808 resultados para My Kitchen Rules
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How can we insure that knowledge embedded in a program is applied effectively? Traditionally the answer to this question has been sought in different problem solving paradigms and in different approaches to encoding and indexing knowledge. Each of these is useful with a certain variety of problem, but they all share a common problem: they become ineffective in the face of a sufficiently large knowledge base. How then can we make it possible for a system to continue to function in the face of a very large number of plausibly useful chunks of knowledge? In response to this question we propose a framework for viewing issues of knowledge indexing and retrieval, a framework that includes what appears to be a useful perspective on the concept of a strategy. We view strategies as a means of controlling invocation in situations where traditional selection mechanisms become ineffective. We examine ways to effect such control, and describe meta-rules, a means of specifying strategies which offers a number of advantages. We consider at some length how and when it is useful to reason about control, and explore the advantages meta-rules offer for doing this.
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Electrical circuit designers seldom create really new topologies or use old ones in a novel way. Most designs are known combinations of common configurations tailored for the particular problem at hand. In this thesis I show that much of the behavior of a designer engaged in such ordinary design can be modelled by a clearly defined computational mechanism executing a set of stylized rules. Each of my rules embodies a particular piece of the designer's knowledge. A circuit is represented as a hierarchy of abstract objects, each of which is composed of other objects. The leaves of this tree represent the physical devices from which physical circuits are fabricated. By analogy with context-free languages, a class of circuits is generated by a phrase-structure grammar of which each rule describes how one type of abstract object can be expanded into a combination of more concrete parts. Circuits are designed by first postulating an abstract object which meets the particular design requirements. This object is then expanded into a concrete circuit by successive refinement using rules of my grammar. There are in general many rules which can be used to expand a given abstract component. Analysis must be done at each level of the expansion to constrain the search to a reasonable set. Thus the rule of my circuit grammar provide constraints which allow the approximate qualitative analysis of partially instantiated circuits. Later, more careful analysis in terms of more concrete components may lead to the rejection of a line of expansion which at first looked promising. I provide special failure rules to direct the repair in this case.
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The rules which epitomise good writing may on occasions be broken, deliberately and with what the writers judge to be good purpose. This can well occur when students or staff set out to engage effectively with their personal and professional development, through personal reflection on and in experiences. They may do this in what has been called “stream of consciousness” writing, which is deliberately compiled in a manner at variance with the general rules for best practice. The rationale for such an unusual decision, namely to engage in what is frankly disorderly writing, is set out briefly in this chapter. Its characteristics are summarised, in implicit contrast with more conventional styles of writing. Examples are included of claims for the effectiveness of this style when used for developmental purposes by students and staff; and reference is made to the publications of some of those who have endorsed this approach.
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As an animator and practice-based researcher with a background in games development, I am interested in technological change in the video game medium, with a focus on the tools and technologies that drive game character animation and interactive story. In particular, I am concerned with the issue of ‘user agency’, or the ability of the end user to affect story development—a key quality of the gaming experience and essential to the aesthetics of gaming, which is defined in large measure by its interactive elements. In this paper I consider the unique qualities of the video game1 as an artistic medium and the impact that these qualities have on the production of animated virtual character performances. I discuss the somewhat oppositional nature of animated character performances found in games from recent years, which range from inactive to active—in other words, low to high agency. Where procedural techniques (based on coded rules of movement) are used to model dynamic character performances, the user has the ability to interactively affect characters in real-time within the larger sphere of the game. This game play creates a high degree of user agency. However, it lacks the aesthetic nuances of the more crafted sections of games: the short cut-scenes, or narrative interludes where entire acted performances are mapped onto game characters (often via performance capture)2 and constructed into relatively cinematic representations. While visually spectacular, cut-scenes involve minimal interactivity, so user agency is low. Contemporary games typically float between these two distinct methods of animation, from a focus on user agency and dynamically responsive animation to a focus on animated character performance in sections where the user is a passive participant. We tend to think of the majority of action in games as taking place via playable figures: an avatar or central character that represents a player. However, there is another realm of characters that also partake in actions ranging from significant to incidental: non-playable characters, or NPCs, which populate action sequences where game play takes place as well as cut scenes that unfold without much or any interaction on the part of the player. NPCs are the equivalent to supporting roles, bit characters, or extras in the world of cinema. Minor NPCs may simply be background characters or enemies to defeat, but many NPCs are crucial to the overall game story. It is my argument that, thus far, no game has successfully utilized the full potential of these characters to contribute toward development of interactive, high performance action. In particular, a type of NPC that I have identified as ‘pivotal’3—those constituting the supporting cast of a video game—are essential to the telling of a game story, particularly in genres that focus on story and characters: adventure games, action games, and role-playing games. A game story can be defined as the entirety of the narrative, told through non-interactive cut-scenes as well a interactive sections of play, and development of more complex stories in games clearly impacts the animation of NPCs. I argue that NPCs in games must be capable of acting with emotion throughout a game—in the cutscenes, which are tightly controlled, but also in sections of game play, where player agency can potentially alter the story in real-time. When the animated performance of NPCs and user agency are not continuous throughout the game, the implication is that game stories may be primarily told through short movies within games, making it more difficult to define video games animation as a distinct artistic medium.
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M. Galea and Q. Shen. Fuzzy rules from ant-inspired computation. Proceedings of the 13th International Conference on Fuzzy Systems, pages 1691-1696, 2004.
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M. Galea and Q. Shen. FRANTIC - A system for inducing accurate and comprehensible fuzzy rules. Proceedings of the 2004 UK Workshop on Computational Intelligence, pages 136-143.
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M. Galea and Q. Shen. Linguistic hedges for ant-generated rules. Proceedings of the 15th International Conference on Fuzzy Systems, pages 9105-9112, 2006.
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M. Galea, Q. Shen and V. Singh. Encouraging Complementary Fuzzy Rules within Iterative Rule Learning. Proceedings of the 2005 UK Workshop on Computational Intelligence, pages 15-22.
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M. Galea and Q. Shen. Simultaneous ant colony optimisation algorithms for learning linguistic fuzzy rules. A. Abraham, C. Grosan and V. Ramos (Eds.), Swarm Intelligence in Data Mining, pages 75-99.
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null RAE2008
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Wydział Nauk Społecznych: Instytut Filozofii
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Wydział Filologii Polskiej i Klasycznej: Instytut Filologii Słowiańskiej
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Autorka, stawiając pytanie o zasadność pojęcia Europy Środkowej, przypomina historię różnic poglądowych pomiędzy czeskimi a polskimi uczonymi na temat (nie)istnienia wspólnoty na tym terytorium: ci pierwsi w XIX wieku głosili ideę panslawizmu, w 30-tych latach XX wieku potrzebę syntezy kultur i literatur słowiańskich, a po II wojnie światowej przeciwstawiali słowiańskość Zachodowi, co wywoływało krytykę tych drugich. Stąd wynika odmienne rozumienie obszaru środkowoeuropejskiego – w Czechach przeważnie lokowanego w granicach Austro-Węgier, zaś w Polsce pojmowanego znacznie szerzej. Natomiast pewnego rodzaju spójny wyróżnik Europy Środkowej można znaleźć w literaturze, przytaczany bywa szczególnie gatunek powieści (np. Kafki, Haška, Musila, Gombrowicza), poprzedzony – jak przypomina autorka – polską gawędą i popularnym w Polsce szkicem fizjologicznym. Zawarty w nich element humoru, przeszedł w stadium satyry, a następnie groteski, tworząc dzięki temu niepowtarzalny odcień humoru środkowoeuropejskiego, często określanego jako drugi wyróżnik omawianego terytorium. Zdaniem autorki, środkowoeuropejska specyfika ściśle związana jest z kodem euroatlantyckim, a w tym właśnie kontekście zawsze powinna być rozpatrywana.
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W artykule został przeanalizowany dyskurs bałkański XX wieku z kolonialnego i postkolonialnego punktu widzenia. Pierwsza część przybliża geopolityczny stosunek do Bałkanów,The Balans in the Gaze of Western Travellers (2004) jako przykłady korygującego wobec istniejących dotychczas reprezentacji i wyobrażeń Bałkanów. skupia się jednak nie tylko na nazwie geograficznej Półwysep Bałkański, lecz przede wszystkim na figuratywnym i metaforycznym języku, bazującym na stereotypach i negatywnych „etykietkach” Bałkanów, takich jak: „beczka prochu”, obszar „zadawnionej nienawiści”, „zderzenie cywilizacji”, „strefa rozłamu”, europejskie „jądro ciemności”, „dzika Europa”, „jeszcze- nie” Europa. Ten stosunek opiera się na opozycji My-Oni z kolonialnego, punktu widzenia Zachodu. W drugiej części tekstu zostaje przeprowadzona analiza trzech utworów prozatorskich autorstwa wybitnych pisarzy z Bałkanów – chorwacki dyskurs literacki jest reprezentowany przez Miroslava Krležę w opowiadaniu W Dreźnie. Mister Wu San Pej interesuje się problemem serbsko-chorwackim (1924), serbski dyskurs przedstawia Ivo Andrić w opowiadaniu List z roku 1920 (1946), natomiast bośniacki – Nenad Veličković i jego powieść epistolarna Sahib. Impresje z depresji (2001). Te trzy dyskursy z różnych przełomowych dla Jugosławii okresów pokazują, że pisarze chętnie sięgali po figurę „Obcego”, by uwypuklić problemy związane z własną złożoną, często zwielokrotnioną tożsamością. Ostatnia część akcentuje nowe, postkolonialne podejście do problemu Bałkanów – uczestniczą w nim wybitni naukowcy pochodzący z tego regionu, którzy zrobili kariery w Europie Zachodniej i USA. W tej części zostają zaprezentowane trzy fundamentalne dla tego problemu książki – studium Marii Todorowej (Bułgarka) Imagining the Balkans (1997), monografia Vesny Bjelogrlić-Goldsworthy (Serbka) Inventing Ruritania: The Imperializm of the Imagination (1998) oraz antropologiczna książka Božidara Jezernika (Słoweniec) Wild Europe.