829 resultados para Pervasive games
Resumo:
L’obiettivo della tesi è definire un modello che permetta di realizzare applicazioni che integrino diverse tecnologie come la realtà aumentata, pervasive computing e Internet of Things. In particolare si analizza la nozione di "augmentation" che indica un’estensione e un arricchimento delle funzionalità e delle informazioni che possono essere percepite dai sensi umani e che può essere ritrovata, in modo diverso, nelle tecnologie trattate. A tal proposito, si introduce l’idea di augmented world, il cui scopo è quello di realizzare un livello aumentato collegato ad un livello fisico, attraverso il quale permettere l’interazione tra elementi virtuali ed elementi fisici. In seguito, tramite un'analisi tassonomica si vogliono individuare le caratteristiche ed i requisiti fondanti degli ambiti applicativi trattati per poter definire un modello che possa essere utilizzato come riferimento per le diverse tipologie di applicazioni. Infine il modello proposto è stato applicato a diversi casi di studio che spaziano tra i principali contesti applicativi in cui vengono utilizzate le tecnologie illustrate. La modellazione è fatta prescindendo da alcuni aspetti relativi alla comunicazione o alla sincronizzazione tra livello reale e livello aumentato, in quanto l’obiettivo è esporre una prima validazione del modello che permetta di riscontrarne l’adeguatezza ed eventuali limiti per una futura raffinazione.
Resumo:
This article examines the role of domestic spaces and images in mid-nineteenth-century science writing for children. Analyses of John Mill’s The Fossil Spirit, A.L.O.E.’s Fairy Frisket, John Cargill Brough’s The Fairy Tales of Science, Annie Carey’s “Autobiography of a Lump of Coal,” and an assortment of boxed games reveal a variety of ways in which overwhelming scientific concepts are domesticated. Moreover, juvenile science literature contributes this appeasing domestication to the broader scientific discourse, consistently framing natural history in terms of human experience.
Resumo:
A uniform algebra A on its Shilov boundary X is maximal if A is not C(X) and no uniform algebra is strictly contained between A and C(X) . It is essentially pervasive if A is dense in C(F) whenever F is a proper closed subset of the essential set of A. If A is maximal, then it is essentially pervasive and proper. We explore the gap between these two concepts. We show: (1) If A is pervasive and proper, and has a nonconstant unimodular element, then A contains an infinite descending chain of pervasive subalgebras on X . (2) It is possible to find a compact Hausdorff space X such that there is an isomorphic copy of the lattice of all subsets of N in the family of pervasive subalgebras of C(X). (3) In the other direction, if A is strongly logmodular, proper and pervasive, then it is maximal. (4) This fails if the word “strongly” is removed. We discuss examples involving Dirichlet algebras, A(U) algebras, Douglas algebras, and subalgebras of H∞(D), and develop new results that relate pervasiveness, maximality, and relative maximality to support sets of representing measures.
Resumo:
Humans and animals face decision tasks in an uncertain multi-agent environment where an agent's strategy may change in time due to the co-adaptation of others strategies. The neuronal substrate and the computational algorithms underlying such adaptive decision making, however, is largely unknown. We propose a population coding model of spiking neurons with a policy gradient procedure that successfully acquires optimal strategies for classical game-theoretical tasks. The suggested population reinforcement learning reproduces data from human behavioral experiments for the blackjack and the inspector game. It performs optimally according to a pure (deterministic) and mixed (stochastic) Nash equilibrium, respectively. In contrast, temporal-difference(TD)-learning, covariance-learning, and basic reinforcement learning fail to perform optimally for the stochastic strategy. Spike-based population reinforcement learning, shown to follow the stochastic reward gradient, is therefore a viable candidate to explain automated decision learning of a Nash equilibrium in two-player games.
Resumo:
Students are now involved in a vastly different textual landscape than many English scholars, one that relies on the “reading” and interpretation of multiple channels of simultaneous information. As a response to these new kinds of literate practices, my dissertation adds to the growing body of research on multimodal literacies, narratology in new media, and rhetoric through an examination of the place of video games in English teaching and research. I describe in this dissertation a hybridized theoretical basis for incorporating video games in English classrooms. This framework for textual analysis includes elements from narrative theory in literary study, rhetorical theory, and literacy theory, and when combined to account for the multiple modalities and complexities of gaming, can provide new insights about those theories and practices across all kinds of media, whether in written texts, films, or video games. In creating this framework, I hope to encourage students to view texts from a meta-level perspective, encompassing textual construction, use, and interpretation. In order to foster meta-level learning in an English course, I use specific theoretical frameworks from the fields of literary studies, narratology, film theory, aural theory, reader-response criticism, game studies, and multiliteracies theory to analyze a particular video game: World of Goo. These theoretical frameworks inform pedagogical practices used in the classroom for textual analysis of multiple media. Examining a video game from these perspectives, I use analytical methods from each, including close reading, explication, textual analysis, and individual elements of multiliteracies theory and pedagogy. In undertaking an in-depth analysis of World of Goo, I demonstrate the possibilities for classroom instruction with a complex blend of theories and pedagogies in English courses. This blend of theories and practices is meant to foster literacy learning across media, helping students develop metaknowledge of their own literate practices in multiple modes. Finally, I outline a design for a multiliteracies course that would allow English scholars to use video games along with other texts to interrogate texts as systems of information. In doing so, students can hopefully view and transform systems in their own lives as audiences, citizens, and workers.