Abrama's End Game

2021 ◽  
Vol 2 (5) ◽  
pp. 98-117
Author(s):  
David Shultz ◽  

What does it mean to be alive? Can a computer program be sentient? What would it need to do to prove it? In this work of philosophical short story fiction, Abrama is summoned to the Grand Temple by Sir Gödel. Gödel informs Abrama that he is living in a simulated world (a computer game) created by her people as a place to play in their free time. She also informs Abrama that the game is not as popular as it once was and is scheduled to be permanently turned off. It turns out Gödel is an AI researcher that was given permission to test out her AI by implanting characters like Abrama into the game. Over 100’s of versions, the AI continued to improve, and now the researcher feels an ethical obligation to tell her creations their world is coming to an end. Abrama, using this new information, organizes the AI characters in the game and starts trading virtual goods for real-life services from computer hackers that play the game. The computer hackers create computer code and sell it to Abrama. If triggered, or if the game is turned off, the code would expose top secret information to the general public. A bargain is struck, the game will continue on a closed world for the AI characters and, in exchange, the sensitive information will never be made public.

2017 ◽  
Vol 3 (2) ◽  
pp. 184
Author(s):  
Sari Herleni

This article describes about the figure of children world in a short story “Anggrek Rara” written by Ina Inong, by connecting the social structure in the text and in the real life. After analyzing the social structure in the story, it is found that the plot of this story was the progressive plot, the background was from the social fact that came from inner house and outer house, otherwise the central character were Rara and Bunda. By analyzing social structure of text, it was found that a family (home) is the serious and formal environment while outer house is free and non formal. The result of the research showed that the children short story “ Anggrek Rara” was expected to give the figure outlines of the children world.AbstrakPenelitian ini membahas tentang gambaran dunia anak dalam cerita pendek anak “Anggrek Rara” karya Ina Inong dengan menghubungkan struktur sosial teks dalam karya dan struktur sosial teks dengan realitas. Melalui analisis struktur sosial dalam karya terungkap bahwa alur cerita ini merupakan alur lurus, latar terdiri dari fakta sosial yang bersumber dari rumah dan di luar rumah, sedangkan tokoh Rara dan Bunda adalah tokoh sentral. Melalui analisis struktur sosial teks dengan realitas terungkap bahwa keluarga (rumah) merupakan lingkungan yang sifatnya serius dan formal, sedangkan di luar rumah bahkan bersifat bebas dan non formal. Hasil yang diperoleh dari analisis ini menunjukkan bahwa cerita pendek anak “Anggrek Rara” dianggap mampu memberikan garis-garis besar gambaran kehidupan dunia anak.


2021 ◽  
Vol 17 (1) ◽  
pp. 163-174 ◽  
Author(s):  
Winfried Nöth

Abstract The paper is a precis of C. S. Peirce’s semiotic theory of education. It presents this theory of learning and teaching from the perspective of Peirce’s phenomenological categories of Firstness, Secondness, and Thirdness. In the domain of Thirdness, learning is mediation between ignorance and knowledge, new information and old knowledge. Teaching has its focus on laws, symbols, legisigns, and reasoning. In the domain of Secondness, learners acquire new knowledge from the “hard realities” of real-life experience, from obstacles, and from the resistance caused by error and doubt. Teaching takes place by means of sinsigns (singular signs) and indexical signs. In the domain of Firstness, the learner acquires familiarity with the sensory qualities of objects of experience and learns from free associations, imagination, and acts of creativity. The instruments of teaching are qualisigns, icons, and abductive reasoning. The paper concludes that Peirce’s philosophy of education is holistic insofar as it states that most efficient signs are those signs in which “the iconic, indicative, and symbolic characters are blended as equally as possible.”


1991 ◽  
Vol 66 (1) ◽  
pp. 3-15 ◽  
Author(s):  
M. G. O'Donnell ◽  
M. Nelson ◽  
P. H. Wise ◽  
D. M. Walker

A diet questionnaire was developed in association with a computer program to provide rapid nutritional feedback to the general public. The questionnaire was validated against 16 d of weighed diet records and biochemical variables in blood and urine. The highest Pearson correlation coefficients obtained between the questionnaire and the weighed records were for alcohol, fibre, iron, riboflavin (r 0.74, 0.67, 0.66, 0.66 respectively). Striking sex differences were shown in the results; the trend for higher correlations persisted in females. At least 65% of subjects were classified by questionnaire to within one quintile of the classification by weighed record for the majority of nutrients.


Author(s):  
T. Dutra ◽  
D.P. Costa ◽  
C.F.S. Barboza ◽  
L. Alves ◽  
H.C. Castro

<em>Dengue is the leading cause of viral death worldwide. The vector Aedes aegypti mosquito is also responsible for Zika and Chincungunha transmission, another very compromising viral diseases. As the understanding of the vector life cycle and its habitat is important for preventing and fighting against these diseases, we propose to use a mathematic concept, graphos, and a problem-based situation (the removal of potential breeding sites for mosquitoes in the player city) to design a computational game that may help on spreading information and to stimulate a players proactive virtual and real behavior. Thus this paper describes the design and construction of an educational computer game called "Graphos against mosquitos," based on graphos, a mathematics theoretical concept. We designed the Graphos game using as the main elements: a child, twelve neighborhood blocks, mosquitoes, streets and containers where mosquitoes lay eggs (tires, cans, bottles, plants with water deposits). In the game, the player (Avatar) is the main element that should "walk in" the streets (edges) of the city, removing the potential breeding grounds for mosquitoes in each block (vertices). As this game is based on the mathematics theoretical concept graphos using two dimensions, the city has two distinct vertices that are the beginning and end of it, which discriminate the beginning and end of the game. The player should remove all containers of each street, avoiding mosquitoes growth and passing only one time for each of them. As containers are removed, the player gains points and is prevented to return to the previous street. In this game the removal of all containers that pose risk of becoming mosquito breeding sites, without coming back to the previous street but only forward, is translatable into " graphos language". When finishing the game properly, it opens a final screen where the player is awarded with a medal. On this screen, the player can write his/her name, being invited to act as a "health worker" no longer in virtual form, but in the real life. Through teaching by using computational material ruled by mathematical concepts such as graphos, we hope to stimulate and contribute for fighting and controlling the vector of these serious viral diseases.</em>


2016 ◽  
Vol 5 (1) ◽  
pp. 55
Author(s):  
Nur Seha

Tulisan ini membahas citra perempuan Banten dalam cerpen yang dimuat di harian Radar Banten dengan menggunakan metode deskriptif kualitatif. Budaya Banten melatarbelakangi para cerpenis dalam melukiskan perempuan Banten. Para penulis dapat memotret sebagian kehidupan para perempuan tersebut melalui tokoh-tokoh rekaan yang diciptakan. Tujuan penelitian ini adalah mengkaji citra perempuan Banten melalui deskripsi para cerpenis dalam harian Radar Banten. Sumber data utama berasal dari empat belas cerpen yang dimuat tahun 2006—2010. Setelah analisis data melalui teori feminisme, diketahui bahwa citra perempuan Banten dalam cerpen tersebut adalah perempuan sebagai sosok pemimpin pemerintahan, penulis, perempuan berkekuatan magis, pemegang norma, pekerja keras, penyabar, penyayang, perempuan yang agamis, dan perempuan metropolis.Abstract:This paper discusses the image of Banten women in short stories published in Radar Banten. It  uses a qualitative descriptive method. Banten’s  cultural background depicts women in Banten. The writers of short story can capture some of the women’s real life through fiction’s characters. The purpose of this study is to examine the image of women through the description of the short story’s writers in Radar Banten. The main data sources were taken from fourteen short stories published in 2006—2010. Having analyzed the data using feminism theory, it is found out that the image of women in short stories of Radar Banten is the figure of woman as government leader, writer, woman with magical power, obedient norm woman, hardworking woman, patient and caring woman, religious woman, and  metropolitan woman.


2011 ◽  
Vol 9 ◽  
pp. 125
Author(s):  
María del Carmen Gómez Galisteo

Many people, like the protagonist of Dorothy Parker’s short story “Too Bad,” wonder “what did married people talk about, anyway, when they were alone together?” Raymond Carver’s short story “What We Talk About When We Talk About Love” is the literary rendition of the ways in which married couples talk. This essay analyses this short story taking into account sociolinguistic aspects related to men’s and women’s linguistic behaviour and the speech strategies each gender uses, so as to explore if these characters accurately reflect real life speech patterns or not.


2021 ◽  
Vol 2 (2) ◽  
pp. 23-31
Author(s):  
Peter Beaumont ◽  

Should we be held accountable for what we imagine, but choose not to actually do? Does wrong thought always lead to wrong action? In this work of philosophical short story fiction, scientists have discovered a way to record dreams and make them available for playback. This quickly gives rise to the bootleg sale of horrible and wonderful dreams to a general public interested in ever-more spectacle. It also creates a market for buying and watching the dreams of celebrities. Finally, it brings about the government subpoenaing dreams to use as evidence in trials and, later, in helping it discover crimes that have not, but might, happen in the future.


Author(s):  
Emmanuel N. A. Tetteh

The equilibration that underscores the internet of things (IoT) and big data analytics (BDA) cannot be underestimated at the behest of real-life social challenges and significant policy data generated to redress the concerns of epistemic communities, such as political policy actors, stakeholders, and the citizenry. The cognitive balancing of new information gathered by BDA and assimilated across the IoT is at the crossroads of ascertaining how the growing increases of such BDA can be better managed to transition from the big data state of disequilibration to reach a more stable equilibrium of policy data usefulness. In the quest for explicating the equilibration of policy data usefulness, an account of the curriculum-based MPA policy analysis and analytics concentration program at Norwich University is described as a case example of big data policy-analytic epistemology. The case study offers a symbolic ideology of an IoT action-learning solution model as a recommendation for fostering the stable equilibration of policy data usefulness.


Author(s):  
Morris S.Y. Jong ◽  
Junjie Shang ◽  
Fong-Lok Lee ◽  
Jimmy H.M. Lee

VISOLE (Virtual Interactive Student-Oriented Learning Environment) is a constructivist pedagogical approach to empower computer game-based learning. This approach encompasses the creation of a near real-life online interactive world modeled upon a set of multi-disciplinary domains, in which each student plays a role in this “virtual world” and shapes its development. All missions, tasks and problems therein are generative and open-ended with neither prescribed strategies nor solutions. With sophisticated multi-player simulation contexts and teacher facilitation (scaffolding and debriefing), VISOLE provides opportunities for students to acquire both subject-specific knowledge and problem-solving skills through their near real-life gaming experience. This chapter aims to delineate the theoretical foundation and pedagogical implementation of VISOLE. Apart from that, the authors also introduce their game-pedagogy co-design strategy adopted in developing the first VISOLE instance—FARMTASIA.


Author(s):  
Usman Naeem ◽  
Richard Anthony ◽  
Abdel-Rahman Tawil ◽  
Muhammad Awais Azam ◽  
David Preston

We live in a ubiquitous world where we are surrounded by context sensitive information and smart devices that are able to capture information about our surroundings unobtrusively. Making use of such rich information can enable recognition of activities conducted by elderly users, and in turn can allow the possibility of tracking any functional decline. This chapter highlights the current methods for unobtrusively recognising activities of daily living within a home environment for people with physical or cognitive disabilities. A main group for which this is important for are Alzheimer's patients. The chapter also bases the discussion of what makes a successful environment for carrying out accurate activity recognition, which is then followed by a proposed taxonomy of the key characteristics that are required for robust activity recognition within a smart environment, contextualised with real-life scenarios.


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