44,423 research outputs found

    The Strategies for Simple One-Point Ko Situation of Computer Go

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    [[abstract]]Ko plays a very important role in Go, but most computer Go programs still cannot handle ko fights so far. Utilizing the principle of Minimax procedure, we obtain the best strategies for the simple one-point ko situation, enabling computer Go programs to gain maximum or loss minimum profit when dealing with the simple one-point ko situation. We also discuss in detail the strategies for using ko threats during the process of the ko fight.

    Inexpensive Green Mini Supercomputer Based on Single Board Computer Cluster

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    This work focused on building a cluster computer named Wisanggeni 01 as mini-supercomputer for high performance computing, research, and educational purposes. Wisanggeni 01 was constructed from 33 node Raspberry Pi 2. Wisanggeni 01 runs Rasbian Whezzy OS with MPICH as parallel protocol. The Wisanggeni 01 performance is optimized with overclocking. The Wisanggeni 01 performance was tested with HPL benchmark, temperature test, and power consumption test. The result indicated that the peak performance of Wisanggeni 01 are 6020 MFLOPS with N=59000 at default clock and 9943 MFLOPS with N=55000 when overclocked. Average temperature when idle is 27.1°C – 30.2°C and 31.2°C – 34.6°C when running HPL benchmark. Average temperature at overclocked mode increase 2°C higher. Maximum wattage load of Wisanggeni 01 are 110W at default clock and 125W at overclocked clock. Power consumption used are 56% Raspberry Pi, 31% switch, and 13% cooler – LED

    Department of BioMolecular Sciences

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    Department/Unit poster (BioMolecular Sciences). Corresponding author: Candace Lowstuter ([email protected])https://egrove.olemiss.edu/pharm_annual_posters_2022/1010/thumbnail.jp

    Hanging out in the game café : Contextualising co-located computer game play practices and experiences

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    What social practices are people involved when staying in a game café? What kind of social setting is the game café? What are the attitudes towards playing computer games at home and in public among parents? What are the media representations of co-located game playing in public? What are the sensory experiences of playing co-located game play in public? This dissertation gives a descriptive and analytical account of the contexts and meanings of playing co-located computer games in public settings such as game cafés and LAN parties. The overall aim with the dissertation is to describe and investigate the social and cultural meanings and contexts of playing computer games in a game café. The research questions have been investigated in four empirical studies. The dissertation shows that people are involved in various social practices and activities aimed at supporting and maintaining social relationships among friends and peers. The game café can be seen as a third place, as it used by players for recreation and an escape from the pressure of home and school, a place which feels like home, is familiar and welcoming. However the game café is a limited third place used by young men who likes to play online and network games. The dissertation also shows how the social environment provides for specific sensory experiences. These sensory experiences involve sitting together side by side slapping each other’s shoulders and legs, eating candies and drinking sodas, listening to music. The representations of co-located game playing in public reproduce traditional gender roles where professional gamers are represented by men and causal gamers are represented by women (and men) as well as construct youth as party lovers. The study also suggests that parents’ attitudes towards their children playing games in public draw on traditional values and ideas about children’s play and social relationships.At the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 4: Submitted. </p

    On Computing Facilities for Computer Science

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    Computer science is viewed as field of study in which the experimental and pragmatic aspects, while initially slighted in some curricula, are becoming recognized as playing an increasingly important role. The need for appropriate computing facilities is examined, and resources not likely to be routinely available from a production computing facility are identified. Equipment selection guidelines are discussed, and experience based on the operation of the University of Wisconsin Computer Sciences Department Computer Systems Laboratory and others is described. The author suggests that these and related experiences at other institutions should lead to the realization that it is not only desirable but necessary that a computer science program have its own laboratory, and whereas equipment costs made this impractical a few years ago, it is now economically feasible

    Unleashing Animal-Computer Interaction : A Theoretical Investigation of the “I” in ACI

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    Non-human animals have had a long co-existence and relationship with human culture and society, and we interact with them in a number of ways, and for various reasons. Their involvement in technology can be traced back more than half a century, initially restricted to scientific contexts, for example, for the study of animal behavior, cognition, or language learning abilities. The advancement and growing ubiquity of technology has extended their interactions with technology beyond scientific settings to other domains and everyday contexts, and for a broader set of reasons. This development is also driven by the emerging research area of animal-computer interaction (ACI), in which scholars of human-computer interaction (HCI) are starting to explore the possibilities of designing interactive technology for and with animals. This requires engagement with the difficult task of understanding this new set of actors and the types of interactions and functionality they possibly would like to have with computing. This is a challenge even when it comes to humans, but the challenge escalates when considering other animals, and presents even more challenges. Animals live different lives to us, and include a broad and diverse category of species, with different ways of experiencing and being in the world, and we have difficulty understanding each other due to these interspecies differences. The shift from human to animal interaction is far from straightforward. This new and embryonic situation contests traditional notions of what a “user” is and can be, and how both digital technologies and other species, are being used. Consequently, it also challenges previous theoretical foundations and methods for understanding and designing user-computer interactions. The latter has received special attention, where user-centered design approaches and methods from the field of HCI and interaction design (IxD) has become a natural point of departure. As a complement, ACI needs a bolder and more creative way of progressing when it comes to building a theoretical framework to account for these new forms of interaction. There is a need to extend our thinking and the conventional ways of doing research and design, and to preserve curiosity and theoretical and methodological openness. As an alternative to many other design approaches, this thesis advocates the theoretical investigation of the “I” in ACI, aiming to extend the conventional notion of how interaction is conceptualized, a topic that has suffered from negligence. Drawing on ethnomethodological and ethnographic fieldwork – covering a maximum variation of extreme and deviant of cases – this thesis investigates the boundaries of the field and different theoretical perspectives and empirical insights, in order to increase our understanding of the emerging dynamics of multispecies-computer interactions, and also how these insights can excite the imagination and generate topics for zoocentric design and computing.At the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 5: Manuscript.</p

    D01. BMS Department Poster

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    Corresponding author (BioMolecular Sciences): Candace Lowstuter, [email protected]://egrove.olemiss.edu/pharm_annual_posters/1023/thumbnail.jp

    Inclusive Digital Socialisation : Designs of Education and Computer Games in a Global Context

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    Digital socialisation is to learn the ways of living online, across national borders, local cultures and societies and has to be inclusive for equal participation. Conditions for this socialisation process are different due to both local and individual limitations. In a high-income country like Sweden, playing computer games are one of the most common practices for digital socialisation among youth online (digital youth), but rarely in school with teachers. Thus, there is limited institutionalised support taking responsibility for the socialisation process online of digital youth. As contrast, in a lower middle-income country like Sri Lanka, telecentres provide holistic community services with free access to computer hardware and sometimes also Internet to bridge an internal digital divide. However, there are still several barriers for inclusive digital socialisation, such as shortage of teachers, infrastructure, accessibility and a language barrier. The problem is that digital youth have to overcome barriers for inclusive digital socialisation, often with limited institutionalised support. Game oriented education (GOE) is a potential approach to bridge these barriers. Thematic questions were: How can environments for inclusive digital socialisation be designed for digital youth who: T1) are gamers that are excluded in school; T2) are living in underprivileged communities; and/or T3) have disabilities and play games? A related thematic main question is: T4) how can education about game accessibility be designed for game developers? Within a design science framework, ethnography showed that GOE with entertainment games enabled gamers excluded in Swedish schools to be included, but could not be sustained by the schools. GOE workshops about programming were a possible way to raise awareness about ICT opportunities at Sri Lankan telecentres. Furthermore, a game prototype for deaf versus blind was demonstrated in workshops within formal education settings in Sweden and Sri Lanka, exploring a design method. Finally, two international online surveys provided data for designing a game accessibility curriculum framework, based upon opinions from researchers and game developers. Conclusions are that GOE may be an environment for inclusive digital socialisation, if it is: 1) sustained in the educational social system; 2) enabled within limits of ICTD; and 3) accessible for digital youth with disabilities. The latter requires: 4) education for game developers. This thesis shows how these requirements may be fulfilled, enabling GOE as a design to achieve inclusive digital socialisation in a global context.At the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 5: Manuscript.</p

    EthicShare Pilot Implementation Proposal

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    University of Minnesota Center for Bioethics, University Libraries, and Department of Computer Sciences. (2007). EthicShare Pilot Implementation Proposal. Retrieved from the University Digital Conservancy, https://hdl.handle.net/11299/197490
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