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1.
In this paper it is shown that a class of pursuit-evasion games can be treated more simply by the geometrical approach with the topological properties of the reachable region and by the method of functional analysis. Conditions for capture and optimal strategies are derived. A numerical example is given to show both the optimal open-loop strategies of players and the optimal trajectories of the game.  相似文献   

2.
This paper studies the detectability problem of discrete event systems (DESs), and devotes to providing a synthetical method to cope with multiple cases, including (partial) event observation and/or partial state observation. By using the semi-tensor product method, two equivalent types of algebraic expressions are presented for DESs, based on which reachability of DESs is investigated in detail and a new tool called detection matrix is defined. Then, four matrix-based necessary and sufficient conditions are derived for checking different kinds of detectability. Finally, for better presentation, two examples are shown to demonstrate that the theoretical results are efficient.  相似文献   

3.
Although the word empathy only recently came into existence, eighteenth century philosopher, David Hume, significantly contributed to our current understanding of the term. Hume was among the first to suggest that an empathic mechanism is the central means by which we make ethical judgments and glean moral knowledge. In this paper, I explore Hume’s moral sentimentalism, and I argue that his conception of empathy provides a surprisingly apposite framework for interpreting and addressing a current issue in practical ethics: the moral significance of ultra-violent video games. Ultimately, I attempt to show that a Humean account of morality uniquely explains the dangers of ultra-violent video gaming by elucidating a direct connection between playing such games and moral harm.  相似文献   

4.
This paper considers what it is about violent video games that leads one reasonably minded person to declare “That is immoral” while another denies it. Three interpretations of video game content are discussed: reductionist, narrow, and broad. It is argued that a broad interpretation is required for a moral objection to be justified. It is further argued that understanding the meaning of moral utterances—like “x is immoral”—is important to an understanding of why there is a lack of moral consensus when it comes to the content of violent video games. Constructive ecumenical expressivism is presented as a means of explaining what it is that we are doing when we make moral pronouncements and why, when it comes to video game content, differing moral attitudes abound. Constructive ecumenical expressivism is also presented as a means of illuminating what would be required for moral consensus to be achieved.  相似文献   

5.
In a networked control architecture, the semivalues of a coalitional game where the communication links are the players can be used to provide information regarding their relevance. The linear relationship between the characteristic function of the game and the semivalues can be exploited to impose constraints on the design of the corresponding networked controllers to promote or penalize the use of certain links considering their impact on the overall system performance. In previous works, this approach was restricted to small networks due to the combinatorial growth of the problem size with the number of links. This work proposes a method to mitigate this issue by performing a random sampling in the set of topologies, i.e., coalitions of links, and employing a mild bound to reflect the impact of nonsampled topologies in the calculations. The simulation results show that the proposed approach can lead to significant reductions in computation time with moderate loss of performance.  相似文献   

6.
7.
Many people have a strong intuition that there is something morallyobjectionable about playing violent video games, particularly withincreases in the number of people who are playing them and the games'alleged contribution to some highly publicized crimes. In this paper,I use the framework of utilitarian, deontological, and virtue ethicaltheories to analyze the possibility that there might be some philosophicalfoundation for these intuitions. I raise the broader question of whetheror not participating in authentic simulations of immoral acts in generalis wrong. I argue that neither the utilitarian, nor the Kantian hassubstantial objections to violent game playing, although they offersome important insights into playing games in general and what it ismorally to be a ``good sport.' The Aristotelian, however, has a plausibleand intuitive way to protest participation in authentic simulations ofviolent acts in terms of character: engaging in simulated immoral actserodes one's character and makes it more difficult for one to live afulfilled eudaimonic life.  相似文献   

8.
综合运用消费行为理论,经大量访谈和调研,深入分析各变量之间的关系,构建了一个基于游戏体验调节的游戏衍生品使用行为影响因素结构方程模型.大样本验证显示,模型信效度和拟合度良好.模型以及研究结论可为游戏开发商开发经营其衍生产品提供理论支持和实践帮助.  相似文献   

9.
杨慧 《中国科技信息》2009,(18):109-109,111
游戏作为人们主要的娱乐方式之一,已越来越受到欢迎.三维游戏的兴起,引领游戏进入新的发展时期.本文从游戏的形式及游戏的本质上,浅析了二维游戏和三维游戏的区别和联系.  相似文献   

10.
11.
A two-person game related to the connectivity among all vertices of a graph is defined. Necessary and sufficient conditions for the short, cut and neutral games are given in terms of the principal partition of a graph. Winning strategies are described.  相似文献   

12.
The effect of violent video games is among the most widely discussed topics in media studies, and for good reason. These games are immensely popular, but many seem morally objectionable. Critics attack them for a number of reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are misguided. Theoretical and empirical arguments against violent video games often suffer from a number of significant shortcomings that make them ineffective. This essay argues that video games are defensible from the perspective of Kantian, Aristotelian, and utilitarian moral theories.  相似文献   

13.
基于知识员工个体的视角,对知识工作结构进行量表开发和验证研究。通过文献研究、征求专家意见和员工访谈,将知识工作结构的构成维度分为完备度、精细度、有序度、创新度和有效度。在此基础上,通过探索性因子分析开发知识工作结构量表,共包括20个题项,并通过验证性因子分析、信度和效度评估等验证量表的合理性。  相似文献   

14.
期间核查的实施及判定方法   总被引:1,自引:0,他引:1  
黄成芬 《大众科技》2013,(2):26-27,25
期间核查是对校准实验室和检测实验室的通用要求之一,计量标准的核查关系到该地区计量活动和检测结果的有效性和准确性。期间核查的本质是保持被核查仪器的校准状态,即核查其稳定性。文章讨论期间核查如何实施以及几种实用的期间核查方法。  相似文献   

15.
安宏 《中国科技信息》2008,(11):181-183
在我国的房地产交易中、购房者总是对商品房质量存在很大的疑虑、这主要由于开发商总是试图掩饰商品房的缺陷及其不利因素,购房者对于房屋的实际质量和价值缺乏足够的认识,并且在一定程度上.这种知识的缺乏不是单纯靠购房者的努力能够弥补的.因此我们有必要对商品房交易行为进行一定的分析。本文即用不完美信息动态博弈对此进行了分析,为规范商品房交易提供了一些可资借鉴的建议。  相似文献   

16.
电子游戏的发展经历了七个世代,每个世代的到来都给那时代的人们带来了全新的娱乐和视觉体验,其发展和演化的路径为各家学者众说纷纭,符号学作为一个独特的学科,其系统的研究方法和成果却尚无运用到对电子游戏发展史的研究。电子游戏是由一系列密切相关的符号组成的符号群,文章分别对电子游戏的造型和色彩符号、界面符号、游戏心理符号在游戏发展的不同时期表现和传达出来的符号特性进行一定的研究和探索。  相似文献   

17.
In this article we construct a class of functions on a bounded irregular region Ω?R2 which are of compact support, smooth and locally polynomials. The basic tool is the use of ordinary B-splines associated with the square containing Ω. This construction is then used for approximating the solution of Poisson's boundary value problem. The approximation is carried out through a least squares finite element method applied to the above class. Aside from some computational experiments, the objective is to emphasize the ease of generating the basis elements and the role of Kernel function in a convergence proof.  相似文献   

18.
我国高学历者失业的经济学解释   总被引:2,自引:0,他引:2  
高学历者失业是近年来在我国社会中凸现的热点经济问题。高学历者失业对社会而言,不仅严重浪费整个社会人力资源,同时也严重遏制社会、企业与个人的人力资本投资积极性。本文立足于现代经济学的失业与人力资本理论,借助人力资本投资—贡献模型对我国高学历者失业及其根源进行深刻剖析;并提出了相应的治理措施。本文研究对于促进我国人力资本投资、高学历者就业及其效率提高都具有非常重要理论与现实意义。  相似文献   

19.
This paper argues that case studies in innovation research at the level of the firm require an explicit model of how people think and act in organisations. The ‘socio-cognitive’ approach which is outlined here combines Weick's social psychological ideas with Teece's characterisation of the firm by its technological knowledge base. It is argued that a cognitive approach accommodates the tacit nature of technological knowledge well, and that artefacts can be considered as cognitive resources. A distinction is made between the social control of production technology (the firm) and of user technology (typically the market). This distinction is used as the basis for conceptualising technological innovation as the creation by individuals within the firm of ‘cognitive ensembles’ composed of cognitive elements drawn from both the technological base of the firm and market conceptions.This focus on the process by which innovation is generated within the firm leads to a brief discussion of previous work on the creative process and the relevance of the socio-cognitive approach to macro-level studies of technological change.  相似文献   

20.
创新系统功能论   总被引:2,自引:0,他引:2  
刘立 《科学学研究》2011,29(8):1121-1128
 考察了现行创新系统研究的特点及存在的问题,较为全面地评述了创新系统研究新的进路即功能分析,构建了面向发展中国家的创新系统功能论,并构建以功能论为核心的创新系统整体分析框架及分析流程。  相似文献   

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