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  1. Marcus Arvan (2015). The Peer-to-Peer Simulation Hypothesis and a New Theory of Free Will. Scientia Salon.
  2. Meurig Beynon (2005). Radical Empiricism, Empirical Modelling and the Nature of Knowing. Pragmatics and Cognition 13 (3):615-646.
    This paper explores connections between Radical Empiricism (RE), a philosophic attitude developed by William James at the beginning of the 20th century, and Empirical Modelling (EM), an approach to computer-based modelling that has been developed by the author and his collaborators over a number of years. It focuses in particular on how both RE and EM promote a perspective on the nature of knowing that is radically different from that typically invoked in contemporary approaches to knowledge representation in computing. This (...)
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  3. Stephen Bush, Frost F., S. Victor, Joseph Evans & B. (1999). Network Management of Predictive Mobile Networks. Journal of Network and Systems Management 7 (2).
    There is a trend toward the use of predictive systems in communications networks. At the systems and network management level predictive capabilities are focused on anticipating network faults and performance degradation. Simultaneously, mobile communication networks are being developed with predictive location and tracking mechanisms. The interactions and synergies between these systems present a new set of problems. A new predictive network management framework is developed and examined. The interaction between a predictive mobile network and the proposed network management system is (...)
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  4. Stephen Bush, Jagannath F., Evans Sunil, B. Joseph, Victor Frost, Gary Minden & K. Sam Shanmugan (1997). A Control and Management Network for Wireless ATM Systems. Acm-Baltzer Wireless Networks 3:267--283.
    This paper describes the design of a control and management network (orderwire) for a mobile wireless Asynchronous Transfer Mode (ATM) network. This mobile wireless ATM network is part of the Rapidly Deployable Radio Network (RDRN). The orderwire system consists of a packet radio network which overlays the mobile wireless ATM network, each network element in this network uses Global Positioning System (GPS) information to control a beamforming antenna subsystem which provides for spatial reuse. This paper also proposes a novel Virtual (...)
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  5. Matteo Colombo (2016). Why Build a Virtual Brain? Large-Scale Neural Simulations as Jump Start for Cognitive Computing. Journal of Experimental and Theoretical Artificial Intelligence.
    Despite the impressive amount of financial resources recently invested in carrying out large-scale brain simulations, it is controversial what the pay-offs are of pursuing this project. One idea is that from designing, building, and running a large-scale neural simulation, scientists acquire knowledge about the computational performance of the simulating system, rather than about the neurobiological system represented in the simulation. It has been claimed that this knowledge may usher in a new era of neuromorphic, cognitive computing systems. This study elucidates (...)
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  6. Nuno David (2009). Validation and Verification in Social Simulation: Patterns and Clarification of Terminology. Epistemological Aspects of Computer Simulation in the Social Sciences, EPOS 2006, Revised Selected and Invited Papers, Lecture Notes in Artificial Intelligence, Squazzoni, Flaminio (Ed.) 5466:117-129.
    The terms ‘verification’ and ‘validation’ are widely used in science, both in the natural and the social sciences. They are extensively used in simulation, often associated with the need to evaluate models in different stages of the simulation development process. Frequently, terminological ambiguities arise when researchers conflate, along the simulation development process, the technical meanings of both terms with other meanings found in the philosophy of science and the social sciences. This article considers the problem of verification and validation in (...)
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  7. Nuno David, Jaime Sichman & Helder Coelho (2007). Simulation as Formal and Generative Social Science: The Very Idea. In Carlos Gershenson, Diederik Aerts & Bruce Edmonds (eds.), Worldviews, Science, and Us: Philosophy and Complexity. World Scientific 266--275.
    The formal and empirical-generative perspectives of computation are demonstrated to be inadequate to secure the goals of simulation in the social sciences. Simulation does not resemble formal demonstrations or generative mechanisms that deductively explain how certain models are sufficient to generate emergent macrostructures of interest. The description of scientific practice implies additional epistemic conceptions of scientific knowledge. Three kinds of knowledge that account for a comprehensive description of the discipline were identified: formal, empirical and intentional knowledge. The use of formal (...)
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  8. Nuno David, Jaime Sichman & Helder Coleho (2005). The Logic of the Method of Agent-Based Simulation in the Social Sciences: Empirical and Intentional Adequacy of Computer Programs. Journal of Artificial Societies and Social Simulation 8 (4).
    The classical theory of computation does not represent an adequate model of reality for simulation in the social sciences. The aim of this paper is to construct a methodological perspective that is able to conciliate the formal and empirical logic of program verification in computer science, with the interpretative and multiparadigmatic logic of the social sciences. We attempt to evaluate whether social simulation implies an additional perspective about the way one can understand the concepts of program and computation. We demonstrate (...)
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  9. Gordana Dodig-Crnkovic, Juan M. Durán & D. Slutej (2010). Content Aggregation, Visualization and Emergent Properties in Computer Simulations. In Kai-Mikael Jää-Aro & Thomas Larsson (eds.), SIGRAD 2010 – Content aggregation and visualization. Linköping University Electronic Press 77-83.
  10. Juan M. Durán (forthcoming). Eric Winsberg y la epistemología de las simulaciones computacionales. Argumentos de Razón Técnica.
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  11. Juan M. Durán (2013). The Use of the ‘Materiality Argument’ in the Literature on Computer Simulations. In Juan M. Durán & Eckhart Arnold (eds.), Computer simulations and the changing face of scientific experimentation. 76-98.
  12. Juan M. Durán (2013). Explaining Simulated Phenomena. A Defense of the Epistemic Power of Computer Simulations. Dissertation, University of Stuttgart
  13. Juan M. Durán (2011). The Limits of Computer Simulations as Epistemic Tools. In Charles Ess & Ruth Hagengruber (eds.), The computational turn: Past, present, futures? 40-42.
  14. Juan M. Durán (2010). Computer Simulations and Traditional Experimentation: From a Material Point of View. In Jordi Vallverdú (ed.), Thinking machines and the philosophy of computer science: Concepts and principles. Editorial IGI Global 294-311.
  15. Juan M. Durán (2009). Grados de materialidad y simulaciones computacionales. In Diego Letzen & Penélope Lodeyro (eds.), Epistemología e historia de la ciencia: Selección de trabajos de las XIX jornadas. 171-177.
  16. Juan M. Durán, Penélope Lodeyro & Maximiliano Bozzoli (2010). El diseño de simulaciones digitales: una perspectiva desde las prácticas científicas. In Pío García & Alba Massolo (eds.), Epistemología e historia de la ciencia: Selección de trabajos de las XX jornadas. Editorial Universidad Nacional de Cȯrdoba 204-210.
  17. Brian Epstein & Patrick Forber (2013). The Perils of Tweaking: How to Use Macrodata to Set Parameters in Complex Simulation Models. Synthese 190 (2):203-218.
    When can macroscopic data about a system be used to set parameters in a microfoundational simulation? We examine the epistemic viability of tweaking parameter values to generate a better fit between the outcome of a simulation and the available observational data. We restrict our focus to microfoundational simulations—those simulations that attempt to replicate the macrobehavior of a target system by modeling interactions between microentities. We argue that tweaking can be effective but that there are two central risks. First, tweaking risks (...)
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  18. Andrew A. Fingelkurts, Alexander A. Fingelkurts & Carlos F. H. Neves (2009). Brain and Mind Operational Architectonics and Man-Made “Machine” Consciousness. Cognitive Processing 10 (2):105-111.
    To build a true conscious robot requires that a robot’s “brain” be capable of supporting the phenomenal consciousness as human’s brain enjoys. Operational Architectonics framework through exploration of the temporal structure of information flow and inter-area interactions within the network of functional neuronal populations [by examining topographic sharp transition processes in the scalp electroencephalogram (EEG) on the millisecond scale] reveals and describes the EEG architecture which is analogous to the architecture of the phenomenal world. This suggests that the task of (...)
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  19. Pío García, Juan M. Durán & José Ahumada (2013). Experimentación, materialidad y simulaciones computacionales. In A. Torrano & A. Passos Videira (eds.), Representación en Ciencia y Arte. Editorial Brujas 73-82.
  20. Brent Gregory, Sue Gregory, Bogdanovych A., Jacobson Michael, Newstead Anne & Simeon Simoff and Many Others (2011). How Are Australian Higher Education Institutions Contributing to Innovative Teaching and Learning Through Virtual Worlds? In Gregory Sue (ed.), Proceedings of Ascilite 2011 (Australian Society of Computers in Tertiary Education). Ascilite
    Over the past decade, teaching and learning in virtual worlds has been at the forefront of many higher education institutions around the world. The DEHub Virtual Worlds Working Group (VWWG) consisting of Australian and New Zealand higher education academics was formed in 2009. These educators are investigating the role that virtual worlds play in the future of education and actively changing the direction of their own teaching practice and curricula. 47 academics reporting on 28 Australian higher education institutions present an (...)
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  21. Rowan Grigg, BIT From BIT (IT).
    The author suggests the subjugation of physical reality (IT) to a pair of self-supporting virtual realities (BIT from BIT), neither of which exists without the other.
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  22. Rowan Grigg, Physics Without Formulae.
    A scheme to help merge the ideas of quantum gravity.
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  23. Michael Morreau & Aidan Lyon (2016). How Common Standards Can Diminish Collective Intelligence: A Computational Study. Journal of Evaluation in Clinical Practice 22 (4):483-489.
    Making good decisions depends on having accurate information – quickly, and in a form in which it can be readily communicated and acted upon. Two features of medical practice can help: deliberation in groups and the use of scores and grades in evaluation. We study the contributions of these features using a multi-agent computer simulation of groups of physicians. One might expect individual differences in members’ grading standards to reduce the capacity of the group to discover the facts on which (...)
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  24. Barry Smith, Lowell Vizenor & James Schoening (2009). Universal Core Semantic Layer. In Ontology for the Intelligence Community, Proceedings of the Third OIC Conference. CEUR, Vol. 555 1-5.
    The Universal Core (UCore) is a central element of the National Information Sharing Strategy that is supported by multiple U.S. Federal Government Departments, by the intelligence community, and by a number of other national and international institutions. The goal of the UCore initiative is to foster information sharing by means of an XML schema providing consensus representations for four groups of universally understood terms under the headings who, what, when, and where. We here describe a project to create an ontology-based (...)
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  25. Mahendra Wibawa (2015). Budaya Media Sosial dan Game Online Dalam Pandangan Filsafat Teknologi Don Ihde. In Anik Juwariyah & Prima Vidya Asteria (eds.), Konstelasi Kebudayaan Indonesia 1. Bintang Surabaya 298-310.
    Berbagai macam aktifitas manusia tidak bisa dipisahkan dari teknologi sebagai wujud alat bantu untuk melaksanakan tugas-tugasnya dengan lebih efektif dan efisien dan terobosan teknologi di bidang informatika telah menghasilkan bentukan teknologi yang berbasis komunikasi yang selain efektif juga bersifat menyenangkan. Media sosial dan game online adalah dua diantara berbagai macam produk hasil pengembangan teknologi di bidang tersebut. Dalam kedua media ini manusia mengalami sebuah perpindahan realitas dari dunia nyata ke dalam dunia virtual. Filsafat teknologi yang dicetuskan oleh Don Ihde digunakan (...)
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