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Czech language. --- Jazykové hry. --- Language games. --- Čeština.
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Didactic strategies --- Didactics of sports and games --- language games --- spellen
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Philosophical recreations --- Literary recreations --- Language games --- Recreations, Literary --- Amusements --- Recreations, Philosophical --- Games --- Literary recreations. --- Philosophical recreations.
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The Talking Heads Experiment, conducted in the years 1999-2001, was the first large-scale experiment in which open populations of situated embodied agents created for the first time ever a new shared vocabulary by playing language games about real world scenes in front of them. The agents could teleport to different physical sites in the world through the Internet. Sites, in Antwerp, Brussels, Paris, Tokyo, London, Cambridge and several other locations were linked into the network. Humans could interact with the robotic agents either on site or remotely through the Internet and thus influence the evolving ontologies and languages of the artificial agents. The present book describes in detail the motivation, the cognitive mechanisms used by the agents, the various installations of the Talking Heads, the experimental results that were obtained, and the interaction with humans. It also provides a perspective on what happened in the field after these initial groundbreaking experiments. The book is invaluable reading for anyone interested in the history of agent-based models of language evolution and the future of Artificial Intelligence.
Information technology. --- Information society. --- shared vocabulary --- situated embodied agents --- agent-based models --- future of artificial intelligence --- human-robotic interaction --- language in robotics --- language evolution --- language games --- Lexicon --- Paris --- Semiotics --- Syntax --- shared vocabulary --- situated embodied agents --- agent-based models --- future of artificial intelligence --- human-robotic interaction --- language in robotics --- language evolution --- language games --- Lexicon --- Paris --- Semiotics --- Syntax
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Fiction --- English literature --- English fiction --- -Literary recreations --- Puzzles --- -English literature --- Amusements --- Games --- Riddles --- Language games --- Recreations, Literary --- Miscellanea --- History and criticism --- Literary recreations. --- Puzzles. --- History and criticism. --- Miscellanea. --- -Miscellanea --- Literary recreations
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Jeux et récréations littéraires --- Jeux et récréations mathématiques --- Language games --- Literaire spelletjes --- Literary recreations --- Mathematical recreations --- Recreations [Literary ] --- Taalspelletjes --- Wiskundige spelletjes --- Jeux littéraires --- Jeux mathématiques --- Jeux littéraires --- Jeux mathématiques
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An invigorating annual for those who are interested in medieval textual cultures and open to ways in which diverse post-modern methodologies may be applied to them. "Alcuin Blamires Review of English Studies"
Literature, Medieval --- History and criticism. --- Anglo-French poetry. --- British Isles. --- Cultural plurality. --- Ecclesiastical history. --- Europe. --- Intellectual diversity. --- Italian song. --- Language games. --- Literary analysis. --- Medieval literary studies. --- Medieval textual cultures. --- Old Norse sagas. --- Textual practices.
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The Talking Heads Experiment, conducted in the years 1999-2001, was the first large-scale experiment in which open populations of situated embodied agents created for the first time ever a new shared vocabulary by playing language games about real world scenes in front of them. The agents could teleport to different physical sites in the world through the Internet. Sites, in Antwerp, Brussels, Paris, Tokyo, London, Cambridge and several other locations were linked into the network. Humans could interact with the robotic agents either on site or remotely through the Internet and thus influence the evolving ontologies and languages of the artificial agents. The present book describes in detail the motivation, the cognitive mechanisms used by the agents, the various installations of the Talking Heads, the experimental results that were obtained, and the interaction with humans. It also provides a perspective on what happened in the field after these initial groundbreaking experiments. The book is invaluable reading for anyone interested in the history of agent-based models of language evolution and the future of Artificial Intelligence.
Information technology. --- Information society. --- shared vocabulary --- situated embodied agents --- agent-based models --- future of artificial intelligence --- human-robotic interaction --- language in robotics --- language evolution --- language games --- Lexicon --- Paris --- Semiotics --- Syntax
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The Talking Heads Experiment, conducted in the years 1999-2001, was the first large-scale experiment in which open populations of situated embodied agents created for the first time ever a new shared vocabulary by playing language games about real world scenes in front of them. The agents could teleport to different physical sites in the world through the Internet. Sites, in Antwerp, Brussels, Paris, Tokyo, London, Cambridge and several other locations were linked into the network. Humans could interact with the robotic agents either on site or remotely through the Internet and thus influence the evolving ontologies and languages of the artificial agents. The present book describes in detail the motivation, the cognitive mechanisms used by the agents, the various installations of the Talking Heads, the experimental results that were obtained, and the interaction with humans. It also provides a perspective on what happened in the field after these initial groundbreaking experiments. The book is invaluable reading for anyone interested in the history of agent-based models of language evolution and the future of Artificial Intelligence.
Information technology. --- Information society. --- shared vocabulary --- situated embodied agents --- agent-based models --- future of artificial intelligence --- human-robotic interaction --- language in robotics --- language evolution --- language games --- Lexicon --- Paris --- Semiotics --- Syntax
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The sequel to "Is Heathcliff A Murderer?", this is another collection of literary puzzles turning up unexpected and brain-teasing aspects of the range of canonical British and American fiction in the Oxford World's Classics list. Puzzles include: why does Robinson Crusoe find only one footprint?
Fiction --- English literature --- anno 1800-1999 --- American fiction --- English fiction --- Literary recreations. --- Puzzles. --- Miscellanea. --- History and criticism. --- Literary recreations --- Puzzles --- Amusements --- Games --- Riddles --- Language games --- Recreations, Literary --- American literature --- Miscellanea --- History and criticism --- English-speaking countries --- Anglophone countries --- Countries, Anglophone --- Countries, English-speaking --- Intellectual life
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