MétaCan
Menu
Retour à la cohorte
Enregistrement W56324021

Down the Digital Rabbit Hole: Digifest 2003

2003· article· en· W56324021 sur OpenAlexaboutno aff
Lynn J. Fraser

Notice bibliographique

RevueComparative technology transfer and society · 2003
Typearticle
Langueen
DomaineSocial Sciences
ThématiqueDigital Games and Media
Établissements canadiensnon disponible
Organismes subventionnairesnon disponible
Mots-clésExhibitionContext (archaeology)Theme (computing)Stock exchangePublic relationsOrder (exchange)SociologyBusinessPolitical scienceVisual artsWorld Wide WebComputer scienceHistoryFinance
DOInon disponible

Résumé

récupéré en direct d'OpenAlex

Once bids and stock options were Canada's main mode of exchange--although the Toronto Stock Exchange has currently moved to a new site--but now Digifest has offered the redesigned trading floor to the world's best minds in interactive digital media. With a theme this year of Electronic Cities, Digifest invited keynote speakers to explore this concept and offered a series of roundtables, demonstrations, and workshops, as well as exhibitions, commissioned interactive 3-D works, and additional off-site activities related to this topic. Poala Poletta, one of the festival's curators, outlined Digifest's two objectives: --to foster a dialogue, in different areas, within the context of the theme of Electronic Cities. --and to gather together prominent members of the digital art and communication community in order to engage them in a creative dialogue. Those goals were attained in so far as each day of Electronic Cities attracted a large and varied audience to its numerous panels and demonstrations. Poletta noted that the attendees ranged from gamers, architects, and designers to policymakers, small to mid-size business owners, electronic entrepreneurs, and city planners. This diversity fulfilled the hopes of Poletta and colleague John Sobel, who both are already in the midst of planning next year's Digifest. Poletta credits the sponsors of the festival, which included banks, consulates, international public relations firms, software firms, colleges, radio stations, film production companies, and governments, both local and national, for providing the financial support that enabled the festival to bring in such a diverse audience. With this support, Digifest was able to generate a of community and sharing, where presenters were able to impart their knowledge and creation of electronic worlds/realities to people who were eager to learn. [ILLUSTRATION OMITTED] My adventure the digital rabbit hole began with Tim Carter's presentation on the topic of Counter-Strike--a first-person computer game that will eventually have roughly 80,000 people playing worldwide, applying individual strategic and team skills to localize and eliminate terrorists. Counter-Strike creates an electronic community that in some respects mirrors relationships in the non-electronic world. Many social skills are at play in the game, including team-work, humor, a sense of honor, and fair play; unfortunately, cheaters thrive in this environment too. The implications of a game of this sort which is so closely connected with world relations were of primary interest to the audience. An ongoing question for the gamers in particular seemed to be how would I deal with these situations (especially of cheating) in the world? One extreme, though comical, solution that Carter showed to his audience involved a tournament caught on video of a cheater who was physically taken from his seat and tossed outdoors into a parking lot. Even the computer at his station was thrown down onto the cement next to him. In another presentation, Frank Michlick gave a talk accompanied by a short film describing a phenomenon called Demoscene occurring in North America and Europe. He described Demoscene as an underground subculture started in the mid-1980s by groups of computer freaks who would override the copy protection of computer games, then modify these games, and finally play them in front of the company's games. These Cracking Groups, who at first only removed the copyright protection from games and altered them, have now learned to create art that happens inside computer games in real time. Micklick remarked that in Europe, large audiences come together at conventions to vote on which Demoscene artist has created the best time art. The disparate worlds of musicians, programmers, and artists meld into a creative community through these activities. …

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.

Comment cette classification a été obtenuedéplier

Prédiction machine sur la base complète

Imitation des enseignants

Ni prévalence calibrée, ni vérité terrain. Validation humaine à venir. Le volet Gemma est une étiquette directe du modèle pour chaque travail de la base, lue sur la notice réduite au titre. Le volet Codex est un classifieur appris des 10 348 étiquettes directes de Codex et calibré sur les taux pondérés de l'échantillon; les champs sans appui suffisant ne portent aucun appel Codex. Le mode candidate est l'union des deux volets; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont pas des étiquettes humaines.

score de la tête « metaresearch » (Codex)0,001
score de la tête « metaresearch » (Gemma)0,002
Version: metacan-v3-hybrid-931329e0061cStatut de validation: machine_predicted_unvalidated
Catégories candidatesaucune
Catégories consensuellesaucune
DomaineSignal candidat: aucune · Signal consensuel: aucune
Devis d'étudeSignal candidat: Sans objet · Signal consensuel: Sans objet
GenreSignal candidat: Autre · Signal consensuel: Autre
Score de désaccord entre enseignants0,274
Score d'incertitude au seuil0,916

Scores du classifieur distillé par catégorie (deux têtes)

CatégorieCodexGemma
Métarecherche0,0010,002
Méta-épidémiologie (sens strict)0,0010,001
Méta-épidémiologie (sens large)0,0000,000
Bibliométrie0,0010,001
Études des sciences et des technologies0,0060,001
Communication savante0,0070,004
Science ouverte0,0010,005
Intégrité de la recherche0,0020,003
Charge utile insuffisante (le modèle a refusé de juger)0,2740,077

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.

Tête enseignante Opus0,025
Tête enseignante GPT0,288
Écart entre enseignants0,262 · la distance entre les deux têtes enseignantes sur ce seul travail
Statut de validationscore_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

Classification

machine, non validée

Prédiction automatique; un appel candidat d’une seule source (Gemma direct ou Codex distillé), pas un consensus.

Les modèles n’ont appliqué aucune catégorie : rien dans la taxonomie ne correspondait à ce travail.
Devis d'étudeSans objet
Domainenon disponible
GenreAutre

Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».

En bref

Citations1
Publié2003
Routes d'admission1
Résumé présentoui

Explorer davantage

Même revueComparative technology transfer and societyMême sujetDigital Games and MediaTravaux en français237 207