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EN
The main aim of this paper is to present a technique designed to assess the level of non-cooperativeness of players in the Loebner Contest (thereafter I will refer to the contest as LC). My tool here will be the measure of the Degrees of Non-Cooperation (DNC) in a dialogue proposed by Brian Plüss (2010, 2011). This technique is based on the identification of the set of non-cooperative features (NCFs) appearing in a given dialogue type. Plüss proposes such a set for the domain of political debates, whereas in this paper, I will propose my own set to use with the LC dialogues. In the first section I will introduce the basic rules and ideas behind the LC. The second section contains the results of an empirical study of four LC dialogues using the DNC measure: description of the study sample, types of NCFs used, a discussion of the annotation reliability and DNC measures for players are covered in this section. In the summary I will concern future applications of the presented approach.
EN
The dependency relation between questions is discussed in terms of compliance (developed within inquisitive semantics – INQ) and erotetic implication (developed within Inferential Erotetic Logic – IEL). I show that INQ approach to questions’ dependency is more narrow and strict than the one offered by IEL.
3
Content available remote

IEL-based Formal Dialogue System for Tutorials

100%
EN
FFormal dialogue system for tutorials DL(IEL)T is introduced. The system allows for modelling certain behaviours related to questioning agendas observed in tutorial dialogues. Inferential Erotetic Logic is the underlying logic of questions used here. Tutorial dialogues retrieved from the Basic Electricity and Electronics Corpus are presented and analysed with the use of DL(IEL)T.
4
Content available remote

GAMIFYING SCIENCE – THE ISSUE OF DATA VALIDATION

63%
EN
In this paper we will present the idea of gamifying scientific processes. Game design techniques appear to be very useful when we are dealing with processing enormous amounts of scientific data (think of domains such as biology or astronomy, for example). We will focus our attention on the issue of effectiveness of such an approach, as well as on the issue of procedures and techniques that ensure high quality of results obtained via gamified scientific processes.
Diametros
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2019
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vol. 16
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issue 59
35-47
EN
The aim of this paper is to present and discuss the issue of the adequacy of the Minimum Intelligent Signal Test (MIST) as an alternative to the Turing Test. MIST has been proposed by Chris McKinstry as a better alternative to Turing’s original idea. Two of the main claims about MIST are that (1) MIST questions exploit commonsense knowledge and as a result are expected to be easy to answer for human beings and difficult for computer programs; and that (2) the MIST design aims at eliminating the problem of the role of judges in the test. To discuss these design assumptions we will present Peter D. Turney’s PMI-IR algorithm which allows for MIST-type questions to be answered. We will also present and discuss the results of our own study aimed at the judge problem for MIST.
EN
We present the QuestGen game which is aimed at facilitating data gathering for research on question processing. QuestGen is an online game in which players solve detective puzzles by asking yes/no questions to the presented stories. We present the prototype of the game and its user testing.
PL
W artykule omawiamy grę QuestGen. Jej celem jest ułatwienie zbierania danych językowych na potrzeby badań nad zjawiskiem przetwarzania pytań. Gra QuestGen jest grą online, w której gracze rozwiązują zagadki detektywistyczne, zadając pytania do przedstawionych historii. Omawiamy implementację prototypu tej gry oraz rezultaty testów z użytkownikami.
EN
The aim of this paper is to present and discuss interesting and inspiring game-design techniques employed in selected games with a purpose. We are interested here in a particular domain of these games’ application – namely science. We consider how particular techniques (like implementing Free2Play mechanics) might influence players’ engagement.
PL
Celem niniejszej pracy jest przedstawienie oraz omówienie interesujących technik projektowania gier, które wykorzystane zostały w grach skierowanych na cel. Omawiane przez nas produkcje zostaną ograniczone do tych używanych w badaniach naukowych. Szczególnie ciekawą kwestię stanowi dla nas wpływ poszczególnych technik (np. implementacji mechanik modelu Free2Play) na zaangażowanie graczy.
EN
In this paper the idea of Loebner contest as a practical implementation of the Turing test is presented. The Brian Plüss’ measure of the degrees of non-cooperation in a dialogue is applied to the dialogues of the Loebner contest. The proposal of a typology of non-cooperative features in the contest’s dialogues is discussed and the reliability of annotation with the use of this typology of features is analysed. The degrees of non-cooperation of judges and programs for the Loebner contest (editions 2009 – 2012) are presented and discussed. On the basis of the results the role of a judge and the strategies used by programs are discussed for the contest and the Turing test.
EN
In this paper we present the results of an experimental study of bot identification in a multiplayer online game. Our game of choice for the study was World of Warships. The tested group consisted of 30 subjects (15 experienced players and 15 players without significant experience in this domain). Subjects played the game against bots or against human players. The main hypothesis for the study was that the more immersed a player was, the less accurate s/he will identify the opposing players (as human players or as bots). On the basis of the results, this hypothesis cannot be confirmed.
PL
W artykule przedstawiamy wyniki badania poświęconego identyfikacji graczy-botów w wieloosobowej grze online. Badanie zostało przeprowadzone z wykorzystaniem gry World of Warships. Grupa badana składała się z 30 osób (15 doświadczonych graczy oraz 15 osób z niewielkim doświadczeniem w grach). Badani grali w grę przeciwko botom lub ludziom. Główną hipotezą badawczą przyjętą przez nas na potrzeby badania było przypuszczenie, że im wyższy poziom immersji osiągnie gracz, tym mniej trafnie będzie rozpoznawał graczy, przeciwko którym gra (jako ludzi lub boty). Hipoteza ta nie znajduje potwierdzenia w wynikach badania.
EN
In the paper problem solving processes that involve reasoning with question are analysed. These reasoning with questions are compared to normative solution scenarios based on A. Wiśniewski’s Inferential Erotetic Logic. An on - line game with a purpose QuestGen has been used to gather data for the analysis.
EN
The concept of cooperative question-responses as an extension of cooperative behaviours used by interfaces for databases and information systems is proposed. A procedure to generate question-responses based on question dependency and erotetic search scenarios is presented. The procedure is implemented in Prolog.
12
Content available remote

Epistemic Erotetic Search Scenarios

51%
EN
The aim of this paper is to introduce erotetic search scenarios known from Inferential Erotetic Logic by using the framework of epistemic erotetic logic. The key notions used in this system are those of askability and epistemic erotetic implication. Scenarios are supposed to represent all rational strategies of an agent solving the problem posed by the initial question where the interaction with an external information source is seen as a series of updates of the agent’s knowledge.
PL
Artykuł przedstawia Metodę Dyskursu Eksperckiego wraz z opisem jej praktycznego zastosowania w środowisku naukowym Polskiej Szkoły Argumentacji. Metoda opracowana została z myślą o zorganizowaniu skutecznej współpracy między specjalistami tej samej dziedziny. Na kolejne etapy składają się: sondaż wśród ekspertów, mający wyłonić stanowiska, wybranie na jego podstawie najważniejszych oraz najbardziej kontrowersyjnych kwestii, przedyskutowanie ich w grupach i poddanie analizie za pomocą narzędzia OVA+. Artykuł zawiera sprawozdanie z pracy nad zagadnieniem siły argumentu, mającym szczególne znaczenie dla programu badań w Polskiej Szkole Argumentacji.
EN
The article presents the Method of Expert Discourse, and a description of its practical application within the scientifi c community of the Polish School of Argumentation. The method was developed in order to effectively organize collaboration among specialists working in the same fi eld of investigation. The application of the method consists of the following stages: carrying out a survey addressed to experts, which is to reveal main positions; and, on this basis, selecting of some most important and controversial issues, and fi nally discussing them in groups and analyzing with help of OVA+, a tool for argument processing. The article contains a report on the research into the issue of argument force, which has a particular signifi cance for the research program of the Polish School of Argumentation.
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