Results for 'game classification'

992 found
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  1. Classification by decomposition: a novel approach to classification of symmetric $$2\times 2$$ games.Mikael Böörs, Tobias Wängberg, Tom Everitt & Marcus Hutter - 2022 - Theory and Decision 93 (3):463-508.
    In this paper, we provide a detailed review of previous classifications of 2 × 2 games and suggest a mathematically simple way to classify the symmetric 2 × 2 games based on a decomposition of the payoff matrix into a cooperative and a zero-sum part. We argue that differences in the interaction between the parts is what makes games interesting in different ways. Our claim is supported by evolutionary computer experiments and findings in previous literature. In addition, we provide a (...)
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  2. VIRTUAL LANDSCAPE IN SERIOUS GAMES: A FRAMEWORK FOR ENHANCING THE PLAYER INTERACTION FOCUSING ON THE LEARNING RATE.Sepehr Vaez Afshar - 2021 - Dissertation, Istanbul Technical University
    Throughout history, education has always been essential for humanity's justice and fundamental for the creation of a free and satisfying society with the dissemination of knowledge. Hence, in addition to the life occurrences educating people, traditional higher education methods have played an important role for a long period. However, the age of technology has changed the educational system along with the people's lifestyles to meet the continuously changing conditions. During the past twenty years, the Information and Communication Technologies (ICTs) led (...)
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  3. Detecting Experts Using a MiniRocket: Gaze Direction Time Series Classification of Real-Life Experts Playing the Sustainable Port.Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in ’T. Veld & Pieter Spronck - 2025 - Gala 2024. Lecture Notes in Computer Science 15348:177–187.
    This study aimed to identify real-life experts working for a port authority and lay people (students) who played The Sustainable Port, a serious game aiming to simulate the dynamics occurring in a port area. To achieve this goal, we analyzed eye gaze data collected noninvasively using low-grade webcams from 28 participants working for the port authority of the Port of Rotterdam and 66 students. Such data were used for a classification task implemented using a MiniRocket classifier, an algorithm (...)
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  4. 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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  5. 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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  6. 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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  7. 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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  8.  23
    Using Machine Learning tools to Calculate Multi Slice Multi Echo (MSME) Score for Alzheimer's Diagnosis.Yalamati Sreedhar - 2024 - International Journal of Innovations in Scientific Engineering 19 (1):49-67.
    Alzheimer's disease (AD) poses a significant public health challenge. The hippocampus is one of the most affected brain regions and a readily accessible biomarker for diagnosis through MRI imaging in machine learning applications. However, utilizing entire MRI image slices in machine learning for AD classification has shown reduced accuracy. This study introduces the novel 'select slices' method, which involves identifying and focusing on specific landmarks within the hippocampus region in MRI images. This approach aims to improve classification accuracy (...)
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  9. 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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  10.  70
    (1 other version)Wittgenstein’s Thought Experiments and Relativity Theory.Carlo Penco - 2019 - In A. C. Grayling, Shyam Wuppuluri, Christopher Norris, Nikolay Milkov, Oskari Kuusela, Danièle Moyal-Sharrock, Beth Savickey, Jonathan Beale, Duncan Pritchard, Annalisa Coliva, Jakub Mácha, David R. Cerbone, Paul Horwich, Michael Nedo, Gregory Landini, Pascal Zambito, Yoshihiro Maruyama, Chon Tejedor, Susan G. Sterrett, Carlo Penco, Susan Edwards-Mckie, Lars Hertzberg, Edward Witherspoon, Michel ter Hark, Paul F. Snowdon, Rupert Read, Nana Last, Ilse Somavilla & Freeman Dyson, 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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  11. Wittgenstein's Thought Experiments and Relativity Theory.Carlo Penco - 2019 - In Newton Da Costa & Shyam Wuppuluri, Wittgensteinian : Looking at the World From the Viewpoint of Wittgenstein's Philosophy. Springer Verlag.
    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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  12. 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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  13. 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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  14. 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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  15. Classification of Rice Using Deep Learning.Mohammed H. S. Abueleiwa & Samy S. Abu-Naser - 2024 - International Journal of Academic Information Systems Research (IJAISR) 8 (4):26-36.
    Abstract: Rice is one of the most important staple crops in the world and serves as a staple food for more than half of the global population. It is a critical source of nutrition, providing carbohydrates, vitamins, and minerals to millions of people, particularly in Asia and Africa. This paper presents a study on using deep learning for the classification of different types of rice. The study focuses on five specific types of rice: Arborio, Basmati, Ipsala, Jasmine, and Karacadag. (...)
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  16. 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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  17. 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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  18. 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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  19. 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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  20. 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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  21. 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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  22. 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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  23. 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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  24. Classification of Chicken Diseases Using Deep Learning.Mohammed Al Qatrawi & Samy S. Abu-Naser - 2024 - Information Journal of Academic Information Systems Research (Ijaisr) 8 (4):9-17.
    Abstract: In recent years, the outbreak of various poultry diseases has posed a significant threat to the global poultry industry. Therefore, the accurate and timely detection of chicken diseases is critical to reduce economic losses and prevent the spread of diseases. In this study, we propose a method for classifying chicken diseases using a convolutional neural network (CNN). The proposed method involves preprocessing the chicken images, building and training a CNN model, and evaluating the performance of the model. The dataset (...)
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  25. Vegetable Classification Using Deep Learning.Mostafa El-Ghoul & Samy S. Abu-Naser - 2024 - International Journal of Academic Information Systems Research (IJAISR) 8 (4):105-112.
    Abstract: Vegetables are an essential component of a healthy diet and play a critical role in promoting overall health and well- being. Vegetables are rich in important vitamins and minerals, including vitamin C, folate, potassium, and iron. They also provide fiber, which helps maintain digestive health and prevent chronic diseases. We are proposing a deep learning model for the classification of vegetables. A dataset was collected from Kaggle depository for Vegetable with 15000 images for 15 different classes. The data (...)
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  26. 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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  27. 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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  28. 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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  29. Spectating games can be a form of gameplay.A. Declos - forthcoming - British Journal of Aesthetics.
    Watching other people play videogames —a.k.a. ‘spectator gaming’— is a widespread practice. Yet, it is considered by some as an inadequate form of engagement with games. In this paper, I show that the strongest objection to spectator gaming relies on the claim that some properties of videogames are better, if not exclusively, accessible to the player. After that, I propose two replies to this challenge. The first is that ‘secondary players’, i.e., individuals who indirectly take part in the game, (...)
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  30. Disagreement & classification in comparative cognitive science.Alexandria Boyle - 2024 - Noûs 58 (3):825-847.
    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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  31. 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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  32. 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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  33. Philosophical Games.Stefano Gualeni - 2022 - The Encyclopedia of Ludic Terms.
    Philosophical games are games designed to invite players to think philosophically within (and about) their gameworlds. They are interactive fictions allowing players to engage with philosophical themes in ways that often set them apart from non-interactive kinds of speculative fictions (such as philosophical novels or thought experiments). To better understand philosophical games, this entry proposes to distinguish two primary ways in which a philosophical game can approach its themes: dialectically or rhetorically.
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  34. 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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  35. 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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  36. Fish Classification Using Deep Learning.M. N. Ayyad & Samy S. Abu-Naser - 2024 - International Journal of Academic Information Systems Research (IJAISR) 8 (4):51-58.
    Abstract: Fish are important for both nutritional and economic reasons. They are a good source of protein, vitamins, and minerals and play a significant role in human diets, especially in coastal and island communities. In addition, fishing and fish farming are major industries that provide employment and income for millions of people worldwide. Moreover, fish play a critical role in marine ecosystems, serving as prey for larger predators and helping to maintain the balance of aquatic food chains. Overall, fish play (...)
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  37. 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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  38. 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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  39.  31
    Values, disagreement, and psychiatric classification.Yafeng Wang - forthcoming - Análisis Filosófico.
    It has been argued that non-epistemic values have legitimate roles to play in the classification of psychiatric disorders. Such a value-laden view on psychiatric classification raises questions about the extent to which expert disagreements over psychiatric classification are fueled by disagreements over value judgments and the extent to which these disagreements could be resolved. This paper addresses these questions by arguing for two theses. First, a major source of disagreements about psychiatric classification is factual and concerns (...)
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  40. PHISHING CONTENT CLASSIFICATION USING DYNAMIC WEIGHTING AND GENETIC RANKING OPTIMIZATION ALGORITHM.M. Arul Selvan - 2024 - Journal of Science Technology and Research (JSTAR) 5 (1):471-485.
    Phishing attacks remain one of the most prevalent cybersecurity threats, affecting individuals and organizations globally. The rapid evolution of phishing techniques necessitates more sophisticated detection and classification methods. In this paper, we propose a novel approach to phishing content classification using a Genetic Ranking Optimization Algorithm (GROA), combined with dynamic weighting, to improve the accuracy and ranking of phishing versus legitimate content. Our method leverages features such as URL structure, email content analysis, and user behavior patterns to enhance (...)
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  41. Games, Play and Gamification in the Bucharest Metropolitan Library as Seen Through Facebook Posts.Paula-Gratiela Cernamorit - 2024 - Acta Universitatis Danubius. Communicatio 18 (1):76-119.
    Games, play and gamification, used in organized public library programs, are ways in which libraries can attract a larger audience, especially those who are not yet interested in reading. In this way, contact with the library would enable them to find out about other resources that these cultural institutions offer, thus encouraging them to become regular patrons of non-game services. This paper aims to find out whether these new ways have been used in activities carried out with the public (...)
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  42. (1 other version)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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  43. 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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  44. Grape Leaf Species Classification Using CNN.Mohammed M. Almassri & Samy S. Abu-Naser - 2024 - International Journal of Academic Information Systems Research (IJAISR) 8 (4):66-72.
    Abstract: Context: grapevine leaves are an important agricultural product that is used in many Middle Eastern dishes. The species from which the grapevine leaf originates can differ in terms of both taste and price. Method: In this study, we build a deep learning model to tackle the problem of grape leaf classification. 500 images were used (100 for each species) that were then increased to 10,000 using data augmentation methods. Convolutional Neural Network (CNN) algorithms were applied to build this (...)
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  45. 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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  46. Classification of Apple Diseases Using Deep Learning.Ola I. A. Lafi & Samy S. Abu-Naser - 2024 - International Journal of Academic Information Systems Research (IJAISR) 8 (4):1-9.
    Abstract: In this study, we explore the challenge of identifying and preventing diseases in apple trees, which is a popular activity but can be difficult due to the susceptibility of these trees to various diseases. To address this challenge, we propose the use of Convolutional Neural Networks, which have proven effective in automatically detecting plant diseases. To validate our approach, we use images of apple leaves, including Apple Rot Leaves, Leaf Blotch, Healthy Leaves, and Scab Leaves collected from Kaggle which (...)
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  47. Roleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - 2024 - 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. 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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  49. A Game-Based Tool for Freshmen Design Students During the Pandemic Distance Learning.Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek - 2021 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek, 4th International Symposium on Art and Design Education: Art and design during and after the Covid- 19 Period. Başkent University: pp. 77-83.
    The emergence of the need for orientation since the past times led the universities to invent innovative ways to prepare their students for the activities and courses they will face. Hence, various types of orientation have been provided during history. However, today with the outbreak of the Covid-19 and the closure of the schools, most of the students are continuing their studies as distance learning. While this situation is very disappointing for all freshmen students who do not know the university's (...)
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  50. 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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