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What are Cybernetics and Systems Science?

What are Cybernetics and Systems Science?
Related:  Systems Complex

Dunning–Kruger effect Cognitive bias about one's own skill The Dunning–Kruger effect is a cognitive bias in which people with limited competence in a particular domain overestimate their abilities. Some researchers also include the opposite effect for high performers: their tendency to underestimate their skills. In popular culture, the Dunning–Kruger effect is often misunderstood as a claim about general overconfidence of people with low intelligence instead of specific overconfidence of people unskilled at a particular task. The Dunning–Kruger effect is usually measured by comparing self-assessment with objective performance. There are disagreements about what causes the Dunning–Kruger effect. There are disagreements about the Dunning–Kruger effect's magnitude and practical consequences. Definition[edit] The Dunning–Kruger effect is defined as the tendency of people with low ability in a specific area to give overly positive assessments of this ability. David Dunning Explanations[edit] [edit] Statistical[edit]

Dissertation « The Dreaming Game Designer This large post has the final version of my dissertation, be advised that the word count came in at 6585 words, it’s a long read but you should be able to just skip to the Further Issues & The Nature of Puzzles sections right at the end without losing out on too much content. The Challenge of Puzzle Solving in Games – Robert Farr Submitted in partial fulfilment of the requirements for the degree of BA in Creative Computer Games Design at Swansea Metropolitan University (Formerly Swansea Institute of Higher Education) Table of Contents Word Count 6585 Chapter 1: Introduction What is a game? In order to do the above it is first necessary to examine the definition of a game as this informs further discussion of the reasons for why adventure games have suffered recently. For simplicity we shall instead focus on a definition authored by game designer Greg Costikyan. What is a First Person Shooter? What is a Graphic Adventure Game? Chapter Summary Chapter 2: First Person Shooter Half-Life Far Cry 2

Systems - A Journey Along the Way Systems A Journey Along theWay Welcome to a journey in the realm of systems. The journey is still unfolding as this web site continues to evolve over time. Yet, even with the endless changes, there continues to be a connection, in one fashion or another, with systems. The real intent here is not to study systems as a discipline, though more an intent to study lots of things and employ a systems perspective to foster understanding. Every attempt will be made to avoid the major failing of "system science." Enjoy the journey! System The word system probably has more varied meanings than any other word in use today. A system is an entity which maintains its existence through the mutual interaction of its parts. The key emphasis here is "mutual interaction," in that something is occurring between the parts, over time, which maintains the system. This definition of a system implies something beyond cause and effect. Emergence Associated with the idea of system is a principle called emergence.

Wicked Problems If you work in an organisation that deals with social, commercial or financial planning - or any type of public policy planning - then you've got wicked problems. You may not call them by this name, but you know what they are. They are those complex, ever changing societal and organisational planning problems that you haven't been able to treat with much success, because they won't keep still. Keywords: Wicked problems, general morphological analysis, policy analysis, Horst Rittel Introduction In 1973, Horst Rittel and Melvin Webber, both urban planners at the University of Berkley in California, wrote an article for Policy Sciences with the astounding title "Dilemmas in a General Theory of Planning". At first glance, it is not self-evident what is actually meant by this term. Also, wicked problems are not actually "problems" in the sense of having well defined and stable problem statements. First, let us look at what characterises a tame problem. Ten Criteria for Wicked Problems 1. 2.

Making Computer Games Is Easy « Meditations on First Gaming Phil Well, not really. Obviously the process of actually making a real game is laboriously difficult and beset with more problems than you could ever presuppose (which is sort of the point), so difficult that any project of any size will find it hard to ever estimate how long their game will take to make. If we are talking man hours to actual end content making games is ludicrously difficult. So maybe we can say finishing a game is hard, but actually making one? Mario is a paradigm we all understand, controls and rules we are familiar with, so where ever the game wants to pull off its quirk (Time Travel! But that’s the thing. My premier theory for Why All Games Are Shit ™ (Alternatively: Why Gaming Isn’t An Art-form ™ or Why All Mainstream Games Are The Same ™) is that to ever get to the position in any studio that gets its works published you’d already have to A. Which leads me back to the indies. After all, designing games is hard, making games is easy. Like this: Like Loading...

SystemsWiki Wicked problem "Wicked problem" is a phrase originally used in social planning to describe a problem that is difficult or impossible to solve because of incomplete, contradictory, and changing requirements that are often difficult to recognize. The term "wicked" is used to denote resistance to resolution, rather than evil.[1] Moreover, because of complex interdependencies, the effort to solve one aspect of a wicked problem may reveal or create other problems. C. West Churchman introduced the concept of wicked problems in a "Guest Editorial" of Management Science (Vol. 14, No. 4, December 1967) by referring to "a recent seminar" by Professor Horst Rittel, and discussing the moral responsibility of operations research "to inform the manager in what respect our 'solutions' have failed to tame his wicked problems". Characteristics[edit] Rittel and Webber's 1973 formulation of wicked problems in social policy planning specified ten characteristics:[2][3] The defining characteristics are:[4] Examples[edit]

Taekwan Kim's Blog - Validation Theory The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Today, I’d like to propose a very basic idea: a consequence is a reward whenever it validates the player. If we take the premise as granted, however, a careful examination should produce some practical insights into how validation shapes player activity. Validation: The Source of All Rewards The pursuit of validation—objectively, the psychological result when reality matches schema; subjectively, the feeling that an investment (intellectual, emotional, material, etc.) has been justified—is one of those things that, because it so thoroughly and expansively permeates human behavior, largely escape our conscious awareness. But the cascade of psychological activity involved in validation serves a very real, evolutionary level purpose as a basic and essential survival tool. Closing Thoughts

Systems Analysis Interesting Web Sites List Systems Analysis Web Sites General Systems Analysis Links Systems and Systems Thinking Definition of a System A system definition courtesy of the Pentagon. Horizonwatching: A Smarter Planet --- aka a system! Systems and Systems Thinking Dr. Benefits of Systems Analysis Product Design by Business Week Systems Theory at work: Using a Complex Systems Approach to Study Educational Policy Horizonwatching: A Smarter Planet --- aka a system! MetaPlanning Victorian Data Processing Modern Systems Analyst Don Norman's website. International Institute for Applied Systems Analysis Web-based Information Systems Hospital begins process by re-examining patient experience Places to Intervene in a System Systems Analysis for Beginners To Combat Terrorism, a Systems Approach is Vital -- read the article. Systems Analysis: A Tool to Understand and Predict Terrorist Activities Systems Thinking at Wikipedia Systems Thinking from MIT VIDEO: Warriors of the Net An Example Systems Analysis Humor in Systems Analysis IDE-O comes to St.

New England Complex Systems Institute The Philosophy of Game Design (part 1) The Escapist Magazine. If you've ever said that a videogame was "bad" for any reason - is evil, is nothing new, is too hard, is pretentious, is inaccessible, is sexist - in the performance of your royal duties as Grand Arbiter of Good Taste, then you also have to define and articulate what is a "good" game for us simple-minded folk. So, what makes a "good" game? Well, it all depends on whether you believe in absolute truth. (No, really!) For purposes of simplification, I will ignore all traditions of ancient philosophy that took place outside of Greece. Aristotle argued for a type of pluralism, where the purpose of a society was to ensure its individual citizens flourished (and by citizens, he meant only the small portion of Greek society that was the educated male land-owning military and gentry - sorry, women and slaves, no flourishing for you!) So, an Aristotelian philosophy of game design would presume the existence of a "citizen" - the hardcore gamer.

Why I don’t agree that systems thinking is a ‘fallacy’ It’s been some time since I wrote my counterpoint to Bojan’s article on quitting GTD, and in that time I’ve come to know him a great deal better, to respect his opinion, and I consider him a friend. However when I read his latest post on the fallacy of systems thinkers I felt compelled to lay out the things I disagree with, and to defend what I see as my position as one of the ‘systems thinkers’ he refers to. Here’s the case for the defence: Exhibit A: The Review process ‘doesn’t work’ Bojan says that for the ‘majority’ of people, the review part of productivity systems is a ‘complete disaster’. Whilst it’s hard to dispute that many people (including me) find the review aspect of GTD tough, I think it’s worth considering two points: Not all productivity systems require a ‘review’ in the same way that GTD does. I would add that there are a lot (I’d love to know the numbers) of people for whom GTD, and the review process, has been incredibly helpful. I say the exact opposite. Of course not.

Reflexive Pedagogy Over the past few months, we at ProfHacker have written articles about class/course assessment and how important it is to get students’ input in class evaluations. Certainly, course evaluations contain important information for the instructor and the university, but they rarely measure what the students actually learned in that course. We can use traditional methods of evaluation to gauge what students have learned, and that helps us (giving tests, assigning grades). Self-reflexivity can help students and educators identify the “what” and the “why” of student learning. Reflexivity, on the other hand, is to engage in the moment, to understand the thoughts and feelings of an experience while experiencing that experience. This dual understanding becomes key if we want students to retain what they have learned. What question do you have? Higgins also has self-reflexive questions that can be used at the end of a semester: How do you engage in self-reflexive behavior in your classes?

A new blueprint for artificial general intelligence (stock image) Demis Hassabis, a research fellow at the Gatsby Computational Neuroscience Unit, University College London, is out to create a radical new kind of artficial brain. A former well-known UK videogame designer and programmer, he has produced a number of amazing games, including the legendary Evil Genius — which he denies selling to Microsoft, thus ruining a perfectly good joke. He also won the World Games Championships a record five times. But in 2005, he decided to move from narrow AI (used in his games) to a bigger challenge: creating artificial general intelligence (AGI). Systems-level neuroscience Hassabis will unveil the blueprint on Saturday August 14 at the Singularity Summit in San Francisco. Hassabis: discovering the brain's algorithms Those problems, he said, include: How do we acquire knowledge? “We don’t have any good machine-learning algorithms for going from perceptual information to abstract information, such as what a city is, or how tall or heavy something is.

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