A Rule-based Comparison and Analysis of Ten Case Studies

2018 ◽  
Author(s):  
David Louis Cabrelli ◽  
Irene-Marie Esser
2017 ◽  
Vol 33 (3) ◽  
pp. 625-657 ◽  
Author(s):  
Kirstin Early ◽  
Jennifer Mankoff ◽  
Stephen E. Fienberg

Abstract Online surveys have the potential to support adaptive questions, where later questions depend on earlier responses. Past work has taken a rule-based approach, uniformly across all respondents. We envision a richer interpretation of adaptive questions, which we call Dynamic Question Ordering (DQO), where question order is personalized. Such an approach could increase engagement, and therefore response rate, as well as imputation quality. We present a DQO framework to improve survey completion and imputation. In the general survey-taking setting, we want to maximize survey completion, and so we focus on ordering questions to engage the respondent and collect hopefully all information, or at least the information that most characterizes the respondent, for accurate imputations. In another scenario, our goal is to provide a personalized prediction. Since it is possible to give reasonable predictions with only a subset of questions, we are not concerned with motivating users to answer all questions. Instead, we want to order questions to get information that reduces prediction uncertainty, while not being too burdensome. We illustrate this framework with two case studies, for the prediction and survey-taking settings. We also discuss DQO for national surveys and consider connections between our statistics-based question-ordering approach and cognitive survey methodology.


2015 ◽  
Vol 19 (3) ◽  
pp. 269-282
Author(s):  
Luke Pearson

This essay attempts to outline the ways in which contemporary videogames produce spatial experiences, and how architects might interrogate their unique media form. Framing videogames as both computational constructions and cultural artefacts, the paper places the study in a lineage of architectural thinkers examining ‘pop-culture’ and technology. This draws from the Smithson's writings on advertisements as technical images, Venturi Scott-Brown's studies on symbolism, through to Reyner Banham's definition of mass produced gizmos. The paper first outlines the importance of videogames on society and their Smithsonian impulses towards architectural design. To support this, I examine the work of game theorists such as Espen Aarseth and Ian Bogost. Aarseth argues that game spaces sever certain ties and ‘deviate’ from reality in order to become playable spaces. Bogost contends that game rules produce ‘procedural rhetoric’ - games may advance arguments through the playing of their rules. Reading from these theories I argue that these rule-based breaks from the real are a potent site for architectural speculation.The second section comprises design case studies scrutinising existing game worlds and producing new videogames as architectural experiments. I begin by examining the significance of symbolism in videogame worlds, and how this might provide alternative trajectories for digital architectural design. I subsequently explore Atkinson and Willis’ concept of the ludodrome, slippages between virtual and real, and discuss Ubiquity, a game I produced to explore this condition. I return to Banham's Great Gizmo, alongside PW Singer's writings on military robotics, to see the gamepad as a new order of gizmo for colonising space. And I discuss ‘Grand Theft Auto V’'s loading screen as a manifestation of satellite imagery aesthetics that collapse space. The paper concludes that games are powerful media for spatial experimentation and we must prepare for new generations of designers highly influenced by such ‘deviated’ architectures.


2003 ◽  
Vol 47 (12) ◽  
pp. 35-42 ◽  
Author(s):  
G. Olsson ◽  
B. Newell ◽  
C. Rosen ◽  
P. Ingildsen

This paper reviews decision support methodologies that can be applied to treatment plants. Case studies of decision support systems (DSS) that have been developed and used or trialled are presented below. These include rule-based systems and systems based on digraphs of cause-and-effect relationships. Detection examples on real plant data are presented, in one case using direct measurements and simple detectors and in another using multivariate statistics and clustering.


2001 ◽  
Vol 32 (4) ◽  
pp. 257-270 ◽  
Author(s):  
Daniel A. Dinnsen ◽  
Kathleen M. O’Connor

This paper compares some of the different claims that have been made concerning acquisition by traditional rule-based derivational theories and the more recent framework of optimality theory. Case studies of children with phonological delays are examined with special attention given to two seemingly independent error patterns, namely, place harmony and spirantization. Contrary to the expectations of derivational theories, these (and other) error patterns are argued to be implicationally related. Optimality theory is shown to offer a principled explanation for the facts with novel implications for clinical treatment.


2014 ◽  
Vol 15 (1) ◽  
Author(s):  
John E Wenskovitch ◽  
Leonard A Harris ◽  
Jose-Juan Tapia ◽  
James R Faeder ◽  
G Elisabeta Marai

Sign in / Sign up

Export Citation Format

Share Document