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September 11, 2026
How to Assess Students Knowledge in the Age of AI
A researcher at HSE University has proposed a flowchart to help lecturers decide how to assess students who use artificial intelligence. It shows where the use of AI should be restricted and where it can be incorporated into the learning process. The article has been published in IT Professional.
September 9, 2026
‘Balkan Hospitality Opens Doors: Studying Dialects on the Verge of Extinction
You cannot study spoken dialects from books. Instead, you need to go to a village, seek out its elders, and earn the trust of local residents before you can record hours of spontaneous stories. This is how Natalia Muravleva, Associate Professor at the Faculty of Humanities, conducts her research. Her internship in Serbia continued her long-standing study of dialects spoken by Macedonian settlers. In this interview, she discusses how diaspora cultural centres help researchers reach informants, why native speakers need to be interviewed only in their own language (otherwise, as she puts it, they may 'break'), and how a single field season helped her finalise her monograph. She also shares warm memories of autumn in Belgrade and of colleagues with whom grammar can be discussed in three languages at once.
September 9, 2026
Scientists Train Neural Network to Generate Process Plans from 3D Models
Researchers at the HSE FCS AI and Digital Science Institute have developed CAD2TechSpec, a framework that converts 3D models of mechanical parts into machining process plans—step-by-step instructions for machine tools. The solution aims to reduce the time required for the design and preparation of technical process documentation in mechanical engineering, aircraft manufacturing, and other high-tech industries. The study findings have been published in PeerJ Computer Science.

 

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Ценовой индекс на компьютерные игры: что скрыто от невооруженного глаза?

Экономика и математические методы. 2024. Т. 60. № 3. С. 82–93.
Арсланов М. В., Ratnikova T. A.

This paper presents a study of the price dynamics of a wide range of video games in the time period from 2008 to 2020. During the research, there was created a necessary database for analysis, video game prices are being modeled using econometric methods and price indices are being constructed for various game genres: RPG (Role-Playing Game), strategy (Strategy), action (Action), adventure games (Adventure), causal games (Casual), indie games (Indie), simulators (Simulators), etc. Hypothetically, the price range of video games by genre and system requirements is due to the different amount of effort required to create them. During the construction of hedonistic price indices, prices are cleared from the characteristics of the quality of products (computer games). Video game system parameters are used as characteristics. The work also uses various approaches to modify hedonistic indices by considering genre heterogeneity. Thanks to the study, it is possible to track the dynamics of the behavior of the cost of video games over the considered period of time, with the representation of lagging and advancing trends. It the end of the study, a genre diversification of the price elasticity of key variables that were used during the construction of models is provided. This paper presents a study of the price dynamics of a wide range of video games in the time period from 2008 to 2020. During the research, there was created a necessary database for analysis, video game prices are being modeled using econometric methods and price indices are being constructed for various game genres: RPG (Role-Playing Game), strategy (Strategy), action (Action), adventure games (Adventure), causal games (Casual), indie games (Indie), simulators (Simulators), etc. Hypothetically, the price range of video games by genre and system requirements is due to the different amount of effort required to create them. During the construction of hedonistic price indices, prices are cleared from the characteristics of the quality of products (computer games). Video game system parameters are used as characteristics. The work also uses various approaches to modify hedonistic indices by considering genre heterogeneity. Thanks to the study, it is possible to track the dynamics of the behavior of the cost of video games over the considered period of time, with the representation of lagging and advancing trends. It the end of the study, a genre diversification of the price elasticity of key variables that were used during the construction of models is provided.

Research target: Economics and Management Computer Science
Language: Russian
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DOI
Text on another site
Keywords: fixed effect modelвидеоигрыhedonic regressionvideo gamesценовые индексыprice indicesvideo game genresгедонистические регрессиивидеоигровые жанрымногоуровневые моделиmultilevel mixed-effects modelsмодели с фиксированными эффектами
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