Search results for "ComputingMilieux_PERSONALCOMPUTING"

showing 10 items of 256 documents

Towards a Game-Design Framework for Evidence-Based Clinical Procedure Libraries

2019

Serious games have been and currently are used for multiple purposes other than just entertainment, such as education, healthcare or emergency management. This research presents game-design elements based on specific functional and professional requirements among which usability plays a key role. The aim of the research is to steer the direction towards a game-design framework for evidence-based clinical procedure libraries (eCPL). For context analysis and game-element presentation, a "serious application" example is shown to illustrate the improvement through game-design elements. A context analysis was required to select suitable game-design elements to target system usability and solve s…

Evidence-based practiceEmergency managementComputer sciencebusiness.industryComputingMilieux_PERSONALCOMPUTINGUsability02 engineering and technologyEntertainment03 medical and health sciencesContext analysis0302 clinical medicineInteractivityGame designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringSystems design020201 artificial intelligence & image processing030212 general & internal medicinebusiness2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH)
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Determinants of Chairman Compensation

2011

This study examines determinants of chairman compensation in a supervisory board setting and, specifically, the relationship between chairman and CEO compensation. Using a sample of publicly listed firms in Sweden, the study indicates that chairman compensation – despite its fixed nature – is reflective of firm performance via a positive relationship to CEO compensation. As CEO compensation is set before chairman compensation, we argue that the chairman may be inclined to conspire with the CEO in earnings management efforts at the expense of monitoring on behalf of investors. Supporting our argument, we find evidence that the gap between chairman and CEO compensation is less at firms where …

Executive compensationComputingMilieux_THECOMPUTINGPROFESSIONSupervisory boardbusiness.industryCompensation (psychology)ComputingMilieux_PERSONALCOMPUTINGComputingMilieux_LEGALASPECTSOFCOMPUTINGAccountingPay for performanceGeneralLiterature_MISCELLANEOUSEarnings managementComputingMilieux_COMPUTERSANDSOCIETYPositive relationshipbusinessSSRN Electronic Journal
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Genre-adaptive Semantic Computing and Audio-based Modelling for Music Mood Annotation

2016

This study investigates whether taking genre into account is beneficial for automatic music mood annotation in terms of core affects valence, arousal, and tension, as well as several other mood scales. Novel techniques employing genre-adaptive semantic computing and audio-based modelling are proposed. A technique called the ACTwg employs genre-adaptive semantic computing of mood-related social tags, whereas ACTwg-SLPwg combines semantic computing and audio-based modelling, both in a genre-adaptive manner. The proposed techniques are experimentally evaluated at predicting listener ratings related to a set of 600 popular music tracks spanning multiple genres. The results show that ACTwg outpe…

ExploitMusic information retrievalmusic information retrievalcomputer.software_genre050105 experimental psychologyGenre-adaptive.030507 speech-language pathology & audiology03 medical and health sciencesAnnotationPopular musicSemantic computingMusic information retrieval0501 psychology and cognitive sciencesValence (psychology)genre-adaptivesocial tagsta113music genrebusiness.industry05 social sciencesComputingMilieux_PERSONALCOMPUTINGmood predictionMusic moodHuman-Computer InteractionMoodta6131semantic computingArtificial intelligence0305 other medical sciencebusinessPsychologycomputerSoftwareNatural language processing
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Towards a Deep Reinforcement Learning Approach for Tower Line Wars

2017

There have been numerous breakthroughs with reinforcement learning in the recent years, perhaps most notably on Deep Reinforcement Learning successfully playing and winning relatively advanced computer games. There is undoubtedly an anticipation that Deep Reinforcement Learning will play a major role when the first AI masters the complicated game plays needed to beat a professional Real-Time Strategy game player. For this to be possible, there needs to be a game environment that targets and fosters AI research, and specifically Deep Reinforcement Learning. Some game environments already exist, however, these are either overly simplistic such as Atari 2600 or complex such as Starcraft II fro…

FOS: Computer and information sciencesArtificial Intelligence (cs.AI)Computer Science - Artificial IntelligenceComputingMilieux_PERSONALCOMPUTING
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Deep RTS: A Game Environment for Deep Reinforcement Learning in Real-Time Strategy Games

2018

Reinforcement learning (RL) is an area of research that has blossomed tremendously in recent years and has shown remarkable potential for artificial intelligence based opponents in computer games. This success is primarily due to the vast capabilities of convolutional neural networks, that can extract useful features from noisy and complex data. Games are excellent tools to test and push the boundaries of novel RL algorithms because they give valuable insight into how well an algorithm can perform in isolated environments without the real-life consequences. Real-time strategy games (RTS) is a genre that has tremendous complexity and challenges the player in short and long-term planning. The…

FOS: Computer and information sciencesComputer Science - Machine Learningbusiness.industryComputer scienceComputer Science - Artificial IntelligenceComputingMilieux_PERSONALCOMPUTING02 engineering and technologyConvolutional neural networkAccelerated learningMachine Learning (cs.LG)03 medical and health sciences0302 clinical medicineArtificial Intelligence (cs.AI)Real-time strategy0202 electrical engineering electronic engineering information engineeringReinforcement learning020201 artificial intelligence & image processingArtificial intelligencebusiness030217 neurology & neurosurgery
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On the Complexity of Solving Subtraction Games

2018

We study algorithms for solving Subtraction games, which sometimes are referred to as one-heap Nim games. We describe a quantum algorithm which is applicable to any game on DAG, and show that its query compexity for solving an arbitrary Subtraction game of $n$ stones is $O(n^{3/2}\log n)$. The best known deterministic algorithms for solving such games are based on the dynamic programming approach. We show that this approach is asymptotically optimal and that classical query complexity for solving a Subtraction game is generally $\Theta(n^2)$. This paper perhaps is the first explicit "quantum" contribution to algorithmic game theory.

FOS: Computer and information sciencesComputer Science::Computer Science and Game TheoryQuantum PhysicsComputer Science - Computational ComplexityComputer Science - Computer Science and Game TheoryComputer Science - Data Structures and AlgorithmsComputingMilieux_PERSONALCOMPUTINGFOS: Physical sciencesData Structures and Algorithms (cs.DS)Computational Complexity (cs.CC)Quantum Physics (quant-ph)Computer Science and Game Theory (cs.GT)
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Quantum-over-classical Advantage in Solving Multiplayer Games

2020

We study the applicability of quantum algorithms in computational game theory and generalize some results related to Subtraction games, which are sometimes referred to as one-heap Nim games. In quantum game theory, a subset of Subtraction games became the first explicitly defined class of zero-sum combinatorial games with provable separation between quantum and classical complexity of solving them. For a narrower subset of Subtraction games, an exact quantum sublinear algorithm is known that surpasses all deterministic algorithms for finding solutions with probability $1$. Typically, both Nim and Subtraction games are defined for only two players. We extend some known results to games for t…

FOS: Computer and information sciencesQuantum PhysicsComputer Science - Computational ComplexityComputer Science::Computer Science and Game TheoryComputer Science - Computer Science and Game TheoryComputingMilieux_PERSONALCOMPUTINGFOS: Physical sciencesComputational Complexity (cs.CC)Quantum Physics (quant-ph)Computer Science and Game Theory (cs.GT)
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Software startup education: gamifying growth hacking

2021

Startups seek to create highly scalable business models. For startups, growth is thus vital. Growth hacking is a marketing strategy advocated by various startup practitioner experts. It focuses on using low cost practices while utilizing existing platforms in creative ways to gain more users for the service. Though topics related to growth hacking such as marketing on a general level have been extensively studied in the past, growth hacking as a practitioner-born topic has not seen much interest among the academia. To both spark interest in growth hacking, and to facilitate teaching growth hacking in the academia, we present two board games intended to serve as an engaging introduction to g…

FOS: Computer and information sciencesService (systems architecture)Knowledge managementgamifyingComputingMilieux_LEGALASPECTSOFCOMPUTINGBusiness modelstartup-yrityksetComputer Science - Computers and SocietypelillistäminenSoftwareohjelmistoalaComputers and Society (cs.CY)digitaalinen markkinointiHackercomputer.programming_languagemarkkinoinnin suunnittelueducationyrityksen perustaminenbusiness.industrysoftwarestartup gamificationComputingMilieux_PERSONALCOMPUTINGstartup educationstartupMarketing strategysoftware startupSPARK (programming language)koulutusGeneral levelmarkkinointikasvuyrityksetliiketoimintaScalabilitygrowth hackingbusinesscomputerhacking
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At Your Service: Coffee Beans Recommendation From a Robot Assistant

2020

With advances in the field of machine learning, precisely algorithms for recommendation systems, robot assistants are envisioned to become more present in the hospitality industry. Additionally, the COVID-19 pandemic has also highlighted the need to have more service robots in our everyday lives, to minimise the risk of human to-human transmission. One such example would be coffee shops, which have become intrinsic to our everyday lives. However, serving an excellent cup of coffee is not a trivial feat as a coffee blend typically comprises rich aromas, indulgent and unique flavours and a lingering aftertaste. Our work addresses this by proposing a computational model which recommends optima…

FOS: Computer and information sciencesService (systems architecture)business.industryComputer scienceFeature vectorSupervised learningComputer Science - Human-Computer InteractionComputingMilieux_PERSONALCOMPUTING02 engineering and technologyRecommender systemMachine learningcomputer.software_genreField (computer science)GeneralLiterature_MISCELLANEOUSComputer Science - Information RetrievalPersonalizationHuman-Computer Interaction (cs.HC)0202 electrical engineering electronic engineering information engineeringRobotUnsupervised learning020201 artificial intelligence & image processingArtificial intelligencebusinesscomputerInformation Retrieval (cs.IR)
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Optimization of Cultural Heritage Virtual Environments for Gaming Applications

2020

Serious games are games with a purpose beyond entertainment and are widely acknowledged as fruitful tools for learning and developing skills across multiple domains, including educational enhancement. In the last few years, the world of serious games has widely increased. The use of these types of games can aid in classrooms to not only help the students learn concepts but also to improve their motivation to do so. However, designing games necessitates very specialized personnel and the process can often be costly and slow. The adaptions of the design to the implantation phase are also difficult and the process needs more focus. The challenge of this study was to create a game within the co…

Focus (computing)MultimediaComputer scienceProcess (engineering)ComputingMilieux_PERSONALCOMPUTINGVirtual realitycomputer.software_genreAdventureCultural heritageEntertainmentVirtual machineSettore ICAR/17 - DisegnoSerious Game Cultural Heritage Virtual EnvironmentUser interfacecomputer
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