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Der Tagungsband enthält das Programm und die Abstracts des 26. Symposiums der Fachgruppe Klinische Psychologie und Psychotherapie der Deutschen Gesellschaft für Psychologie, veranstaltet an der Universität Potsdam vom 1. bis 3. Mai 2008. Etwa 450 Kongressteilnehmer präsentieren den aktuellen Forschungs- und Wissensstand der Klinischen Psychologie und Psychotherapie in Deutschland. Grußworte halten die brandenburgische Ministerin für Arbeit, Soziales, Gesundheit und Familie, Dagmar Ziegler, die Präsidentin der Universität Potsdam, Prof. Dr.-Ing. Dr. Sabine Kunst, sowie Prof. Dr. Michael Linden als Vertreter der Deutschen Gesellschaft für Psychiatrie, Psychotherapie und Nervenheilkunde (DGPPN). Zu den Themenschwerpunkten des Kongresses gehören Einflussfaktoren auf die psychische Gesundheit Älterer, Impulsivität, Schlaf- und Traumforschung in der Klinischen Psychologie, Behandlung von Essstörungen, Wirksamkeitsstudien psychischer Störungen des Kindes- und Jugendalters, Angst und Depression, Behandlung von Kriegs- und Folteropfern, Risiko- und Schutzfaktoren der Kindesentwicklung sowie Adipositas im Kindes- und Jugendalter. Außer den Vorträgen gibt es eine Präsentation von etwa 150 Postern. Zum Programm der Tagung gehört ebenso die Verleihung des Klaus-Grawe-Awards for the Advancement of Innovative Research in Clinical Psychology and Psychotherapy an Prof. Dr. Timothy J. Strauman von der Duke University (USA), die Verleihung der Nachwuchswissenschaftler- und Posterpreise sowie ein Pre-conference Workshop für Doktorandinnen und Doktoranden der Klinischen Psychologie zum Thema "Verhaltens- und Molekulargenetik".
The emergence of information extraction (IE) oriented pattern engines has been observed during the last decade. Most of them exploit heavily finite-state devices. This paper introduces ExPRESS – a new extraction pattern engine, whose rules are regular expressions over flat feature structures. The underlying pattern language is a blend of two previously introduced IE oriented pattern formalisms, namely, JAPE, used in the widely known GATE system, and the unificationbased XTDL formalism used in SProUT. A brief and technical overview of ExPRESS, its pattern language and the pool of its native linguistic components is given. Furthermore, the implementation of the grammar interpreter is addressed too.
Metacommunicative circles
(2008)
The paper uses Gregory Bateson’s concept of metacommunication to explore the boundaries of the ‘magic circle’ in play and computer games. It argues that the idea of a self-contained “magic circle” ignores the constant negotiations among players which establish the realm of play. The “magic circle” is no fixed ontological entity but is set up by metacommunicative play. The paper further pursues the question if metacommunication could also be found in single-player computer games, and comes to the conclusion that metacommunication is implemented in single-player games by the means of metalepsis.
Being "in the game"
(2008)
When people describe themselves as being “in the game” this is often thought to mean they have a sense of presence, i.e. they feel like they are in the virtual environment (Brown/Cairns 2004). Presence research traditionally focuses on user experiences in virtual reality systems (e.g. head mounted displays, CAVE-like systems). In contrast, the experience of gaming is very different. Gamers willingly submit to the rules of the game, learn arbitrary relationships between the controls and the screen output, and take on the persona of their game character. Also whereas presence in VR systems is immediate, presence in gaming is gradual. Due to these differences, one can question the extent to which people feel present during gaming. A qualitative study was conducted to explore what gamers actually mean when they describe themselves as being “in the game.” Thirteen gamers were interviewed and the resulting grounded theory suggests being “in the game” does not necessarily mean presence (i.e. feeling like you are the character and present in the VE). Some people use this phrase just to emphasize their high involvement in the game. These findings differ with Brown and Cairns as they suggest at the highest state of immersion not everybody experiences presence. Furthermore, the experience of presence does not appear dependent on the game being in the first person perspective or the gamer being able to empathize with the character. Future research should investigate why some people experience presence and others do not. Possible explanations include: use of language, perception of presence, personality traits, and types of immersion.
This paper approaches the debate over the notion of “magic circle” through an exploratory analysis of the unfolding of identities/differences in gameplay through Derrida’s différance. Initially, différance is related to the notion of play and identity/difference in Derrida’s perspective. Next, the notion of magic circle through Derrida’s play is analyzed, emphasizing the dynamics of différance to understand gameplay as process; questioning its boundaries. Finally, the focus shifts toward the implications of the interplay of identities and differences during gameplay.
This paper describes a two-level formalism where feature structures are used in contextual rules. Whereas usual two-level grammars describe rational sets over symbol pairs, this new formalism uses tree structured regular expressions. They allow an explicit and precise definition of the scope of feature structures. A given surface form may be described using several feature structures. Feature unification is expressed in contextual rules using variables, like in a unification grammar. Grammars are compiled in finite state multi-tape transducers.
Since Harris’ parser in the late 50s, multiword units have been progressively integrated in parsers. Nevertheless, in the most part, they are still restricted to compound words, that are more stable and less numerous. Actually, language is full of semi-fixed expressions that also form basic semantic units: semi-fixed adverbial expressions (e.g. time), collocations. Like compounds, the identification of these structures limits the combinatorial complexity induced by lexical ambiguity. In this paper, we detail an experiment that largely integrates these notions in a finite-state procedure of segmentation into super-chunks, preliminary to a parser.We show that the chunker, developped for French, reaches 92.9% precision and 98.7% recall. Moreover, multiword units realize 36.6% of the attachments within nominal and prepositional phrases.
Finite state methods for natural language processing often require the construction and the intersection of several automata. In this paper, we investigate the question of determining the best order in which these intersections should be performed. We take as an example lexical disambiguation in polarity grammars. We show that there is no efficient way to minimize the state complexity of these intersections.
We present an algorithm that computes a function that assigns consecutive integers to trees recognized by a deterministic, acyclic, finite-state, bottom-up tree automaton. Such function is called minimal perfect hashing. It can be used to identify trees recognized by the automaton. Its value may be seen as an index in some other data structures. We also present an algorithm for inverted hashing.