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Search results for: game users behaviour
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Search results for: game users behaviour

  • Model of emotions for game players

    Publication

    - Year 2015

    Affect-aware video games can respond to a game player's emotions. Such games seem to be more attractive for users. Therefore for that kind of games it is necessary to create a model of the player's emotions to know to which emotions the application should react. The paper describes different models of emotions. The questionnaire and experiment for video game players is presented. Some results of the tests are shown. Then the model...

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  • A Biofeedback System that Uses the Game to Study Electrical Muscle Activity

    Publication

    The aim of this project was to design a system that will allow performing repetitive muscle exercises using a biofeedback device. It is supposed to enhance the motivation and attractiveness of the performed tasks thanks to an interactive game developed for mobile devices with the Android operating system. The built-in calibration mechanisms enable the users to play a game that is independent of their abilities which evens out the...

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  • Integration of brood units in game universe

    Publication

    - Year 2011

    An access to a great number of various services allows for decomposition of complex problems Developing a game universe usually involves creation of various units which can be encountered by a player. Those can be lonely or organized in broods animals and monsters wandering around the game world. In order to provide natural gaming experience those units should behave variously depending on the world situation. Those behaviours...

  • Assessment of the Influence of Road Infrastructure Parameters on the Behaviour of Drivers and Pedestrians in Pedestrian Crossing Areas

    Publication

    - ENERGIES - Year 2021

    Pedestrians are participants and, most likely, fatalities in every third road traffic accident in Poland. Over 30% of all fatalities on Polish roads are pedestrians. Accidents with pedestrians are very often the result of various factors related to the infrastructure and behaviour of pedestrians and drivers. The objective of the work was to assess driver and pedestrian behaviour in pedestrian crossing areas. The research also served...

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  • Encouraging pro-environmental behaviour through an educational mobile application: Preliminary insights from early adopters

    Publication

    This article aims to explore the extent to which the educational mobile application PULA supports and promotes pro-environmental behaviours, identify the most utilised functionalities by early adopters, and explore the least engaged functionalities. The study employs a quantitative approach based on data collected from the application. The analysis provides a comprehensive understanding of users' experiences and behaviours within...

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  • Encouraging Pro-environmental Behaviour Through an Educational Mobile Application: Preliminary Insights from Early Adopters

    Publication

    - International Journal of Pedagogy, Innovation and New Technologies - Year 2023

    This article aims to explore the extent to which the educational mobile application PULA supports and promotes pro-environmental behaviours, identify the most utilised functionalities by early adopters, and explore the least engaged functionalities. The study employs a quantitative approach based on data collected from the application. The analysis provides a comprehensive understanding of users' experiences and behaviours within...

    Full text available to download

  • Developing Game-Structure Sensitive Matchmaking System for Massive-Multiplayer Online Games

    Publication

    - Year 2015

    Providing a fair matchmaking system is an essential issue, while developing every online video game. In the article, we show that the currently existing matchmaking system in League of Legends, one of the most popular online video games currently existing, is built on a base of conditions which do not hold true in the presence of empirical data. This, in short, decreases the effectiveness of the ranking system, and negatively affects...

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  • Indirect control over subordinate units

    Publication

    Developing a game universe usually involves creation of various units which can be both, encountered by a player or controlled by him. There is a number of works considering autonomous behaviours of units wandering around the game world. When it comes to the units controlled by the player, they often are lack of autonomy and are strictly controlled by the player. This paper presents a concept of units behaviour depending on their...

  • Enterprise Gamification - Learning as a Side Effect of Competition

    Publication

    - Year 2017

    Gmification in companies can be used for driving desired employees behaviour that are advantageous to their development and performance improvement. This paper presents tools acquired from online social networking services and game mechanisms to encourage managers to compete by providing extended statistics and user profiles features in e-learning system.

  • Adaptive Algorithm for Interactive Question-based Search

    Publication

    - Year 2012

    Popular web search engines tend to improve the relevanceof their result pages, but the search is still keyword-oriented and far from "understanding" the queries' meaning. In the article we propose an interactive question-based search algorithm that might come up helpful for identifying users' intents. We describe the algorithm implemented in a form of a questions game. The stress is put mainly on the most critical aspect of this...