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Search results for: GAM
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Performance Evaluation of GAM in Off-Body Path Loss Modelling for Body Area Networks
PublicationThis paper addresses the performance evaluation of an off-body path loss model, based on measurements at 2.45 GHz, which has been developed with the use of the Generalised Additive Model, allowing to model a non-linear dependence on different predictor variables. The model formulates path loss as a function of distance, antennas’ heights, antenna orientation angle and polarisation, results showing that performance is very sensitive...
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Fashion Games, Fashion in Games and Gamification in Fashion. A First Map
PublicationFashion companies have been using different forms of entertainment such as film and television, sport, music, museums, and photography as inspiration sources and as communication and marketing channels for decades. However, in recent years, they have also started to consider the gaming world. While gaming offers a potential revenue stream from sales of physical and digital clothing, change in it is also the gateway to access new...
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Filip Gamoń dr inż.
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Designing effective educational games - a case study of a project management game
PublicationThis paper addresses the issues of designing effective educational games. We aim at investigating how the cognitive, behavioral and emotional aspects of the games influence their educational effectiveness. The results were obtained with an observational user experience study extended with affect analysis carried out for a project management game GraPM. We analyzed the...
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Developing Game-Structure Sensitive Matchmaking System for Massive-Multiplayer Online Games
PublicationProviding 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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Simulation Game 2024
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GAMM Mitteilungen
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Romisaa Gamal
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Renata Gamrat dr hab.
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GaMRed – adaptive filtering of high-throughput biological data
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Simulation Game 2021/2022
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Management Simulation Game 2024
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Management simulation game (PG_00056971)
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Emotion Recognition Based on Facial Expressions of Gamers
PublicationThis article presents an approach to emotion recognition based on facial expressions of gamers. With application of certain methods crucial features of an analyzed face like eyebrows' shape, eyes and mouth width, height were extracted. Afterwards a group of artificial intelligence methods was applied to classify a given feature set as one of the following emotions: happiness, sadness, anger and fear. The approach presented in this...
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Emotion Recognition Based on Facial Expressions of Gamers
PublicationThis article presents an approach to emotion recognition based on facial expressions of gamers. With application of certain methods crucial features of an analysed face like eyebrows' shape, eyes and mouth width, height were extracted. Afterwards a group of artificial intelligence methods was applied to classify a given feature set as one of the following emotions: happiness, sadness, anger and fear.The approach presented in this...
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Internet Gaming Disorder: A Case Report.
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Game about space or game in the space?
PublicationThe article analyzes various aspects of the actions taken by participants involved in the process of a spatial change. Such a process is described as a game about space or a game in the space. Different terminology is presented, in particular the meaning of: spatial order, regional studies, eco-development, sustainable development. Different forms of the game are analyzed: space as a theater, as a casino, as an area of conflict....
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Enterprise Gamification - Learning as a Side Effect of Competition
PublicationGmification 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.
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Simulation Game BiM 2022/2023
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The GAMBIT programme - experience and outlooks.
PublicationReferat jest podsumowaniem dziesięciu lat prac wdrożeniowych Krajowego Programu Bezpieczeństwa Ruchu Drogowego GAMBIT. Zawiera opis przedsięwzięć z zakresu poprawy bezpieczenstwa na drogach, począwszy od zmian legislacyjnych, po działania inżynierskie.
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Games
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SIMULATION & GAMING
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GAMBIT's position within the European Union's III Road Safety Plan
PublicationOtwarcie Seminarium GAMBIT 2006, poświęcone wnioskom z dotychczasowych działań oraz planom na przyszłość, zawartym w najnowszym Krajowym Programie GAMBIT 2005. Prace nad nim rozpoczęto w sierpniu 2004, czyli tuż po wejściu Polski do Unii Europejskiej. W kwietniu 2005 Rada Ministrów przyjęła GAMBIT 2005 jako program dla Polski na lata 2005-2013, skonstruowany zgodnie z metodyką opracowaną dla tych krajów UE-25, których poziom zagrożenia...
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Framework for gamification of specialized subjects within engineering studies
PublicationGamification is a relatively new term forged along with the occurrence of new information technology, especially easy access to internet and smartphones. Gamification is a use of game mechanics, to modify the behavior of people in non-games situations to increase the involvement of individuals. The method is based on the pleasure that comes from overcoming the obstacles to reach next achievable level, which consists of challenges,...
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The Waiter Game: Structure and Development of an Hospitality Training Game
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National road programme GAMBIT 2005
PublicationReferat otwierający XIII Światową Konferencję ''Bezpieczeństwo ruchu drogowego na 4 kontynentach, zawierający opis nowego Krajowego Programu Bezpieczeństwa Ruchu Drogowego w Polsce. Program został przyjęty prezz Radę Ministrów w dniu 19 kwietnia 2005. W Programie przedstawiono cele i środki działań prewencyjnych, planowanych do wdrożenia dla osiągnięcia założonych celów.
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Infinite chromatic games
PublicationIn the paper we introduce a new variant of the graph coloring game and a new graph parameter being the result of the new game. We study their properties and get some lower and upper bounds, exact values for complete multipartite graphs and optimal, often polynomial-time strategies for both players provided that the game is played on a graph with an odd number of vertices. At the end we show that both games, the new and the classic...
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Game Studies
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Games and play with light in architecture
PublicationThe paper deals with the issue of the influence of daylight on the creation of architecture in the view of designers` play with light in the architectural space. Using the examples of contemporary realizations of some art museums, the work demonstrates the impact of exploration and experimentation conducted by the creators of visual arts on the design styles and architectural solutions. It also reveals the historical continuity...
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Affect aware video games
PublicationIn this chapter a problem of affect aware video games is described, including such issue as: emotional model of the player, design, development and UX testing of affect-aware video games, multimodal emotion recognition and a featured review of affect-aware video games.
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International Gambling Studies
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Journal of Gambling Issues
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JOURNAL OF GAMBLING STUDIES
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Management Simulation Game - LATO 2022/2023 - DZIENNE
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Management Simulation Game wykład 2021/2022 STAC
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Management Simulation Game LATO 2022/2023 ZAOCZNE
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Management Simulation Game wykład 2021/2022 ns
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Powiatowy Program Bezpieczeństwa Ruchu Drogowego - GAMBIT człuchowski
PublicationReferat zawiera genezę powstania pierwszego w Polsce Powiatowego Programu Bezpieczeństwa Ruchu Drogowego - GAMBIT Człuchowski. W szczególności uwagę zwrócono na zagadnienia związane z budową lokalnego systemu brd oraz diagnozę stanu bezpieczeństwa w powiecie.
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Wojewódzkie programy GAMBIT struktura i proces wdrażania
PublicationW referacie przedstawiono m.in.zasady tworzenia programów poprawy brd, systemowe podejście do formułowania programu,programy długoterminowe - strategie,programy krótkoterminowe, zasady wdrażania programów, instytucje i organizacje zaangażowane w realizację programów, uwarunkowania realizacji programów.
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Games and Culture
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Teresa Gampe dr inż.
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Affective reactions to playing digital games
PublicationThe paper presents a study of emotional states during a gameplay. An experiment of two-player Tetris game is reported, followed by the analysis of the results - self-reported emotional states as well as physiological signals measurements interpretation. The study reveals the diversity of emotional reactions and concludes, that a representative player's emotional model is hard to define. Instead, an adaptive approach to emotion...
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Adopting collaborative games into Open Kanban
PublicationThe crucial element of any agile project is people. Not surprisingly, principles and values such as "Respect for people", "Communication and Collaboration", "Lead using a team approach", and "Learn and improve continuously" are an integral part of Open Kanban. However, Open Kanban has not provided any tools or techniques to aid the human side of software development. Moreover, as a Lean initiative, it is not as comprehensively...
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Equilibria of wireless multihoming game
PublicationTerminale podłączone do wielu sieci bezprzewodowych modelowane są jako uczestnicy gry niekooperacyjnej, której symetryczny punkt równowagi Nasha w strategiach mieszanych wyznaczono dla przypadku sieci WLAN standardu IEEE 802.11. Udziały pasma w punkcie równowagi okazują się niższe w porównaniu ze środowiskiem terminali stosujących ustawienia standardowe.
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Model of emotions for game players
PublicationAffect-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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Game with a Purpose for Mappings Verification
PublicationMappings verification is a laborious task. The paper presents a Game with a Purpose based system for verification of automatically generated mappings. General description of idea standing behind the games with the purpose is given. Description of TGame system, a 2D platform mobile game with verification process included in the gameplay, is provided. Additional mechanisms for anti-cheating, increasing player’s motivation and gathering...
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Comovements between heavily shorted stocks during a market squeeze: Lessons from the GameStop trading frenzy
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Przygotowanie i wdrażanie Krajowego Programu BRD GAMBIT 2005
PublicationKrajowy Program BRD GAMBIT 2005 jest spójny z najwazniejszymi dokumentami dotyczącymi rozwoju systemu transportu w Polsce (Polityka Transportowa, Strategia Rozwoju Transportu). Jest też spójny z III Planem BRD Unii Europejskiej. Program ten daje możliwość zintensyfikowania działań prewencyjnych, prowadzonych w celu ochrony zycia i zdrowia uczestników ruchu drogowego. Efektem tego programu będzie uratowanie życia kilkunastu tysiącom...
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Preparation and implementation of the National Road Safety Programme GAMBIT 2005
PublicationKrajowy Program BRD GAMBIT 2005 jest spójny z najwazniejszymi dokumentami dotyczącymi rozwoju systemu transportu w Polsce (Polityka Transportowa, Strategia Rozwoju Transportu). Jest też spójny z III Planem BRD Unii Europejskiej. Program ten daje możliwość zintensyfikowania działań prewencyjnych, prowadzonych w celu ochrony zycia i zdrowia uczestników ruchu drogowego. Efektem tego programu będzie uratowanie życia kilkunastu tysiącom...
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Efekty wsparcia programu Gambit Pomorski przez bank światowy.
PublicationRuch drogowy i nieodpowiednio przystosowanie do niego ulice są realnym zagrożeniem dla najmłodszych. Problem bezpiecznej drogi dom-szkoła-dom najczęściej dotyczy dzieci w wieku od 5 do 15 lat. Miejsca wypadków z młodszymi dziećmi w wieku przedszkolnym najczęściej lokalizowane są w pobliżu miejsca zamieszkania. Analiza otoczenia szkół wybranych do eksperymentów w ramach programu GAMBIT wskazuje, że występują liczne mankamenty w...