Pourquoi ce travail est dans la base
Une base qui oublie comment elle a trouvé un travail ne peut pas être vérifiée. Voici les voies qui ont admis celui-ci.
Notice bibliographique
Résumé
The avatar landscape is rocky and full of strange flowers. Here's page now. I am looking at small image of man punching himself in the head. Next to him is Che Guevara. The other images are of lightening striking; woman with large breasts; 1950s cartoon of dancing pig; bouncing breasts (no woman is attached to them this time); sombrero; Adolph Hitler eating watermelon; Pokemon rabbit playing Dance Dance Revolution; someone' s butt. These are all avatars. But what are they? (1) I. INTRODUCTION Imagine that you are sitting at your computer ready to plan your next vacation. Why not consider taking trip to Second Life? This world is likely to be as familiar to you as the one you already inhabit. There is no need to pack any luggage because you can buy everything you need when you arrive. You can spend the morning browsing for new body parts and an outfit in major shopping center. (2) Then you can teleport to an eighteen-hole golf course or ski resort (complete with quadruple lifts and an apres-ski lodge) for some fun. (3) If sports are not your thing, you can check out an art show, listen to live lecture, (4) or hang out in coffee shop with some friends. At night, you can gamble your hard-earned money away in casino or tear it up on the dance floor of the hottest nightclub around. (5) But watch out for miscreants trying to steal your money or otherwise cheat you in some underworld scheme. Are you confused? Well, welcome to the wonderful world of Second Life! In basic terms, Second Life is three-dimensional virtual world created by its inhabitants. (6) One of Second Life's designers, Cory Ondrejka, discovered that it was possible to create three-dimensional virtual world similar to the one described by Neal Stephenson in his science fiction novel Snow Crash. (7) In the mind of CEO and creator of Second Life, Philip Rosedale, Second Life is not game, but a new country. (8) While this might sound farfetched, Second Life has many things in common with real-world nation, including stable and developing economy and valuable currency. (9) Since opening to the public in June 2003, Second Life has grown explosively and is inhabited today by about sixteen million Residents from around the world. (10) For the most part, the inhabitants of Second Life are ambitious and determined to explore new opportunities and realize their dreams. (11) In this exotic land, they might achieve the fame, fun and fortune that they cannot realize in their real-world lives. For these individuals, Second Life can make their first lives more exciting, intellectually challenging and meaningful. (12) Others are deeply troubled by the fact that millions of people are exploring their fantasies inside giant virtual world. (13) Their concern is that with so many people migrating to Second Life, the virtual world risks becoming new kind of Wild West, characterized by lawlessness, depravity and corruption. (14) On any given day, it is possible to find millions of users shopping, conversing, dancing, attending meetings and even engaging in political protest in Second Life. (15) But Second Life also contains many of the problems that exist in the real world, as well as some interesting new ones. In the few short years since its public release, this virtual mecca has provided new opportunities for crime because of its global reach, relatively low cost and near perfect anonymity. The damage that users can inflict in Second Life is not limited to the virtual world, but can result in significant harm to victims in real life. (16) However, it is not always apparent in Second Life whether conduct is criminal or how domestic law enforcement officials might gather evidence to identify perpetrators and determine the extent of their criminal conduct in realspace. (17) In this article, I explore the ways that crime can be controlled in Second Life. I argue that regulation should incorporate number of different modalities and be viewed along continuum from self-regulation to statutory regulation. …
Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.
Prédiction distillée sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Apprise à partir de 10 348 étiquettes directes de Codex et de 10 348 étiquettes directes de Gemma. Le mode candidate est l'union des têtes enseignantes seuillées; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont ni des étiquettes humaines ni des étiquettes directes de modèles de pointe.
Scores Codex et Gemma par catégorie
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,000 | 0,000 |
| Méta-épidémiologie (sens strict) | 0,000 | 0,000 |
| Méta-épidémiologie (sens large) | 0,000 | 0,000 |
| Bibliométrie | 0,000 | 0,000 |
| Études des sciences et des technologies | 0,000 | 0,000 |
| Communication savante | 0,000 | 0,000 |
| Science ouverte | 0,000 | 0,000 |
| Intégrité de la recherche | 0,000 | 0,000 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,000 | 0,000 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découle