The paper has a twofold aim. On the one hand, it provides what appears to be the first game-theoretic modeling of Napoleon’s last campaign, which ended dramatically on 18 June 1815 at Waterloo. It is specifically concerned with the decision Napoleon made on 17 June 1815 to detach part of his army against the Prussians he had defeated, though not destroyed, on 16 June at Ligny. Military historians agree that this decision was crucial but disagree about whether it was (...)
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  38. A classification system for argumentation schemes.Douglas Walton & Fabrizio Macagno - 2015 - Argument and Computation 6 (3):219-245.
    This paper explains the importance of classifying argumentation schemes, and outlines how schemes are being used in current research in artificial intelligence and computational linguistics on argument mining. It provides a survey of the literature on scheme classification. What are so far generally taken to represent a set of the most widely useful defeasible argumentation schemes are surveyed and explained systematically, including some that are difficult to classify. A new classification system covering these centrally important schemes is built.
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  39. Racial Classification Without Race: Edwards’ Fallacy.Adam Hochman - 2021 - In Lorusso Ludovica & Winther Rasmus (eds.), Remapping Race in a Global Context. Routledge. pp. 74–91.
    A. W. F. Edwards famously named “Lewontin’s fallacy” after Richard Lewontin, the geneticist who showed that most human genetic diversity can be found within any given racialized group. “Lewontin’s fallacy” is the assumption that uncorrelated genetic data would be sufficient to classify genotypes into conventional “racial” groups. In this chapter, I argue that Lewontin does not commit the fallacy named after him, and that it is not a genuine fallacy. Furthermore, I argue that when Edwards assumes that stable classification (...)
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  40. Interactive Classification and Practice in the Social Sciences.Matt L. Drabek - 2010 - Poroi 6 (2):62-80.
    This paper examines the ways in which social scientific discourse and classification interact with the objects of social scientific investigation. I examine this interaction in the context of the traditional philosophical project of demarcating the social sciences from the natural sciences. I begin by reviewing Ian Hacking’s work on interactive classification and argue that there are additional forms of interaction that must be treated.
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  41. A Game-Theoretic Approach to Peer Disagreement.Remco Heesen & Pieter van der Kolk - 2016 - Erkenntnis 81 (6):1345-1368.
    In this paper we propose and analyze a game-theoretic model of the epistemology of peer disagreement. In this model, the peers' rationality is evaluated in terms of their probability of ending the disagreement with a true belief. We find that different strategies---in particular, one based on the Steadfast View and one based on the Conciliatory View---are rational depending on the truth-sensitivity of the individuals involved in the disagreement. Interestingly, the Steadfast and the Conciliatory Views can even be rational simultaneously (...)
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  42. Classification of Age and Gender Using ResNet - Deep Learning.Aysha I. Mansour & Samy S. Abu-Naser - 2022 - International Journal of Academic Engineering Research (IJAER) 6 (8):20-29.
    Age and gender classification has become relevant to an increasing amount of applications, particularly since the rise of social platforms and social media. Even Nevertheless, contrast to the large performance improvements recently reported for the closely related task of audio. In this research, we show that performance on these tasks can be significantly improved by learning representations using deep convolutional neural networks (CNN). where we get in the ResNet the training accuracy was 98% ,validation accuracy 95%, testing accuracy 96% (...)
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  43. Games and the fluidity of layered agency.Luca Ferrero - 2021 - Journal of the Philosophy of Sport 48 (3):344-355.
    What can the philosophy of agency learn from Nguyen’s book on games? The most important lesson concerns, to use Nguyen’s terms, the ‘layered’ structure of our agency and the ‘fluidity’ requ...
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  44. Classifications of Pineapple using Deep Learning.Amjad H. Alfarra, Lamis F. Samhan, Yasmin E. Aslem, Marah M. Almasawabe & Samy S. Abu-Naser - 2021 - International Journal of Academic Information Systems Research (IJAISR) 5 (12):37-41.
    A pineapple is a tropical plant with eatable leafy foods most monetarily critical plant in the family Bromeliaceous. The pineapple is native to South America, where it has been developed for a long time. The acquaintance of the pineapple with Europe in the seventeenth century made it a critical social symbol of extravagance. Since the 1820s, pineapple has been industrially filled in nurseries and numerous tropical manors. Further, it is the third most significant tropical natural product in world creation. In (...)
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  45. The Game of Belief.Barry Maguire & Jack Woods - 2020 - Philosophical Review 129 (2):211-249.
    It is plausible that there are epistemic reasons bearing on a distinctively epistemic standard of correctness for belief. It is also plausible that there are a range of practical reasons bearing on what to believe. These theses are often thought to be in tension with each other. Most significantly for our purposes, it is obscure how epistemic reasons and practical reasons might interact in the explanation of what one ought to believe. We draw an analogy with a similar distinction between (...)
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  46. Game Technologies to Assist Learning of Communication Skills in Dialogic Settings for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2021 - International Journal of Emerging Technologies in Learning 16 (3):190-205.
    Persons with aphasia suffer from a loss of communication ability as a consequence of a brain injury. A small strand of research indicates effec- tiveness of dialogic interventions for communication development for persons with aphasia, but a vast amount of research studies shows its effectiveness for other target groups. In this paper, we describe the main parts of the hitherto technological development of an application named Dialogica that is (i) aimed at facilitating increased communicative participation in dialogic settings for persons (...)
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  47.  88
    Roleplaying Game–Based Engineering Ethics Education: Lessons from the Agency of Art.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 predetermined (...)
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  48.  70
    A classification system for argumentation schemes.Douglas Walton & Fabrizio Macagno - 2015 - Argument and Computation 6 (3):219-245.
    This paper explains the importance of classifying argumentation schemes, and outlines how schemes are being used in current research in artificial intelligence and computational linguistics on argument mining. It provides a survey of the literature on scheme classification. What are so far generally taken to represent a set of the most widely useful defeasible argumentation schemes are surveyed and explained systematically, including some that are difficult to classify. A new classification system covering these centrally important schemes is built.
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  49. Psychiatric classification and diagnosis. Delusions and confabulations.Lisa Bortolotti - 2011 - Paradigmi (1):99-112.
    In psychiatry some disorders of cognition are distinguished from instances of normal cognitive functioning and from other disorders in virtue of their surface features rather than in virtue of the underlying mechanisms responsible for their occurrence. Aetiological considerations often cannot play a significant classificatory and diagnostic role, because there is no sufficient knowledge or consensus about the causal history of many psychiatric disorders. Moreover, it is not always possible to uniquely identify a pathological behaviour as the symptom of a certain (...)
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  50. Squid games and the lusory attitude.Indrek Reiland - 2022 - Analysis 82 (4):638-646.
    On Bernard Suits’s celebrated analysis, to play a game is to engage in a ‘voluntary attempt to overcome unnecessary obstacles’. Voluntariness is understood in terms of the players having the ‘lusory attitude’ of accepting the constitutive rules of the game just because they make possible playing it. In this paper I suggest that the players in Netflix’s hit show Squid Game play the ‘squid games’, but they do not do so voluntarily; they are forced to play. I (...)
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