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1.
While terrorism informatics research has examined the technical composition of extremist media, there is less work examining the content and intent behind such media. We propose that the arguments and issues presented in extremist media provide insights into authors’ intent, which in turn may provide an evidence-base for detecting and assessing risk. We explore this possibility by applying two quantitative text-analysis methods to 50 online texts that incite violence as a result of the 2008/2009 Israeli military action in Gaza and the West Bank territories. The first method—a content coding system that identifies the occurrence of persuasive devices—revealed a predominance of moral proof arguments within the texts, and evidence for distinguishable ‘profiles’ of persuasion use across different authors and different group affiliations. The second method—a corpus-linguistic technique that identifies the core concepts and narratives that authors use—confirmed the use of moral proof to create an in-group/out-group divide, while also demonstrating a movement from general expressions of discontent to more direct audience-orientated expressions of violence as conflict heightened. We conclude that multi-method analyses are a valuable approach to building both an evidence-based understanding of terrorist media use and a valid set of applications within terrorist informatics.  相似文献   

2.
On the basis of an earlier contribution to the philosophy of computer science by Amnon Eden, this essay discusses to what extent Eden’s ‘paradigms’ of computer science can be transferred or applied to software engineering. This discussion implies an analysis of how software engineering and computer science are related to each other. The essay concludes that software engineering can neither be fully subsumed by computer science, nor vice versa. Consequently, also the philosophies of computer science and software engineering—though related to each other—are not identical branches of a general philosophy of science. This also implies that not all of Eden’s earlier arguments can be directly mapped from the domain of computer science into the domain of software science. After the discussion of this main topic, the essay also points to some further problems and open issues for future studies in the philosophy of software science and engineering.  相似文献   

3.
Manipulatives—physical learning materials such as cubes or tiles—are prevalent in educational settings across cultures and have generated substantial research into how actions with physical objects may support children’s learning. The ability to integrate digital technology into physical objects—so-called ‘digital manipulatives’—has generated excitement over the potential to create new educational materials. However, without a clear understanding of how actions with physical materials lead to learning, it is difficult to evaluate or inform designs in this area. This paper is intended to contribute to the development of effective tangible technologies for children’s learning by summarising key debates about the representational advantages of manipulatives under two key headings: offloading cognition—where manipulatives may help children by freeing up valuable cognitive resources during problem solving, and conceptual metaphors—where perceptual information or actions with objects have a structural correspondence with more symbolic concepts. The review also indicates possible limitations of physical objects—most importantly that their symbolic significance is only granted by the context in which they are used. These arguments are then discussed in light of tangible designs drawing upon the authors’ current research into tangibles and young children’s understanding of number.  相似文献   

4.
It is commonplace in cognitive science that concepts are individuated in terms of the roles they play in the cognitive lives of thinkers, a view that Jerry Fodor has recently been dubbed ‘Concept Pragmatism’. Quinean critics of Pragmatism have long argued that it founders on its commitment to the analytic/synthetic distinction, since without such a distinction there is plausibly no way to distinguish constitutive from non-constitutive roles in cognition. This paper considers Fodor’s empirical arguments against analyticity, and in particular his arguments against lexical decomposition and definitions, and argues that Concept Pragmatists have two viable options with respect to them. First, Concept Pragmatists can confront them head-on, and argue that they do not show that lexical items are semantically primitive or that lexical concepts are internally unstructured. Second, Pragmatists may accept that these arguments show that lexical concepts are atomic, but insist that this need not entail that Pragmatism is false. For there is a viable version of Concept Pragmatism that does not take lexical items to be semantically structured or lexical concepts to be internally structured. Adopting a version of Pragmatism that takes meaning relations to be specified by inference rules, or meaning postulates, allows one to accept the empirical arguments in favor of Concept Atomism, while at the same time deny that such arguments show that there are no analyticities. The paper concludes by responding to Fodor’s recent objection that such a version of Concept Pragmatism has unhappy consequences concerning the relation between concept constitution and concept possession.
Bradley RivesEmail:
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5.
Traditional human–computer interaction (HCI) allowed researchers and practitioners to share and rely on the ‘five E’s’ of usability, the principle that interactive systems should be designed to be effective, efficient, engaging, error tolerant, and easy to learn. A recent trend in HCI, however, is that academic researchers as well as practitioners are becoming increasingly interested in user experiences, i.e., understanding and designing for relationships between users and artifacts that are for instance affective, engaging, fun, playable, sociable, creative, involving, meaningful, exciting, ambiguous, and curious. In this paper, it is argued that built into this shift in perspective there is a concurrent shift in accountability that is drawing attention to a number of ethical, moral, social, cultural, and political issues that have been traditionally de-emphasized in a field of research guided by usability concerns. Not surprisingly, this shift in accountability has also received scarce attention in HCI. To be able to find any answers to the question of what makes a good user experience, the field of HCI needs to develop a philosophy of technology. One building block for such a philosophy of technology in HCI is presented. Albert Borgmann argues that we need to be cautious and rethink the relationship as well as the often-assumed correspondence between what we consider useful and what we think of as good in technology. This junction—that some technologies may be both useful and good, while some technologies that are useful for some purposes might also be harmful, less good, in a broader context—is at the heart of Borgmann’s understanding of technology. Borgmann’s notion of the device paradigm is a valuable contribution to HCI as it points out that we are increasingly experiencing the world with, through, and by information technologies and that most of these technologies tend to be designed to provide commodities that effortlessly grant our wishes without demanding anything in return, such as patience, skills, or effort. This paper argues that Borgmann’s work is relevant and makes a valuable contribution to HCI in at least two ways: first, as a different way of seeing that raises important social, cultural, ethical, and moral issues from which contemporary HCI cannot escape; and second, as providing guidance as to how specific values might be incorporated into the design of interactive systems that foster engagement with reality.  相似文献   

6.
Wittgenstein saw a problem with the idea that ‘rule following’ is a transparent process. Here I present an additional problem, based on recent ideas about non-Turing computing. I show that even the simplest algorithm—Frege’s successor function, i.e. counting—cannot by itself determine the ‘output’. Specification of a computing machine is also required.  相似文献   

7.
The focus of this paper is on studying mixed teams of urban planners, citizens and other stakeholders co-constructing their vision for the future of a site. The MR Tent provides a very specific collaborative setting: an assembly of technologies brought outdoors onto the site of an urban project, which offers vistas onto the site as well as a multiplicity of representations of the site to work with, in different media and taken from different perspectives. The prime focus of this paper is on the complex narratives participants co-constructed in three participatory workshops, with the aim to understand how the core aspects of the MR Tent—spatiality, representation and haptic engagement—shape these narratives. Main findings of this research concern: how the design of the multi-layered space of the MR-Tent supports spatial story-telling; how the different representations of the site of an urban project offer the opportunity to choreograph a ‘site-seeing’ that helps participants understand the site and plan interventions; how the ‘tangibles’ in the MR-Tent encourage a different way of contributing to a shared project and ‘building a vision’.  相似文献   

8.
Ed Blakey 《Natural computing》2011,10(4):1245-1259
Unconventional computers—which may, for example, exploit chemical/analogue/quantum phenomena in order to compute, rather than electronically implementing discrete logic gates—are widely studied in both theoretical and practical contexts. One particular motivation behind unconventional computation is the desire efficiently to solve classically difficult problems—we recall chemical-computer attempts at solving NP -complete problems such as the Travelling Salesperson Problem—, with computational complexity theory offering the criteria for judging this efficiency. However, care must be taken here; conventional (Turing-machine-style) complexity analysis is not always appropriate for unconventional computers: new, non-standard computational resources, with correspondingly new complexity measures, are often required. Accordingly, we discuss in the present paper various resources beyond merely time and space (and, indeed, discuss various interpretations of the term ‘resource’ itself), advocating such resources’ consideration when analysing the complexity of unconventional computers. We hope that this acts as a useful starting point for practitioners of unconventional computing and computational complexity.  相似文献   

9.
In data integration efforts, portal development in particular, much development time is devoted to entity resolution. Often advanced similarity measurement techniques are used to remove semantic duplicates or solve other semantic conflicts. It proves impossible, however, to automatically get rid of all semantic problems. An often-used rule of thumb states that about 90% of the development effort is devoted to semi-automatically resolving the remaining 10% hard cases. In an attempt to significantly decrease human effort at data integration time, we have proposed an approach that strives for a ‘good enough’ initial integration which stores any remaining semantic uncertainty and conflicts in a probabilistic database. The remaining cases are to be resolved with user feedback during query time. The main contribution of this paper is an experimental investigation of the effects and sensitivity of rule definition, threshold tuning, and user feedback on the integration quality. We claim that our approach indeed reduces development effort—and not merely shifts the effort—by showing that setting rough safe thresholds and defining only a few rules suffices to produce a ‘good enough’ initial integration that can be meaningfully used, and that user feedback is effective in gradually improving the integration quality.  相似文献   

10.
This paper explores how research teams in Intel’s Digital Health Group are using ethnography to identify ‘designable moments’—spaces, times, objects, issues and practices which suggest opportunities for appropriate interventions. It argues that technology innovation should aim to incorporate the views, experiences and practices of users from the start of the design process to support independent living and develop culturally sensitive enhancements that contribute towards wellbeing and a life of quality for local older populations.  相似文献   

11.
Research at the intersections of feminism, biology and philosophy provides dynamic starting grounds for this discussion of genetic technologies and animals. With a focus on animal bodies, I will examine moral implications of the genetic engineering of “domesticated” animals—primarily pigs and chickens—for the purposes of human consumption. Concepts of natural and artificial, contamination and purity, integrity and fragmentation and mind and body will feature in the discussion. In this respect, Margaret Atwood’s novel, Oryx and Crake, serves as a cogent medium for exploring these highly contentious practices and ideas as it provides hypothetical narratives of possibility. Moreover, it is used to highlight contemporary hegemonic assumptions and values in ways that make them visible. Particular attention is paid to issues of growing human organs in pigs for xenotransplantation (resulting, for Atwood, in “pigoons”) and the ultimate end of the intensive factory farming of chickens through the genetic engineering of ‘mindless’ chicken tumours (or, as Atwood calls them, “ChickieNobs”). Integral to these philosophical considerations is the provocative question of the genetic modification of animal bodies as a means to end the suffering of domestic food animals. The ultimate implications of this question include an ongoing sensory and moral deprivation of human experience, potentially resulting in a future mechanomophosis, the extreme manifestation of an existing mechanomorphism.
Traci WarkentinEmail:
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12.
This paper discusses the domestication of Information and Communication Technologies (ICTs), particularly their use, in UK households reporting on research undertaken between 1998 and 2004. Issues raised are linked to the dominant discourse of the ‘digital divide’, which in the UK means engaging with ICTs in a ‘meaningful’ way to ensure the economic and social well-being of UK plc (public limited company—in the UK this refers to companies whose shares can be sold to the public. The acronym is used here ironically to indicate the motivation of the government to brand and promote the UK as a whole.). Utilising a framework of understanding digital inequality and the ‘deepening divide’, domestication theory is applied to discuss motivational, material and physical, skills and usage access in the gendered household, critically contrasting this approach to ‘smart house’ research. This qualitative enquiry contributes to the neglected area of domestication studies in Information Systems research.  相似文献   

13.
Emergent behaviour—system behaviour not determined by the behaviours of system components when considered in isolation—is commonplace in multi-agent systems, particularly when agents adapt to environmental change. This article considers the manner in which Formal Methods may be used to authenticate the trustworthiness of such systems. Techniques are considered for capturing emergent behaviour in the system specification and then the incremental refinement method is applied to justify design decisions embodied in an implementation. To demonstrate the approach, one and two-dimensional cellular automata are studied. In particular an incremental refinement of the ‘glider’ in Conway’s Game of Life is given from its specification.  相似文献   

14.
As part of the Bristol Wearable Computing Initiative, we are exploring location-sensing systems suitable for use with wearable computing. In this paper we present our findings, and in particular a wearable application — the ‘Shopping Jacket’ — which relies on a minimal infrastructure to be effective. We use two positioning devices, ‘pingers’ and GPS. The pinger is used to signal the presence of a shop, and to indicate the type of shop and its website. The GPS is used to disambiguate which branch of a high street chain is being passed. The wearable uses this information to determine whether the wearer needs to be alerted that they are passing an interesting shop, or to direct the wearer around a shopping mall. The Shopping Jacket integrates a wearable CardPC, GPS and pinger receivers, a near-field radio link, hand-held display, GSM data telephone and a speech interface into a conventional sports blazer.  相似文献   

15.
This paper formalizes and analyzes cognitive transitions between artificial perceptions that consist of an analogical or metaphorical transference of perception. The formalization is performed within a mathematical framework that has been used before to formalize other aspects of artificial perception and cognition. The mathematical infrastructure consists of a basic category of ‘artificial perceptions’. Each ‘perception’ consists of a set of ‘world elements’, a set of ‘connotations’, and a three valued (true, false, undefined) predicative connection between the two sets. ‘Perception morphisms’ describe structure preserving paths between perceptions. Quite a few artificial cognitive processes can be viewed and formalized as perception morphisms or as other categorical constructs. We show here how analogical transitions can be formalized in a similar way. A factorization of every analogical transition is shown to formalize metaphorical perceptions that are inspired by the analogy. It is further shown how structural aspects of ‘better’ analogies and metaphors can be captured and evaluated by the same categorical setting, as well as generalizations that emerge from analogies. The results of this study are then embedded in the existing mathematical formalization of other artificial cognitive processes within the same premises. A fallout of the rigorous unified mathematical theory is that structured analogies and metaphors share common formal aspects with other perceptually acute cognitive processes. This revised version was published online in June 2006 with corrections to the Cover Date.  相似文献   

16.
Prices are macro-observables of a financial market that result from the trading actions of a huge number of individual investors. Major stylized facts of empirical asset returns concern (i) non-Gaussian distribution of empirical asset returns and (ii) volatility clustering, i.e., the slow decay of auto- correlations of absolute returns. We propose a model for the aggregate dynamics of the market which is generated by the coupling of a ‘slow’ and a ‘fast’ dynamical component, where the ‘fast’ component can be seen as a perturbation of the ‘slow’ one. Statistical properties of price changes in this model are estimated by simulation; sample size is 4 × 106. It is shown that increasing the decoupling of these two dynamical levels generates a crossover in the distribution of log returns from a concave Gaussian-like distribution to a convex, truncated Levy-like one. For a sufficiently large degree of dynamic decoupling, the return trails exhibit pronounced volatility clustering.  相似文献   

17.
Peter Jones 《AI & Society》2010,25(4):455-464
The paper offers a critical reflection, inspired by the insights of integrational linguistics, on the conception of thinking and action within the distributed cognition approach of Edwin Hutchins. Counterposing a fictional account of a mutiny at sea to Hutchins’ observational study of navigation on board the Palau, the paper argues that the ethical fabric of communication and action with its ‘first person’ perspective must not be overlooked in our haste to appeal to ‘culture’ as an alternative to the internalist, computer metaphor of thinking. The paper accepts Hutchins’ own critique of the ‘meaning in the message’ illusion but goes beyond this critique to argue for a view of communication, thinking and action as creative, ethically charged and morally accountable acts of engagement.  相似文献   

18.
Sound,paper and memorabilia: resources for a simpler digital photography   总被引:1,自引:1,他引:0  
In this paper we reflect on a body of work to develop a simpler form of digital photography. We give three examples of ‘Less is More’ thinking in this area which are directed and inspired by naturalistic user behaviours and reactions to design ideas. Each example happens to review the place of an old technology in the new scheme of things, and challenges a technological trend in the industry. Hence, we consider the role of sound in photography to recommend audiophotographs rather than short video clips as a new media form. We look again at the role of paper in photo sharing and recommend its support and augmentation against the trend towards screen-based viewing. Finally, we consider the role of physical souvenirs and memorabilia alongside photographs, to recommend their use as story triggers and containers, in contrast to explicit multimedia presentations. The implications for simple computing are discussed. This paper originated from the International Forum ‘Less is More—Simple computing in an age of complexity’, 27–28 April 2005, Cambridge UK.  相似文献   

19.
‘Correlations without correlata’ is an influential way of thinking of quantum entanglement as a form primitive correlation which nonetheless maintains locality of quantum theory. A number of arguments have sought to suggest that such a view leads either to internal inconsistency or to conflict with the empirical predictions of quantum mechanics. Here we explicate and provide a partial defence of the notion, arguing that these objections import unwarranted conceptions of correlation properties as hidden variables. A more plausible account sees the properties in terms of Everettian relative states. The ontological robustness of entanglement is also defended from recent objections.  相似文献   

20.
Experimental research with humans and animals suggests that sleep — particularly REM sleep — is, in some way, associated with learning. However, the nature of the association and the underlying mechanism remain unclear. A number of theoretical models have drawn inspiration from research into Artificial Neural Networks. Crick and Mitchinson's ‘unlearning’ and Robins and McCallum's ‘pseudo-rehearsal’ models suggest alternative mechanisms through which sleep could contribute to learning. In this paper we present simulations, suggesting a possible synthesis. Our simulations use a modified version of a Hopfield network to model the possible contribution of sleep to memory consolidation. Sleep is simulated by removing all sensory input to the network and by exposing it to a ‘noise’, intended as a highly abstract model of the signals generated by the Ponto-geniculate-occipital system during sleep. The results show that simulated sleep does indeed contribute to learning and that the relationship between the observed effect and the length of simulated sleep can be represented by a U-shaped curve. It is shown that while high-amplitude, low-frequency noise (reminiscent of NREM sleep) leads to a general reinforcement of memory, low-amplitude, high-frequency noise (as observed in REM sleep) leads to ‘forgetting’ of all but the strongest memory traces. This suggests that a combination of the two kinds of sleep might produce a stronger effect than either kind of sleep on its own and that effective consolidation of memory during sleep may depend not just on REM or NREM sleep but on the overall dynamics of the sleep cycle.  相似文献   

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