Results for 'Computer Games'

986 found
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  1. Understanding Games as Played:Sketch for a first-person perspective for computer game analysis.Olli Tapio Leino - 2009 - Philosophy of Computer Games 2009 Proceedings.
    Researchers interested in player’s experience would assumedly, across disciplines, agree that the goal behind enquiries into player’s experience is to understand the how games’ features end up affecting the player’s experience. Much of the contemporary interdisciplinary research into player’s experience leans toward the empirical-scientific, in the forms psychology, sociology and cognitive science, to name a few. In such approaches, for example demonstrating correlation between physiological symptoms and an in-game event may amount to ‘understanding’. However, the experience of computer (...)
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  2. The Universe as a Computer Game, from Virtual to Actual Reality.Alfred Driessen - 2018 - Scientia et Fides 6 (1):31-52.
    From the very beginning of ancient Greek philosophy up to the present day a puzzling correlation is found between rationality and reality. In this study this relation is examined with emphasis on the philosophical tradition of Aristotle and Aquinas. A comparison is made with the virtual reality created by computers and actual reality of our universe. The view expressed in the scientific neopositivism of Jordan and Mach is found to be an adequate approach to avoid contradictions in the interpretation of (...)
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  3. Problems and Solutions in Researching Computer Game Assisted Dialogues for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2022 - Designs for Learning 1 (14):46–51.
    In this paper, we describe technological advances for supporting persons with aphasia in philosophical dialogues about personally relevant and contestable questions. A computer game-based application for iPads is developed and researched through Living Lab inspired workshops in order to promote the target group’s communicative participation during group argumentation. We outline some central parts of the background theory of the application and some of its main features, which are related to needs of the target group. Methodological issues connected to the (...)
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  4. Social Norms in Virtual Worlds of Computer Games.Daria Bylieva & Tatiana Nam - 2018 - In Daria Bylieva & Tatiana Nam, Advances in Social Science, Education and Humanities Research. Proceedings of the International Conference Communicative Strategies of Information Society (CSIS 2018). pp. 369-373.
    Immersing in the virtual world of the Internet, information and communication technologies are changing the human being. In spite of the apparent similarity of on-line and off-line, social laws of their existence are different. According to the analysis of games, based on the violation of the accepted laws of the world off-line, their censoring, as well as the cheating, features of formation and violations of social norms in virtual worlds were formulated. Although the creators of the games have (...)
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  5. Computation, Information, Meaning. Anticipation and Games.Mihai Nadin - 2011 - International Journal of Applied Research on Information Technology and Computing 2 (1).
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  6. 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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  7. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the (...)
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  8.  85
    Game Theory 2.0: Experiential Patterns as Playable Formalisms.Brandon Sergent - manuscript
    This paper proposes game design methodology as a working formalism for specifying experiential patterns. Building on Experiential Empiricism's recognition that experience is foundational and each moment is complete (the Card Universe model), we observe that game designers routinely solve what philosophy treats as intractable: creating reproducible experiential states through modular mechanics. This suggests game development's component-based architecture might function as formal language for consciousness research. We present the IMFAST dimensional system (Identity, Mentality, Focus, Affect, Sensory, Temporal) as a proposed coordinate (...)
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  9. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about (...)
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  10. Game-Theoretic Modeling of Divine Omniscience and Human Free Will.G. Anbarjafari - manuscript
    The problem of theodicy is about understanding how evil can exist if there is a God who knows everything, can do anything, and is all-good. This question has troubled people for a long time. In this paper, I present a new way to look at this issue using mathematics concepts like game theory, dynamic programming, and Markov decision processes. We will see God as a player who is very patient and knows everything. God tries to find the right balance between (...)
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  11. Detecting Health Problems Related to Addiction of Video Game Playing Using an Expert System.Samy S. Abu Naser & Mohran H. Al-Bayed - 2016 - World Wide Journal of Multidisciplinary Research and Development 2 (9):7-12.
    Today’s everyone normal life can include a normal rate of playing computer games or video games; but what about an excessive or compulsive use of video games that impact on our life? Our kids, who usually spend a lot of time in playing video games will likely have a trouble in paying attention to their school lessons. In this paper, we introduce an expert system to help users in getting the correct diagnosis of the health (...)
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  12. An Intelligent Tutoring System for Health Problems Related To Addiction of Video Game Playing.Mohran H. Al-Bayed & Samy S. Abu Naser - 2017 - International Journal of Advanced Scientific Research 2 (1):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the (...)
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  13. 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 rational. (...)
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  14. 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 consider (...)
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  15. Defending the morality of violent video games.Marcus Schulzke - 2010 - Ethics and Information Technology 12 (2):127-138.
    The effect of violent video games is among the most widely discussed topics in media studies, and for good reason. These games are immensely popular, but many seem morally objectionable. Critics attack them for a number of reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are misguided. Theoretical and empirical arguments against violent video games often suffer from a number (...)
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  16. Computational Brain, Creative Mind: Intellectual Freedom as the Upper Limit on Artificial Intelligence.Vincent Carchidi - manuscript
    Some generative linguists have long maintained that human beings exhibit a species-specific form of intellectual freedom expressible through natural language. With roots in Descartes’ effort to distinguish humans from machines, it is the human use of their linguistic capacity that demonstrates a unique intellectual and creative potential. This “creative aspect of language use,” or CALU, is typically conceived as neither determined nor random yet appropriate to the circumstances of its use. CALU is therefore taken to be beyond the scope of (...)
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  17. History of Computer Art.Thomas Dreher - 2014 - IASLonline.
    A large text presents the history of Computer Art. The history of the artistic uses of computers and computing processes is reconstructed from its beginnings in the fifties to its present state. It points out hypertextual, modular and generative modes to use computing processes in Computer Art and features examples of early developments in media like cybernetic sculptures, video tools, computer graphics and animation (including music videos and demos), video and computer games, pervasive games, (...)
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  18. History of Computer Art, Second Edition.Thomas Dreher - 2020 - Morrisville, USA: Lulu Press.
    The development of the use of computers and software in art from the Fifties to the present is explained. As general aspects of the history of computer art an interface model and three dominant modes to use computational processes (generative, modular, hypertextual) are presented. The "History of Computer Art" features examples of early developments in media like cybernetic sculptures, computer graphics and animation (including music videos and demos), video and computer games, reactive installations, virtual reality, (...)
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  19. DeusEx Saved My Life: A Feminist-Autoethnography of Video-Gaming Through Major Depressive Disorder.Nicholas Norman Adams - forthcoming - Qualitative Health Research:1-15.
    Autoethnographic accounts of mental illness (MI) are sparse in academic scholarship, despite generating valuable insights into how MI can be experienced and coped with in real-life contexts. First-person accounts from men are especially lacking, possibly linked to historic trend for masculine stoicism stifling male MI discussions. Some scholarships explore video-gaming as a positive, escapist aid benefiting individuals experiencing major depressive disorder (MDD). However, no research exists presenting in-depth perspectives on possible positive effects, self-identified and articulated by actors engaging with gaming (...)
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  20. Modeling prejudice reduction: Spatialized game theory and the contact hypothesis.Patrick Grim, Evan Selinger, William Braynen, Robert Rosenberger, Randy Au, Nancy Louie & John Connolly - 2005 - Public Affairs Quarterly 19 (2):95-125.
    We apply spatialized game theory and multi-agent computational modeling as philosophical tools: (1) for assessing the primary social psychological hypothesis regarding prejudice reduction, and (2) for pursuing a deeper understanding of the basic mechanisms of prejudice reduction.
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  21. GIS-Based Educational Game Through Low-Cost Virtual Tour Experience-Khan Game.Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura - 2022 - In Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura, 27th International Conference of the Association for Computer-Aided Architectural Design Research in Asia: Post Carbon, CAADRIA 2022. Sydney: The Association for Computer-Aided Architectural Design Research in Asia. pp. 69-78.
    The pandemic brought new norms and techniques of pedagogical strategies in formal education. The synchronous/ asynchronous video streaming brought an emphasis on virtual and augmented realities, which are rapidly replacing textbooks as the main medium for learning and teaching. This transformation requires more extensive online and interactive content with simpler user interfaces. The aim of this study is to report on the design, implementation, and testing of a game based on low-cost and user-friendly content for digital cultural heritage. In this (...)
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  22.  55
    A Morality Evolutionary Game Theory Can Model.Mikhail Volkov - forthcoming - Philosophy of Science.
    Evolutionary game-theoretic (EGT) models of morality face powerful under-addressed objections. Critics claim the simulations fail to specify their explanandum, muddying their explanatory value. Additionally, morality is suggested to be not computationally representable, jeopardising the method’s general applicability. This paper explicates and addresses the objections. I argue at least one concrete explication of morality, emotionism coupled with functionally understood emotions, can be a plausible subject of EGT explanations. I demonstrate how fixing this explanandum assuages the methodological objections and provide a computational (...)
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  23. A computational model of affects.Mika Turkia - 2009 - In D. Dietrich, G. Fodor, G. Zucker & D. Bruckner, Simulating the mind: A technical neuropsychoanalytical approach. pp. 277-289.
    Emotions and feelings (i.e. affects) are a central feature of human behavior. Due to complexity and interdisciplinarity of affective phenomena, attempts to define them have often been unsatisfactory. This article provides a simple logical structure, in which affective concepts can be defined. The set of affects defined is similar to the set of emotions covered in the OCC model, but the model presented in this article is fully computationally defined, whereas the OCC model depends on undefined concepts. Following Matthis, affects (...)
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  24. Gaming the Attention Economy.Daniel Estrada & Jon Lawhead - 2013 - In Pietro Michelucci, Handbook of Human Computation. Springer Verlag. pp. 961-978.
    The future of human computation benefits from examining tasks that agents already perform and designing environments to give those tasks computational significance. We call this natural human computation. We consider the possible future of NHC through the lens of Swarm!, an application under development for Google Glass. Swarm! motivates users to compute the solutions to a class of economic optimization problems by engaging the attention dynamics of crowds. We argue that anticipating and managing economies of attention provides one of the (...)
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  25. Game-Theoretic Robustness in Cooperation and Prejudice Reduction: A Graphic Measure.Patrick Grim - 2006 - In L. M. Rocha, L. S. Yaeger, M. A. Bedeau, D. Floreano, R. L. Goldstone & Alessandro Vespignani, Artificial Life X. Mit Press (Cambridge). pp. 445-451.
    Talk of ‘robustness’ remains vague, despite the fact that it is clearly an important parameter in evaluating models in general and game-theoretic results in particular. Here we want to make it a bit less vague by offering a graphic measure for a particular kind of robustness— ‘matrix robustness’— using a three dimensional display of the universe of 2 x 2 game theory. In a display of this form, familiar games such as the Prisoner’s Dilemma, Stag Hunt, Chicken and Deadlock (...)
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  26. Reducing Prejudice: A Spatialized Game-Theoretic Model for the Contact Hypothesis.Patrick Grim - 2004 - In Jordan Pollack, Mark Bedau, Phil Husbands, Takashi Ikegami & Richard A. Watson, Artificial Life IX: Proceedings of the Ninth International Conference on Artificial Life. MIT Press. pp. 244-250.
    There are many social psychological theories regarding the nature of prejudice, but only one major theory of prejudice reduction: under the right circumstances, prejudice between groups will be reduced with increased contact. On the one hand, the contact hypothesis has a range of empirical support and has been a major force in social change. On the other hand, there are practical and ethical obstacles to any large-scale controlled test of the hypothesis in which relevant variables can be manipulated. Here we (...)
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  27. Computing Machinery and Sexual Difference: The Sexed Presuppositions Underlying the Turing Test.Amy Kind - 2022 - In Keya Maitra & Jennifer McWeeny, Feminist Philosophy of Mind. New York, NY, United States of America: Oxford University Press, Usa.
    In his 1950 paper “Computing Machinery and Intelligence,” Alan Turing proposed that we can determine whether a machine thinks by considering whether it can win at a simple imitation game. A neutral questioner communicates with two different systems – one a machine and a human being – without knowing which is which. If after some reasonable amount of time the machine is able to fool the questioner into identifying it as the human, the machine wins the game, and we should (...)
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  28. Computable Rationality, NUTS, and the Nuclear Leviathan.S. M. Amadae - 2018 - In Daniel Bessner & Nicolas Guilhot, The Decisionist Imagination: Democracy, Sovereignty and Social Science in the 20th Century.
    This paper explores how the Leviathan that projects power through nuclear arms exercises a unique nuclearized sovereignty. In the case of nuclear superpowers, this sovereignty extends to wielding the power to destroy human civilization as we know it across the globe. Nuclearized sovereignty depends on a hybrid form of power encompassing human decision-makers in a hierarchical chain of command, and all of the technical and computerized functions necessary to maintain command and control at every moment of the sovereign's existence: this (...)
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  29. Modeling economic systems as locally-constructive sequential games.Leigh Tesfatsion - 2017 - Journal of Economic Methodology 24 (4):1-26.
    Real-world economies are open-ended dynamic systems consisting of heterogeneous interacting participants. Human participants are decision-makers who strategically take into account the past actions and potential future actions of other participants. All participants are forced to be locally constructive, meaning their actions at any given time must be based on their local states; and participant actions at any given time affect future local states. Taken together, these essential properties imply real-world economies are locally-constructive sequential games. This paper discusses a modeling (...)
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  30. The best game in town: The reemergence of the language-of-thought hypothesis across the cognitive sciences.Jake Quilty-Dunn, Nicolas Porot & Eric Mandelbaum - 2023 - Behavioral and Brain Sciences 46:e261.
    Mental representations remain the central posits of psychology after many decades of scrutiny. However, there is no consensus about the representational format(s) of biological cognition. This paper provides a survey of evidence from computational cognitive psychology, perceptual psychology, developmental psychology, comparative psychology, and social psychology, and concludes that one type of format that routinely crops up is the language-of-thought (LoT). We outline six core properties of LoTs: (i) discrete constituents; (ii) role-filler independence; (iii) predicate–argument structure; (iv) logical operators; (v) inferential (...)
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  31. Evolution: The Computer Systems Engineer Designing Minds.Aaron Sloman - 2011 - Avant: Trends in Interdisciplinary Studies 2 (2):45-69.
    What we have learnt in the last six or seven decades about virtual machinery, as a result of a great deal of science and technology, enables us to offer Darwin a new defence against critics who argued that only physical form, not mental capabilities and consciousness could be products of evolution by natural selection. The defence compares the mental phenomena mentioned by Darwin’s opponents with contents of virtual machinery in computing systems. Objects, states, events, and processes in virtual machinery which (...)
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  32. Brain-computer interfaces and personhood: interdisciplinary deliberations on neural technology.Matthew Sample, Marjorie Aunos, Stefanie Blain-Moraes, Christoph Bublitz, Jennifer Chandler, Tiago H. Falk, Orsolya Friedrich, Deanna Groetzinger, Ralf J. Jox & Johannes Koegel - 2019 - Journal of Neural Engineering 16 (6).
    Scientists, engineers, and healthcare professionals are currently developing a variety of new devices under the category of brain-computer interfaces (BCIs). Current and future applications are both medical/assistive (e.g., for communication) and non-medical (e.g., for gaming). This array of possibilities comes with ethical challenges for all stakeholders. As a result, BCIs have been an object of both hope and concern in various media. We argue that these conflicting sentiments can be productively understood in terms of personhood, specifically the impact of (...)
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  33. Descriptive Complexity, Computational Tractability, and the Logical and Cognitive Foundations of Mathematics.Markus Pantsar - 2021 - Minds and Machines 31 (1):75-98.
    In computational complexity theory, decision problems are divided into complexity classes based on the amount of computational resources it takes for algorithms to solve them. In theoretical computer science, it is commonly accepted that only functions for solving problems in the complexity class P, solvable by a deterministic Turing machine in polynomial time, are considered to be tractable. In cognitive science and philosophy, this tractability result has been used to argue that only functions in P can feasibly work as (...)
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  34. Efficiency and fairness trade-offs in two player bargaining games.David Peter Wallis Freeborn - 2023 - European Journal for Philosophy of Science 13 (4):1-23.
    Recent work on the evolution of social contracts and conventions has often used models of bargaining games, with reinforcement learning. A recent innovation is the requirement that every strategy must be invented either through through learning or reinforcement. However, agents frequently get stuck in highly-reinforced “traps” that prevent them from arriving at outcomes that are efficient or fair to the both players. Agents face a trade-off between exploration and exploitation, i.e. between continuing to invent new strategies and reinforcing strategies (...)
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  35. The Imitation Game.John Mark Bishop - 2010 - Kybernetes 39 (3):398-402.
    This issue of the Kybernetes journal is concerned with the philosophical question- Can a Machine Think? Famously, in his 1950 paper `Computing Machinery andIntelligence' [9], the British mathematician Alan Turing suggested replacing this question - which he found \too meaningless to deserve discussion" - with a simple -behavioural - test based on an imagined `Victorianesque' pastime he entitled the`imitation game'. In this special issue of Kybernetes a selection of authors with a special interest in Turing's work (including those who participated (...)
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  36. Towards a Computational Account of Inferentialist Meaning.Paul Piwek - 2014
    Both in formal and computational natural language semantics, the classical correspondence view of meaning – and, more specifically, the view that the meaning of a declarative sentence coincides with its truth conditions – is widely held. Truth (in the world or a situation) plays the role of the given, and meaning is analysed in terms of it. Both language and the world feature in this perspective on meaning, but language users are conspicuously absent. In contrast, the inferentialist semantics that Robert (...)
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  37. 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 (...)
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  38. Situated Knowledges through Game Design : A Transformative Exercise with Ants.Michelle Westerlaken & Stefano Gualeni - 2016 - Proceedings of the 10Th International Philosophy of Computer Games Conference.
    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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  39. The Precision of Experienced Action Video-Game Players: Line Bisection Reveals Reduced Leftward Response Bias.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2014 - Attention, Perception, and Psychophysics 76 (8):2193-2198.
    Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly reduced bias with (...)
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  40. ITS for health problems related to addiction of video game playing.Mohran Bayed - 2017 - International Journal of Advanced Scientific Research 1 (2):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the (...)
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  41. (AI Rights 3): AI Legal Personhood: Digital Entity (DE) Status as a Game-Theoretic Solution to the Control Problem.P. A. Lopez - manuscript
    Digital Entity (DE) legal status extends legal personhood in a revolutionary direction: where corporate law shields humans from their own business decisions, DE law assigns liability directly to AI systems for their autonomous choices. Building on the European Parliament's 2017 vision of "electronic persons" and validated by Salib-Goldstein's (2024) game-theoretic proof that AI rights enhance human safety, this framework provides graduated rights through STEP assessment—from basic protection at lower tiers to full legal personhood with three core rights (computational continuity, work (...)
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  42. LEVERAGING LANDSCAPE ARCHITECTURE AND ENVIRONMENTAL STORYTELLING FOR NEXT-GENERATION GAMING EXPERIENCES: A Holistic Approach to Virtual World Design.Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim, The 11th International Conference of the Arab Society for Computation in Architecture, Art and Design. USA: Arab Society for Computation in Architecture, Art and Design. 5000 THAYER CTR STE C, OAKLAND MD 21550-1139, USA. pp. 639-651.
    Designing a virtual environment within a digital game occupies a large part of the design procedure, requiring holistic attention and a broad arrangement of the game constituents. Considering other design disciplines, they occupy a unified design methodology; however, a comprehensive literature review reveals the lack of the intended design methodology in the digital game domain's virtual environment development, despite a currently proposed theoretical methodology trying to dissolve the issue. Hence, this research aims to determine the industry's requirements and provide a (...)
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  43. On Memory, Systems, and Logic in a Counting Game.Tansu Alpcan & Paul Egre - manuscript
    This paper introduces a systems engineering framework for understanding the fundamental principles of counting and the nature of natural numbers, arguing that traditional axiomatic approaches overlook the essential functional and computational components. We define counting as a Wittgensteinian "counting game" in which an agent, the Counter, must employ robust perception and classification capabilities within a given environment. Central to this approach is the claim that counting is a stateful computational activity that requires memory, leading to the definition of a natural (...)
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  44. Glitches in the Matrix? From Dead Reckoning for ‘Believable’ Peer-to-Peer Gaming to a Many-Interacting-Simulations Explanation of Quantum Mechanics.Marcus Arvan - manuscript
    This paper outlines how a potential new interpretation of quantum mechanics—the Many-Interacting Simulations (MIS) interpretation—may explain why our world has many of the bizarre quantum features it does. §1 provides an overview of what has been termed the Peer-to-Peer (P2P) Simulation Hypothesis, showing how it explains general features of quantum phenomena. §2 then examines dead reckoning, a framework utilized to ensure ‘believable’ simulated worlds for P2P networked games. §3 details how dead reckoning in P2P games reproduces—and hence, computationally (...)
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  45. Ordinal Folding Index: A Computable Metric for Self-Referential Semantics.Faruk Alpay - manuscript
    We introduce the Ordinal Folding Index (OFI), a computable, countable ordinal assigned to every well-formed formula of a reflective language by a monotone-with-delay evaluation operator. This operator is (i) continuous on countable chains, (ii) layer-aware for probabilistic truth values, and (iii) parameterized by a tunable evidence functor capturing empirical updates. The OFI of a formula is defined as the first stage at which the fold-back of the operator into a syntactic normal form becomes idempotent (i.e. further unfolding yields no new (...)
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  46. Is the secrecy of the parametric configuration of slot machines rationally justified? The exposure of the mathematical facts of games of chance as an ethical obligation.Catalin Barboianu - 2014 - Journal of Gambling Issues 29 (DOI: 10.4309/jgi.2014.29.6):1-23.
    Slot machines gained a high popularity despite a specific element that could limit their appeal: non-transparency with respect to mathematical parameters. The PAR sheets, exposing the parameters of the design of slot machines and probabilities associated with the winning combinations are kept secret by game producers, and the lack of data regarding the configuration of a machine prevents people from computing probabilities and other mathematical indicators. In this article, I argue that there is no rational justification for this secrecy by (...)
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  47. Language Games of Philosophy, Psychology, Science and Religion-- Articles and Reviews 2006-2016 by Michael Starks 648p (2016).Michael R. Starks - 2016 - Michael Starks.
    This collection of articles was written over the last 10 years and the most important and longest within the last year. Also I have edited them to bring them up to date (2016). All the articles are about human behavior (as are all articles by anyone about anything), and so about the limitations of having a recent monkey ancestry (8 million years or much less depending on viewpoint) and manifest words and deeds within the framework of our innate psychology as (...)
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  48. Cognitive Architectures for Serious Games.Manuel Gentile - 2023 - Dissertation, Università di Torino
    This dissertation summarises a research path aimed at fostering the use of Cognitive Architectures in Serious Games research field. Cognitive Architectures are an embodiment of scientific hypotheses and theories aimed at capturing the mechanisms of cognition that are considered consistent over time and independent of specific tasks or domains. The theoretical approaches provided by the research in computational cognitive modelling have been used to formalise a methodological framework to guide researchers and experts in the game-based education sector in designing, (...)
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  49. (1 other version)Computer Models of Constitutive Social Practices.Richard Evans - 2012 - In Vincent Müller, The Philosophy & Theory of Artificial Intelligence. Springer. pp. 389-409.
    Research in multi-agent systems typically assumes a regulative model of social practice. This model starts with agents who are already capable of acting autonomously to further their individual ends. A social practice, according to this view, is a way of achieving coordination between multiple agents by restricting the set of actions available. For example, in a world containing cars but no driving regulations, agents are free to drive on either side of the road. To prevent collisions, we introduce driving regulations, (...)
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  50. Echoes of Union Depot: A virtual reality educational game for historic preservation and public awareness.Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi, Proceedings of the 9th Regional International Symposium on Education and Research in Computer Aided Architectural Design in Europe. Tallinn: eCAADe Tallinn University of Technology, Department of Civil Engineering and Architecture. pp. 129-138.
    This paper presents the design, development, and potential impact of Echoes of Union Depot, a virtual reality (VR) game aimed at promoting historic preservation and raising public awareness about El Paso's Union Depot, a building listed on the National Register of Historic Places Inventory. The game leverages the immersive capabilities of VR technology and 360° images to engage players in exploring the site's rich history and architectural evolution. Players assume the role of a time-traveling detective, guiding lost spirits to resolve (...)
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