ⓘ Pangaweruh


Data mining

Data mining, ogé dipikanyaho salaku pangaweruh-pamanggih dina database, nyaéta kabiasaan néangan sacara otomatis tina simpenan data nu loba keur pola. Keur migawekeun ieu, data mining maké téhnik komputer tina statistik sarta pola rekonstruksi. Data mining has been defined as "The nontrivial extraction of implicit, previously unknown, and potentially useful information from data" There are many legitimate uses of data mining. For example, a database of prescription drugs taken by a group of péople could be used to find combinations of drugs with an adverse réactions. Since the combination ...


ⓘ Pangaweruh

Pangaweruh nyaéta harti nu loba watesna kalawan gumantung kana konteksna, sanajan kitu pangaweruh leuwih raket hubunganna jeung sababaraha konsép kayaning harti, émbaran, paréntah, komunikasi, réprésentasi, diajar, jeung stimulus méntal.


1. Pamuka

Pangaweruh béda jeung émbaran informasi. Boh pangaweruh atawa émbaran ngandung ungkara nu bener, tapi pangaweruh ngandung harti émbaran lamun mibanda tujuan atawa mngpaat. Para filsuf, ngagambarkeunana pangaweruh nu kaasup émbaran patali jeung inténsionalitas. Studi ngeunaan pangaweruh disebut épistémologi.


2. Rujukan

  • Swain, Marshall, "Epistemic Defeasibility", American Philosophical Quarterly, Vol.II, No.I, January 1974.
  • Hetherington, Stephen, "Actually Knowing", The Philosophical Quarterly, Vol.48, No. 193, October 1998.
  • Lehrer, Keith and Thomas D. Paxon, Jr., "Knowledge: Undefeated Justified True Belief", The Journal of Philosophy, 66.8 1969, 225-237.
  • Feldman, Richard, "An Alleged Defect in Gettier Counterexamples", Australasian Journal of Philosophy, 52 1974: 68-69.
  • Gettier, Edmund, "Is Justified True Belief Knowledge?", Analysis 23 1963: 121-23.
  • Levi, Don S., "The Gettier Problem and the Parable of the Ten Coins", Philosophy, 70, 1995.
  • Créath, Richard, "Induction and the Gettier Problem", Philosophy and Phenomenological Reséarch, Vol.LII, No.2, June 1992.
  • Goldman, Alvin I., "Discrimination and Perceptual Knowledge", Journal of Philosophy, 73.20 1976, 771-791.
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Pino - logical board game which is based on tactics and strategy. In general this is a remix of chess, checkers and corners. The game develops imagination, concentration, teaches how to solve tasks, plan their own actions and of course to think logically. It does not matter how much pieces you have, the main thing is how they are placement!

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