Dialogue Games
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Author | : L. Carlson |
Publisher | : Springer Science & Business Media |
Total Pages | : 339 |
Release | : 2012-12-06 |
Genre | : Language Arts & Disciplines |
ISBN | : 9401539634 |
This essay constitutes yet another approach to the fields of inquiry variously known as discourse analysis, discourse grammar, text grammar, functional 1 syntax, or text linguistics. An attempt is made to develop a fairly abstract unified theoretical frame work for the description of discourse which actually helps explain concrete facts of the discourse grammar of a naturallanguage.2 This plan is reflected in the division of the study into two parts. In the first part, a semiformal framework for describing conversational discourse is developed in some detail. In the second part, this framework is applied to the functional syntax of English. The relation of the discourse grammar of Part II to the descriptive frame work of Part I can be instructively compared to the relation of Tarskian semantics to model theory. Tarski's semantics defmes a concept of truth of a sentence in a model, an independently identified construct. Analogously, my rules of discourse grammar defme a concept of appropriateness of a sentence to a given context. The task of the first Part of the essay is to characterize the relevant notion of context. Although my original statement of the problem was linguistic - how to describe the meaning, or function, of certain aspects of word order and intonation - Part I is largely an application of various methods and results of philosophical logic. The justification of the interdisciplinary approach is the simplicity and naturalness of the eventual answers to specific linguistic problems in Part II.
Author | : Lauri Carlson |
Publisher | : John Benjamins Publishing |
Total Pages | : 114 |
Release | : 1984-01-01 |
Genre | : Language Arts & Disciplines |
ISBN | : 9027225397 |
This dialogue game approach to the discourse analysis of the English interjection well aims at the formulation of rules which would be informative (marking some contexts of use as more natural than others), systematic (applicable in a mechanical or at least in a non-ad hoc way), and adequate (showing putative competitors to be either false to fact, too narrow or too wide, or demonstrably equivalent).
Author | : Edda Weigand |
Publisher | : John Benjamins Publishing |
Total Pages | : 318 |
Release | : 2010-12-22 |
Genre | : Language Arts & Disciplines |
ISBN | : 9027287465 |
The ‘Mixed Game Model’ represents a holistic theory of dialogue which starts from human beings’ competence-in-performance and describes how language is integrated in a general theory of human action and behaviour. Human beings are able to adapt to changing conditions and to pursue their interests by the integrated use of various communicative means, mainly verbal, perceptual and cognitive. The core unit is the dialogic action game or ‘the mixed game’ with human beings at the centre acting and reacting in cultural surroundings. The key to opening up the complex whole is human beings’ nature. The Mixed Game Model demonstrates how the different disciplines of the natural and social sciences and the humanities are mutually interconnected. After a detailed overview of the state of the art, the fundamentals of the theory are laid down. They include a typology of action games which ranges from minimal games to complex institutional games. The description is illustrated by analyses of authentic games. As of July 2024, this e-book is available as Open Access under the CC BY-NC-ND license.
Author | : Charles Juwah |
Publisher | : Routledge |
Total Pages | : 266 |
Release | : 2006-09-27 |
Genre | : Computers |
ISBN | : 1134247494 |
This is a collection of research and innovative case material drawn from leading practitioners and academics from around the world which scrutinises the role and effectiveness of interactivity and teases out the practical implications for both.
Author | : Nicolas Maudet |
Publisher | : Springer |
Total Pages | : 222 |
Release | : 2007-11-04 |
Genre | : Computers |
ISBN | : 3540755268 |
Argumentation provides tools for designing, implementing and analyzing sophisticated forms of interaction among rational agents. It has made a solid contribution to the practice of multiagent dialogues. This book constitutes the thoroughly refereed post-proceedings of the Third International Workshop on Argumentation in Multi-Agent Systems held in Hakodate, Japan, as an associated event of AAMAS 2006, the main international conference on autonomous agents and multi-agent systems.
Author | : Iyad Rahwan |
Publisher | : Springer Science & Business Media |
Total Pages | : 496 |
Release | : 2009-06-13 |
Genre | : Computers |
ISBN | : 0387981977 |
Argumentation is all around us. Letters to the Editor often make points of cons- tency, and “Why” is one of the most frequent questions in language, asking for r- sons behind behaviour. And argumentation is more than ‘reasoning’ in the recesses of single minds, since it crucially involves interaction. It cements the coordinated social behaviour that has allowed us, in small bands of not particularly physically impressive primates, to dominate the planet, from the mammoth hunt all the way up to organized science. This volume puts argumentation on the map in the eld of Arti cial Intelligence. This theme has been coming for a while, and some famous pioneers are chapter authors, but we can now see a broader systematic area emerging in the sum of topics and results. As a logician, I nd this intriguing, since I see AI as ‘logic continued by other means’, reminding us of broader views of what my discipline is about. Logic arose originally out of re ection on many-agent practices of disputation, in Greek Ant- uity, but also in India and China. And logicians like me would like to return to this broader agenda of rational agency and intelligent interaction. Of course, Aristotle also gave us a formal systems methodology that deeply in uenced the eld, and eventually connected up happily with mathematical proof and foundations.
Author | : Wendy Despain |
Publisher | : CRC Press |
Total Pages | : 282 |
Release | : 2009-02-26 |
Genre | : Computers |
ISBN | : 1040053580 |
This book, written and edited by members of the International Game Developers Association (IGDA) Game Writing Special Interest Group, follows the acclaimed Professional Techniques for Video Game Writing to deliver practical advice from seasoned veterans on the special challenges of writing for first-person shooter games (FPS), role-playing games (R
Author | : Leszek Rutkowski |
Publisher | : Springer |
Total Pages | : 832 |
Release | : 2018-05-24 |
Genre | : Computers |
ISBN | : 3319912623 |
The two-volume set LNAI 10841 and LNAI 10842 constitutes the refereed proceedings of the 17th International Conference on Artificial Intelligence and Soft Computing, ICAISC 2018, held in Zakopane, Poland in June 2018. The 140 revised full papers presented were carefully reviewed and selected from 242 submissions. The papers included in the second volume are organized in the following five parts: computer vision, image and speech analysis; bioinformatics, biometrics, and medical applications; data mining; artificial intelligence in modeling, simulation and control; and various problems of artificial intelligence.
Author | : Yves Demazeau |
Publisher | : Springer |
Total Pages | : 343 |
Release | : 2013-04-17 |
Genre | : Computers |
ISBN | : 3642380735 |
This book constitutes the refereed proceedings of the 11th International Conference on Practical Applications of Agents and Multi-Agent Systems, PAAMS 2013, held in Salamanca, Spain, in May 2013. The 14 revised full papers and 9 short papers presented together with 16 demonstrations were carefully reviewed and selected from 70 submissions. The papers report on the application and validation of agent-based models, methods, and technologies in a number of key application areas, including: agents for real world problems; crowd modeling and analysis; decision making and discovery; interaction with artificial agents; mobility, ubiquity and clouds; (multi-)agent design technology; and simulation and organization.
Author | : Chris Bateman |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 457 |
Release | : 2021-01-28 |
Genre | : Games & Activities |
ISBN | : 1501348973 |
As the videogame industry has grown up, the need for better stories and characters has dramatically increased, yet traditional screenwriting techniques alone cannot equip writers for the unique challenges of writing stories where the actions and decisions of a diverse range of players are at the centre of every narrative experience. Game Writing: Narrative Skills for Videogames was the first book to demystify the emerging field of game writing by identifying and explaining the skills required for creating videogame narrative. Through the insights and experiences of professional game writers, this revised edition captures a snapshot of the narrative skills employed in today's game industry and presents them as practical articles accompanied by exercises for developing the skills discussed. The book carefully explains the foundations of the craft of game writing, detailing all aspects of the process from the basics of narrative to guiding the player and the challenges of nonlinear storytelling. Throughout the book there is a strong emphasis on the skills developers and publishers expect game writers to know. This second edition brings the material up to date and adds four new chapters covering MMOs, script formats, narrative design for urban games, and new ways to think about videogame narrative as an art form. Suitable for both beginners and experienced writers, Game Writing is the essential guide to all the techniques of game writing. There's no better starting point for someone wishing to get into this exciting field, whether they are new game writers wishing to hone their skills, or screenwriters hoping to transfer their skills to the games industry.