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Research on Online Hate Speech Detection from Popper and Kuhn's Philosophical Perspective Cahyana, Rinda; Fitriani, Leni; Setiawan, Yudi; Mahayana, Dimitri
Journal of Digital Literacy and Volunteering Vol. 2 No. 2 (2024): July
Publisher : Puslitbang Akademi Relawan TIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57119/litdig.v2i2.96

Abstract

The negative impact of spreading hate speech on social media has prompted various parties to intervene. Computer science researchers have conducted experiments to find solutions for automated intervention by applying artificial intelligence, such as machine learning and deep learning. The fulfillment of the theory of truth makes the machine learning paradigm considered by scientists to solve problems. However, the increasing size of social media data has shifted its paradigm to deep learning. Deep learning becomes a new normal science after completing the task of classifying hate speech well on a large amount of data. However, any approach will be an anomaly when it cannot complete the task. The accessibility of research resources makes it easier for researchers to determine the nature of their experiments, whether scientific or pseudo-science.
Historical Analysis of Interactive Gamification Research: A Literature Review with Kuhn and Lakatos’ Approaches Firmansyah, Feri Hidayatullah; Rosmansyah, Yusep; Mahayana, Dimitri
Jurnal Filsafat "WISDOM" Vol 34, No 1 (2024)
Publisher : Fakultas Filsafat, Universitas Gadjah Mada Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jf.84610

Abstract

This literature review provides an analysis of the historical development and theoretical frameworks put forth by notable philosophers such as Thomas Kuhn and Imre Lakatos in the field of interactive gamification research. By examining the contributions and perspectives of these influential figures, the authors aimed to enhance our understanding of the evolution of gamification as a research area. This review serves as a valuable resource for individuals interested in delving deeper into the concept of gamification in interactive research. Furthermore, it offers a collection of references that can be explored in the initial stages of gamification research. By studying the works of influential philosophers such as Thomas Kuhn and Imre Lakatos, researchers can gain valuable insights into the evolution of gamification  research and its theoretical underpinnings.. Kuhn's concept of paradigm shifts and Lakatos's ideas on research programs provide researchers with a framework to understand the progression of ideas and theories within the field.