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1 – 10 of over 2000A strictly pragmatic stance is taken in asking the question “What features must be present that makes behaviour intelligent?” The Turing Test is shown to be insufficient to…
Abstract
A strictly pragmatic stance is taken in asking the question “What features must be present that makes behaviour intelligent?” The Turing Test is shown to be insufficient to support any useful discussion; intelligence measures (IQ tests) suggest specialisation and little else. On the other hand, Discontinuity Theory identifies “insight” and Information Theory provides a means of measuring the practical consequence of “insight” as well as providing an argument for the need of “purpose” in intelligent behaviour. The Peircian trichotomy of inference into Induction, Deduction and Abduction supports a range of specialisation for the different aspects of reasoning. These aspects can be improved through experience leading to the notion of “wisdom” and a practical measure for the anthropomorphism of intelligence. The simplest kind of intelligence is constructed as a computer program demonstrating that intelligent machines as they are currently conceived are unlikely to be independent of their human context.
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Xiang Gong, Kem Z.K. Zhang, Chongyang Chen, Christy M.K. Cheung and Matthew K.O. Lee
Drawing on the social learning theory, the purpose of this paper is to examine the antecedents and consequences of users’ excessive online social gaming. Specifically, the authors…
Abstract
Purpose
Drawing on the social learning theory, the purpose of this paper is to examine the antecedents and consequences of users’ excessive online social gaming. Specifically, the authors develop a model to propose that observational learning and reinforcement learning mechanisms together determine excessive online social gaming, which further foster adverse consequences.
Design/methodology/approach
The model is empirically validated by a longitudinal survey among users of a popular online social game: Arena of Valor. The empirical data are analyzed using component-based structural equation modeling approach.
Findings
The empirical results offer two key findings. First, excessive online social gaming is determined by observational learning factors, i.e. social frequency and social norm, and reinforcement learning factors, i.e. perceived enjoyment and perceived escapism. Second, excessive online social gaming leads to three categories of adverse consequences: technology-family conflict, technology-work conflict and technology-person conflict. Meanwhile, technology-family conflict and technology-work conflict further foster technology-person conflict.
Originality/value
This study contributes to the literature by developing a nomological framework of excessive online social gaming and by extending the social learning theory to excessive technology use.
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Elias Ertz, Laura Becker, Marion Büttgen and Ernest Emeka Izogo
Customer sweethearting is a common illicit behavior of frontline employees in service firms. This paper aims to examine the impact of supportive–disloyal leadership behavior on…
Abstract
Purpose
Customer sweethearting is a common illicit behavior of frontline employees in service firms. This paper aims to examine the impact of supportive–disloyal leadership behavior on customer sweethearting at different levels of leader–member exchange (LMX) quality.
Design/methodology/approach
Drawing on imitation theory and need-to-belong theory, the paper builds a conceptual model and empirically tests it using data from a survey-based study and a complementary experiment.
Findings
The authors find that employees’ customer sweethearting is affected by their supervisors’ supportive–disloyal behavior (employee sweethearting) through two divergent paths: employees imitate the sweethearting behavior of their supervisors; and employee sweethearting triggers employees’ feelings of belongingness to their organization, which reduces their customer sweethearting behavior.
Practical implications
The findings suggest that service firms can mitigate customer sweethearting by raising awareness that supervisors act as negative role models to subordinates and fostering high-quality LMX relationships, which give employees a sense of belonging to the supervisor and the organization.
Originality/value
By taking supervisors’ supportive–disloyal leadership behavior as an ambivalent driver of customer sweethearting into account, this paper provides further insight into the occurrence of customer sweethearting, particularly its underlying contrasting psychological mechanisms.
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This article aims to provide an exposition of evolutionary game theory which can be used for pedagogical purposes.
Abstract
Purpose
This article aims to provide an exposition of evolutionary game theory which can be used for pedagogical purposes.
Design/methodology/approach
The exposition is presented as a mathematical model in order to cover the formal underpinnings of evolutionary game theory. The paper aims to illustrate the theory using some simple examples.
Findings
The paper discusses population games and describes the notion of revision protocols that agents use to change strategies. As an example of an evolutionary dynamic, the paper discusses the replicator dynamic in detail. It shows convergence of this dynamic to Nash equilibrium in simple 2 strategy games. The paper then applies this dynamic to a particular class of 3 strategy games to establish the possibility on cyclical behavior around a Nash equilibrium.
Originality/value
The paper can serve as an educational briefing for students and researchers who are new to the field of evolutionary game theory.
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Gonzalo Lorenzo, Juan Antonio López-Núñez, Alejandro Lorenzo-Lledó and Jesús López-Belmonte
The aim of the study is to conduct a thematic review of assessment tools and types of activities in the application of robotics to autistic students during the period 1996–2021…
Abstract
Purpose
The aim of the study is to conduct a thematic review of assessment tools and types of activities in the application of robotics to autistic students during the period 1996–2021 using Web of Science and Scopus. The sample consisted of 119 documents.
Design/methodology/approach
Nowadays, emerging technologies have become increasingly prevalent across various fields of knowledge. In this regard, robotics is being increasingly applied in the educational environment. The characteristics of this tool are the ones that best suit the needs of autistic students.
Findings
Results reveal that 16.80% of the studies used automatic measurement systems, whilst 15.96% of the studies used user observation and recording techniques. As for the tasks, 37.80% were focussed on imitation tasks. Amongst the practical implications is the need to include tasks that could be developed collaboratively in the regular classroom.
Originality/value
With this research, it is intended to disseminate in the scientific community what are the characteristics that should have the interaction activities between a robot and autistic students. In addition, the type of tool needed to evaluate the improvements in the interaction is proposed.
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The purpose of this paper is to consider Turing's two tests for machine intelligence: the parallel‐paired, three‐participants game presented in his 1950 paper, and the…
Abstract
Purpose
The purpose of this paper is to consider Turing's two tests for machine intelligence: the parallel‐paired, three‐participants game presented in his 1950 paper, and the “jury‐service” one‐to‐one measure described two years later in a radio broadcast. Both versions were instantiated in practical Turing tests during the 18th Loebner Prize for artificial intelligence hosted at the University of Reading, UK, in October 2008. This involved jury‐service tests in the preliminary phase and parallel‐paired in the final phase.
Design/methodology/approach
Almost 100 test results from the final have been evaluated and this paper reports some intriguing nuances which arose as a result of the unique contest.
Findings
In the 2008 competition, Turing's 30 per cent pass rate is not achieved by any machine in the parallel‐paired tests but Turing's modified prediction: “at least in a hundred years time” is remembered.
Originality/value
The paper presents actual responses from “modern Elizas” to human interrogators during contest dialogues that show considerable improvement in artificial conversational entities (ACE). Unlike their ancestor – Weizenbaum's natural language understanding system – ACE are now able to recall, share information and disclose personal interests.
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Reviews the latest management developments across the globe and pinpoints practical implications from cutting‐edge research and case studies.
Abstract
Purpose
Reviews the latest management developments across the globe and pinpoints practical implications from cutting‐edge research and case studies.
Design/methodology/approach
This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context.
Findings
In the business world, imitation gets a bad rap. We see imitating firms as “me too” players, forced to play catchup because they have nothing original to offer. In Copycats, Oded Shenkar challenges this viewpoint. He reveals how imitation is as critical to prosperity as innovation and how savvy imitators generate huge profits. They save not only on R&D costs but also on marketing and advertising investments made by first movers, and avoid costly errors by observing and learning from others' trials.
Practical implications
Provides strategic insights and practical thinking that have influenced some of the world's leading organizations.
Social implications
Provides strategic insights and practical thinking that can have a broader social impact.
Originality/value
Copycats presents suggestions for making imitation a core element in your competitive strategy and pairing it powerfully with innovation.
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