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Know and Do: Help for Beginning Teachers Indigenous Education
VOLUMe 6 • nUMBEr 2 • mAY 2007 Professional Educator Know and do: help for beginning teachers Indigenous education: pathways and barriers Empty schoolyards: the unhealthy state of play ‘for the profession’ Join us at www.austcolled.com.au SECTION PROFESSIONAL EDUCATOR ABN 19 004 398 145 ISSN 1447-3607 PRINT POST APPROVED PP 255003/02630 Published for the Australian College of Educators by ACER Press EDITOR Dr Steve Holden [email protected] 03 9835 7466 JOURNALIST Rebecca Leech [email protected] 03 9835 7458 4 EDITORIAL and LETTERS TO THE EDITOR AUSTraLIAN COLLEGE OF EDUcaTOrs ADVISORY COMMITTEE Hugh Guthrie, NCVER 6 OPINION Patrick Bourke, Gooseberry Hill PS, WA Bruce Addison asks why our newspapers accentuate the negative Gail Rienstra, Earnshaw SC, QLD • Mike Horsley, University of Sydney • Grading wool is fine, says Sean Burke, but not grading students Cheryl O’Connor, ACE Penny Cook, ACE 8 FEATURe – SOLVING THE RESEARCH PUZZLE prODUCTION Ralph Schubele Carolyn Page reports on research into quality teaching and school [email protected] 03 9835 7469 leadership that identifies some of the key education policy issues NATIONAL ADVERTISING MANAGER Carolynn Brown 14 NEW TEACHERs – KNOW AND DO: HELP FOR BEGINNERS [email protected] 03 9835 7468 What should beginning teachers know and be able to do? ACER Press 347 Camberwell Road Ross Turner has some answers (Private Bag 55), Camberwell VIC 3124 SUBSCRIPTIONS Lesley Richardson [email protected] 18 INNOVATIOn – SCIENCE AND INQUIRY $87.00 4 issues per year Want to implement an inquiry-based -
ED174481.Pdf
DOCUMENT RESUME ID 174 481 SE 028 617 AUTHOR Champagne, Audrey E.; Kl9pfer, Leopold E. TITLE Cumulative Index tc Science Education, Volumes 1 Through 60, 1916-1S76. INSTITUTION ERIC Information Analysis Center forScience, Mathematics, and Environmental Education, Columbus, Ohio. PUB DATE 78 NOTE 236p.; Not available in hard copy due tocopyright restrictions; Contains occasicnal small, light and broken type AVAILABLE FROM Wiley-Interscience, John Wiley & Sons, Inc., 605 Third Avenue, New York, New York 10016(no price quoted) EDRS PRICE MF01 Plus Postage. PC Not Available from EDRS. DESCRIPTORS *Bibliographic Citations; Educaticnal Research; *Elementary Secondary Education; *Higher Education; *Indexes (Iocaters) ; Literature Reviews; Resource Materials; Science Curriculum; *Science Education; Science Education History; Science Instructicn; Science Teachers; Teacher Education ABSTRACT This special issue cf "Science Fducation"is designed to provide a research tool for scienceeducaticn researchers and students as well as information for scienceteachers and other educaticnal practitioners who are seeking suggestions aboutscience teaching objectives, curricula, instructionalprocedures, science equipment and materials or student assessmentinstruments. It consists of 3 divisions: (1) science teaching; (2)research and special interest areas; and (3) lournal features. The science teaching division which contains listings ofpractitioner-oriented articles on science teaching, consists of fivesections. The second division is intended primarily for -
Learning to Play the Game of Go
Learning to Play the Game of Go James Foulds October 17, 2006 Abstract The problem of creating a successful artificial intelligence game playing program for the game of Go represents an important milestone in the history of computer science, and provides an interesting domain for the development of both new and existing problem-solving methods. In particular, the problem of Go can be used as a benchmark for machine learning techniques. Most commercial Go playing programs use rule-based expert systems, re- lying heavily on manually entered domain knowledge. Due to the complexity of strategy possible in the game, these programs can only play at an amateur level of skill. A more recent approach is to apply machine learning to the prob- lem. Machine learning-based Go playing systems are currently weaker than the rule-based programs, but this is still an active area of research. This project compares the performance of an extensive set of supervised machine learning algorithms in the context of learning from a set of features generated from the common fate graph – a graph representation of a Go playing board. The method is applied to a collection of life-and-death problems and to 9 × 9 games, using a variety of learning algorithms. A comparative study is performed to determine the effectiveness of each learning algorithm in this context. Contents 1 Introduction 4 2 Background 4 2.1 Go................................... 4 2.1.1 DescriptionoftheGame. 5 2.1.2 TheHistoryofGo ...................... 6 2.1.3 Elementary Strategy . 7 2.1.4 Player Rankings and Handicaps . 7 2.1.5 Tsumego .......................... -
Including ACG8, ACG9, Games in AI Research, ACG10 T/M P. 18) Version: 20 June 2007
REFERENCE DATABASE 1 Updated till Vol. 29. No. 2 (including ACG8, ACG9, Games in AI Research, ACG10 t/m p. 18) Version: 20 June 2007 AAAI (1988). Proceedings of the AAAI Spring Symposium: Computer Game Playing. AAAI Press. Abramson, B. (1990). Expected-outcome: a general model of static evaluation. IEEE Transactions on Pattern Analysis and Machine Intelligence, Vol. 12, No.2, pp. 182-193. ACF (1990), American Checkers Federation. http://www.acfcheckers.com/. Adelson-Velskiy, G.M., Arlazarov, V.L., Bitman, A.R., Zhivotovsky, A.A., and Uskov, A.V. (1970). Programming a Computer to Play Chess. Russian Mathematical Surveys, Vol. 25, pp. 221-262. Adelson-Velskiy, M., Arlazarov, V.L., and Donskoy, M.V. (1975). Some Methods of Controlling the Tree Search in Chess Programs. Artificial Ingelligence, Vol. 6, No. 4, pp. 361-371. ISSN 0004-3702. Adelson-Velskiy, G.M., Arlazarov, V. and Donskoy, M. (1977). On the Structure of an Important Class of Exhaustive Problems and Methods of Search Reduction for them. Advances in Computer Chess 1 (ed. M.R.B. Clarke), pp. 1-6. Edinburgh University Press, Edinburgh. ISBN 0-85224-292-1. Adelson-Velskiy, G.M., Arlazarov, V.L. and Donskoy, M.V. (1988). Algorithms for Games. Springer-Verlag, New York, NY. ISBN 3-540-96629-3. Adleman, L. (1994). Molecular Computation of Solutions to Combinatorial Problems. Science, Vol. 266. p. 1021. American Association for the Advancement of Science, Washington. ISSN 0036-8075. Ahlswede, R. and Wegener, I. (1979). Suchprobleme. Teubner-Verlag, Stuttgart. Aichholzer, O., Aurenhammer, F., and Werner, T. (2002). Algorithmic Fun: Abalone. Technical report, Institut for Theoretical Computer Science, Graz University of Technology. -
1970-2012 TOPIC INDEX for the College Mathematics Journal (Including the Two Year College Mathematics Journal)
1970-2012 TOPIC INDEX for The College Mathematics Journal (including the Two Year College Mathematics Journal) prepared by Donald E. Hooley Mathematics Department Bluffton University, Bluffton, Ohio Each item in this index is listed under the topics for which it might be used in the classroom or for enrichment after the topic has been presented. Within each topic entries are listed in chronological order of publication. Each entry is given in the form: Title, author, volume:issue, year, page range, [C or F], [other topic cross-listings] where C indicates a classroom capsule or short note and F indicates a Fallacies, Flaws and Flimflam note. If there is nothing in this position the entry refers to an article unless it is a book review. The topic headings in this index are numbered and grouped as follows: 0 Precalculus Mathematics (also see 9) 0.1 Arithmetic (also see 9.3) 0.2 Algebra 0.3 Synthetic geometry 0.4 Analytic geometry 0.5 Conic sections 0.6 Trigonometry (also see 5.3) 0.7 Elementary theory of equations 0.8 Business mathematics 0.9 Techniques of proof (including mathematical induction 0.10 Software for precalculus mathematics 1 Mathematics Education 1.1 Teaching techniques and research reports 1.2 Courses and programs 2 History of Mathematics 2.1 History of mathematics before 1400 2.2 History of mathematics after 1400 2.3 Interviews 3 Discrete Mathematics 3.1 Graph theory 3.2 Combinatorics 3.3 Other topics in discrete mathematics (also see 6.3) 3.4 Software for discrete mathematics 4 Linear Algebra 4.1 Matrices, systems of linear -
Universal (Meta-)Logical Reasoning: the Wise Men Puzzle (Isabelle/HOL Dataset)
Data in brief 24 (2019) 103823 Contents lists available at ScienceDirect Data in brief journal homepage: www.elsevier.com/locate/dib Data Article Universal (meta-)logical reasoning: The Wise Men Puzzle (Isabelle/HOL dataset) * Christoph Benzmüller a, b, a Freie Universitat€ Berlin, Germany b University of Luxembourg, Luxembourg article info abstract Article history: The authors universal (meta-)logical reasoning approach is Received 20 November 2018 demonstrated and assessed with a prominent riddle in epistemic Received in revised form 22 February 2019 reasoning: the Wise Men Puzzle. The presented solution puts a Accepted 4 March 2019 particular emphasis on the adequate modeling of common Available online 20 March 2019 knowledge and it illustrates the elegance and the practical rele- vance of the shallow semantical embedding approach when uti- Keywords: lized within modern proof assistant systems such as Isabelle/HOL. Universal logical reasoning Automated theorem proving The contributed dataset provides supporting evidence for claims “ Higher-order logic made in the article Universal (meta-)logical reasoning: Recent successes” (Benzmüller, 2019). © 2019 The Author(s). Published by Elsevier Inc. This is an open access article under the CC BY license (http://creativecommons. org/licenses/by/4.0/). DOI of original article: https://doi.org/10.1016/j.scico.2018.10.008. * Corresponding author. E-mail address: [email protected]. https://doi.org/10.1016/j.dib.2019.103823 2352-3409/© 2019 The Author(s). Published by Elsevier Inc. This -
Computer Games Workshop 2007
Computer Games Workshop 2007 Amsterdam, June 15{17, 2007 MAIN SPONSORS Preface We are pleased to present the proceedings of the Computer Games Workshop 2007, Amsterdam, June 15{17, 2007. This workshop will be held in conjunc- tion with the 12th Computer Olympiad and the 15th World Computer-Chess Championship. Although the announcement was quite late, we were pleased to receive no less than 24 contributions. After a \light" refereeing process 22 papers were accepted. We believe that they present a nice overview of state-of-the-art research in the ¯eld of computer games. The 22 accepted papers can be categorized into ¯ve groups, according to the type of games used. Chess and Chess-like Games In this group we have included two papers on Chess, one on Kriegspiel, and three on Shogi (Japanese Chess). Matej Guid and Ivan Bratko investigate in Factors A®ecting Diminishing Returns for Searching Deeper the phenomenon of diminishing returns for addi- tional search e®ort. Using the chess programs Crafty and Rybka on a large set of grandmaster games, they show that diminishing returns depend on (a) the value of positions, (b) the quality of the evaluation function, and (c) the phase of the game and the amount of material on the board. Matej Guid, Aritz P¶erez,and Ivan Bratko in How Trustworthy is Crafty's Analysis of Chess Champions? again used Crafty in an attempt at an objective assessment of the strength of chess grandmasters of di®erent times. They show that their analysis is trustworthy, and hardly depends on the strength of the chess program used, the search depth applied, or the size of the sets of positions used. -
Puzzles from Around the World 5¿ Richard I
Contents Foreword iÜ Elwyn Berlekamp and Tom Rodgers I Personal Magic ½ Martin Gardner: A “Documentary” ¿ Dana Richards Ambrose, Gardner, and Doyle ½¿ Raymond Smullyan A Truth Learned Early ½9 Carl Pomerance Martin Gardner = Mint! Grand! Rare! ¾½ Jeremiah Farrell Three Limericks: On Space, Time, and Speed ¾¿ Tim Rowett II Puzzlers ¾5 A Maze with Rules ¾7 Robert Abbott Biblical Ladders ¾9 Donald E. Knuth Card Game Trivia ¿5 Stewart Lamle Creative Puzzle Thinking ¿7 Nob Yoshigahara v vi Contents Number Play, Calculators, and Card Tricks: Mathemagical Black Holes 4½ Michael W. Ecker Puzzles from Around the World 5¿ Richard I. Hess OBeirnes Hexiamond 85 Richard K. Guy Japanese Tangram (The Sei Shonagon Pieces) 97 Shigeo Takagi How a Tangram Cat Happily Turns into the Pink Panther 99 Bernhard Wiezorke Pollys Flagstones ½¼¿ Stewart Coffin Those Peripatetic Pentominoes ½¼7 Kate Jones Self-Designing Tetraflexagons ½½7 Robert E. Neale The Odyssey of the Figure Eight Puzzle ½¾7 Stewart Coffin Metagrobolizers of Wire ½¿½ Rick Irby Beautiful but Wrong: The Floating Hourglass Puzzle ½¿5 Scot Morris Cube Puzzles ½45 Jeremiah Farrell The Nine Color Puzzle ½5½ Sivy Fahri Twice: A Sliding Block Puzzle ½6¿ Edward Hordern Planar Burrs ½65 M. Oskar van Deventer Contents vii Block-Packing Jambalaya ½69 Bill Cutler Classification of Mechanical Puzzles and Physical Objects Related to Puzzles ½75 James Dalgety and Edward Hordern III Mathemagics ½87 A Curious Paradox ½89 Raymond Smullyan A Powerful Procedure for Proving Practical Propositions ½9½ Solomon W. Golomb Misfiring Tasks ½9¿ Ken Knowlton Drawing de Bruijn Graphs ½97 Herbert Taylor Computer Analysis of Sprouts ½99 David Applegate, Guy Jacobson, and Daniel Sleator Strange New Life Forms: Update ¾¼¿ Bill Gosper Hollow Mazes ¾½¿ M. -
Downloaded to the User’S Computer Rather Than Streamed Online
48‐JLS‐0064 ARG Relevance as a Marketing Strategy in a Museum Interactive Qualifying Project Proposal Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for graduation By ___________________________ ___________________________ Tyler Berg Adam Pastorello ____________________________ Riley Brown April 19, 2010 ____________________________________ Professor Jeffrey L. Forgeng. Major Advisor Keywords: ARG, Alternate Reality Game, Museums, Higgins Armory 1 Abstract This project explored the use of alternate reality games as a marketing strategy in a museum environment. An alternate reality game is a largely web‐based virtual scavenger hunt where the players find information and solve puzzles to uncover a story. The setting for the game was the Higgins Armory Museum. The project created and ran an ARG, analyzing what tactics worked or did poorly in stirring interest in the museum. 2 Contents Abstract ......................................................................................................................................................... 2 Introduction .................................................................................................................................................. 5 Chapter 1 ‐ Digital Media .............................................................................................................................. 7 Introduction ............................................................................................................................................. -
Its Solution and Analogy to the Chinese Rings
The Chinese String Its solution and analogy to the Chinese Rings Andreas Christopher Höck Dissertation an der Fakultät für Mathematik, Informatik und Statistik der Ludwig–Maximilians–Universität München vorgelegt von Andreas Christopher Höck München, den 04.05.2017 Erstgutachter: Prof. Dr. Andreas M. Hinz, LMU München Zweitgutachter: Prof. Dr. Jaka Smrekar, Univerza v Ljubljani Tag der mündlichen Prüfung: 07.09.2017 Zusammenfassung In der Kognitivpsychologie werden isomorphe mechanische Geschicklichkeitsspiele betrach- tet, um herauszufinden, wodurch Probleme ihre Schwierigkeit erhalten. Ein Beispiel für diese Art von Geschicklichkeitsspielen sind die zueinander isomorphen Spiele Turm von Hanoi und Monsters and Globes. Ihre Isomorphie ist durch das Vertauschen der Rollen der beweglichen und der festen Bestandteile gegeben. Ein weiteres Beispiel von zwei Geschicklichkeitsspielen, bei denen die Rollen der festen und beweglichen Bestandteile vertauscht sind, sind Chinesische Ringe und Chinese String. In dieser Dissertation wird der Zusammenhang zwischen Chinesi- sche Ringe und Chinese String genauer untersucht, um herauszufinden, inwiefern eine Isomor- phie zwischen diesen beiden gegeben ist. Zunächst wird eine Einleitung in Chinesische Ringe gegeben. Dabei werden Eigenschaften des zugehörigen Zustandsgraphen und der Zusammenhang zwischen Gros- und Gray-Code angege- ben. Darüber hinaus wird die Zugfolge der optimalen Lösung (mit abzählbar unendlich vielen Ringen), auch Gros-Folge genannt, betrachtet und festgestellt, dass diese gleich der "greedy square-free sequence" ist. Anschließend wird eine mechanische Lösung von Chinese String aufgezeigt. Mithilfe einer imaginären Linie werden Bewegungen definiert und diese Bewegungen werden verwendet, um einen rekursiven Lösungsalgorithmus für eine beliebige Anzahl an Ringen anzugeben. Anhand des Algorithmus werden weitere Eigenschaften der Lösung untersucht und es wird festgestellt, dass diese Lösung zum Lösen von Chinesische Ringe verwendet werden kann, da deren Zug- folgen identisch sind. -
ARG Relevance As a Marketing Strategy in a Museum Adam Roy Pastorello Worcester Polytechnic Institute
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DigitalCommons@WPI Worcester Polytechnic Institute Digital WPI Interactive Qualifying Projects (All Years) Interactive Qualifying Projects May 2010 ARG Relevance as a Marketing Strategy in a Museum Adam Roy Pastorello Worcester Polytechnic Institute Riley Oliver Brown Worcester Polytechnic Institute Tyler Wesley Berg Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/iqp-all Repository Citation Pastorello, A. R., Brown, R. O., & Berg, T. W. (2010). ARG Relevance as a Marketing Strategy in a Museum. Retrieved from https://digitalcommons.wpi.edu/iqp-all/2587 This Unrestricted is brought to you for free and open access by the Interactive Qualifying Projects at Digital WPI. It has been accepted for inclusion in Interactive Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. 48‐JLS‐0064 ARG Relevance as a Marketing Strategy in a Museum Interactive Qualifying Project Proposal Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for graduation By ___________________________ ___________________________ Tyler Berg Adam Pastorello ____________________________ Riley Brown April 19, 2010 ____________________________________ Professor Jeffrey L. Forgeng. Major Advisor Keywords: ARG, Alternate Reality Game, Museums, Higgins Armory 1 Abstract This project explored the use of alternate reality games as a marketing strategy in a museum environment. An alternate reality game is a largely web‐based virtual scavenger hunt where the players find information and solve puzzles to uncover a story. The setting for the game was the Higgins Armory Museum.