Toward a Computational Model of Hypothesis Formation and Model Building in Science

2002 ◽  
pp. 209-225 ◽  
Author(s):  
Joseph Phillips ◽  
Gary Livingston ◽  
Bruce Buchanan
Leonardo ◽  
2019 ◽  
Vol 52 (5) ◽  
pp. 455-460
Author(s):  
Hector Rodriguez

This article introduces a computational model of the temporal experience of moving image sequences. The heart of the model, the concept of an entropic envelope, is based on information theoretic ideas. The concept is first described informally and then explained in a more mathematically precise manner. The article finally concludes with tentative reflections on the methodology of computation model building in cinema studies.


2021 ◽  
Vol 47 (02) ◽  
pp. 129-138
Author(s):  
Karin Leiderman ◽  
Suzanne S. Sindi ◽  
Dougald M. Monroe ◽  
Aaron L. Fogelson ◽  
Keith B. Neeves

AbstractComputational models of various facets of hemostasis and thrombosis have increased substantially in the last decade. These models have the potential to make predictions that can uncover new mechanisms within the complex dynamics of thrombus formation. However, these predictions are only as good as the data and assumptions they are built upon, and therefore model building requires intimate coupling with experiments. The objective of this article is to guide the reader through how a computational model is built and how it can inform and be refined by experiments. This is accomplished by answering six questions facing the model builder: (1) Why make a model? (2) What kind of model should be built? (3) How is the model built? (4) Is the model a “good” model? (5) Do we believe the model? (6) Is the model useful? These questions are answered in the context of a model of thrombus formation that has been successfully applied to understanding the interplay between blood flow, platelet deposition, and coagulation and in identifying potential modifiers of thrombin generation in hemophilia A.


Author(s):  
Lawrence A. Boland
Keyword(s):  

2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


2013 ◽  
Author(s):  
Tao Gao ◽  
Chris L. Baker ◽  
Joshua B. Tenenbaum
Keyword(s):  

Author(s):  
Paul Van Den Broek ◽  
Yuhtsuen Tzeng ◽  
Sandy Virtue ◽  
Tracy Linderholm ◽  
Michael E. Young

1992 ◽  
Author(s):  
William A. Johnston ◽  
Kevin J. Hawley ◽  
James M. Farnham
Keyword(s):  

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