Search results for: COMPUTER GAMES - Bridge of Knowledge

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Search results for: COMPUTER GAMES

Search results for: COMPUTER GAMES

  • Labyrynths generators, their properties and practical application in computer games

    this paper presents three basic algorithms for generation of mazes, and many of their modifications and examples showing their practical application in creating random structures that resembles those from the real world. the paper highlights the difference in the labyrinths classes generated by listed algorithms and describes a specific and highly likely to occur shapes that occur in generated mazes. particular attention was paid...

  • International Journal of Computer Games Technology

    Journals

    ISSN: 1687-7047 , eISSN: 1687-7055

  • Human-computer interactions in speech therapy using a blowing interface

    Publication

    In this paper we present a new human-computer interface for the quantitative measurement of blowing activities. The interface can measure the air flow and air pressure during the blowing activity. The measured values are stored and used to control the state of the graphical objects in the graphical user interface. In speech therapy children will find easier to play attractive therapeutic games than to perform repetitive and tedious,...

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  • AUTOMATIC LEARNING OF STRATEGY AND RULES IN CARD GAMES USING IMAGE FROM CAMERA

    Publication

    Below work tries to answer a question: if it is possible to replace real human with computer system in social games. As a subject for experiments, card games were chosen, because they require a lot of player interaction (playing and taking cards), while their rules are easy to present in form of clear list of statements. Such a system, should allow real players to play without constant worrying about guiding or helping computer...

  • ANFIS-Based NPC Population Control in Video Games

    Publication

    - Year 2021

    Modern computer games aim at providing rich, vivid worlds. The aim is to encourage the player to explore and interact with the in-game world. To describe the complex relations between in-game NPCs and their surrounding fuzzy logic is used. The paper presents ANFIS based population control in the video game. We present an approach allowing stabilizing the number of NPCs in-game by providing a certain amount of food to the environment....

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  • Possible uses of crisis situation aiding system in virtual world simulation

    Many of the real world crisis situations like spreading fire, hostile units attack, flood, and etc. are commonly used in computer games where a simulation of extensive virtual world is crucial. This paper presents some ideas for possible uses of existing crisis situation aiding system in such environments. Moreover, it shows how this kind of system can be taught during subsequent games with a large number of players. As an example...

  • Adjusting Game Difficulty by Recreating Behavioral Trees of Human Player Actions

    Publication

    - Year 2013

    This paper presents a proposition of a method for adjusting game difficulty to the current level of player's skills in one-on-one games. The method is based on recognition of human player's actions and recording of those actions in the form of behavioral trees. Such trees are later used to drive behaviors of computer-controlled opponents so that human player has beat hit own strategy and improve on it, to win subsequent games....

  • Possible uses of crisis situation aiding system in virtual world simulation

    Publication

    - Year 2012

    Many of the real world crisis situations like spreading fire, hostile units attack, flood, and etc. are commonly used in computer games where a simulation of extensive virtual world is crucial. This paper presents some ideas for possible uses of existing crisis situation aiding system in such environments. Moreover it shows how this kind of system can be taught during subsequent games with a large number of players.

  • Grzegorz Szwoch dr hab. inż.

    Grzegorz Szwoch was born in 1972 in Gdansk. In 1991-1996 he studied at the Technical University of Gdansk. In 1996 he graduated as a student from the Sound Engineering Department. His thesis was related to physical modeling of musical instruments. Since that time he has been a member of the research staff at the Multimedia Systems Department as a PhD student (1996-2001), Assistant (2001-2004), Assistant professor (2004-2020) and...

  • Metaheurystyki sztucznej inteligencji w wybranych grach komputerowych

    W pracy omówiono trzy metaheurystyki sztucznej inteligencji, które mogą stać się źródłem inspiracji dla projektantów gier komputerowych. Pokazano, w jaki sposób zastosowano algorytm mrówkowy, algorytm genetyczny i algorytm tabu search w grach komputerowych zaprojektowanych przez studentów Politechniki Gdańskiej. W szczególności, odniesiono się do problematyki wyznaczania trajektorii przemieszczających się obiektów...

  • Andrzej Klimczuk

    People

    Andrzej Klimczuk, PhD, a sociologist and public policy expert, assistant professor in the Department of Social Policy of the Collegium of Socio-Economics at the SGH Warsaw School of Economics, Poland. Editor and correspondent of publications about computer and video games in the years 2002-2009. In 2011-2013, Vice President of the Foundation's Laboratory Research and Social Action "SocLab." External expert of institutions such...

  • A proposition for integrating elements of game universe by means of behavioral trees

    Modern computer games often involve autonomous beings collaborating and competing with each other to reach their objectives in the game universe. It seems only natural to use agent-oriented approach in such cases. This article identifies the rules of building a game universe as an environment for executing agents. The paper also covers a method for decomposing compound behaviors into behavioral trees. Dividing complex behaviors...

  • Virtual reality technology in architectural education

    Contemporary virtual reality (VR) technology allows the recreation of non-existent architectural objects of which there may be no trace remaining. Virtual reality applications allow access to digital models, which visualise the lost architecture. The popularity of VR has resulted in it being applied not only to computer games, but also in visualising the past. Maps allow movement through historical trails and 3D models of architecture...

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  • JamesBot - an intelligent agent playing StarCraft II

    Publication

    The most popular method for optimizing a certain strategy based on a reward is Reinforcement Learning (RL). Lately, a big challenge for this technique are computer games such as StarCraft II which is a real-time strategy game, created by Blizzard. The main idea of this game is to fight between agents and control objects on the battlefield in order to defeat the enemy. This work concerns creating an autonomous bot using reinforced...

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  • Conference on Games (IEEE Symposium on Computational Intelligence and Games CIG)

    Conferences

  • Framework for gamification of specialized subjects within engineering studies

    Publication

    - Year 2017

    Gamification 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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  • A distributed system for conducting chess games in parallel

    This paper proposes a distributed and scalable cloud based system designed to play chess games in parallel. Games can be played between chess engines alone or between clusters created by combined chess engines. The system has a built-in mechanism that compares engines, based on Elo ranking which finally presents the strength of each tested approach. If an approach needs more computational power, the design of the system allows...

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  • Digital Games Research Conference

    Conferences

  • International Conference on the Foundations of Digital Games

    Conferences

  • Ryszard Jan Barczyński dr hab. inż.

    Ryszard Jan Barczyński  (b. 24 June 1957 in Gdańsk), Polish scientist, engineer, a specialist in solid state physics and electronic measurement techniques. In 1976, he obtained a high school diploma in the IV High School Tadeusz Kosciuszko in Torun. Higher education he graduated in 1981 at the Institute of Physics, Technical University of Gdansk in specialty of solid state physics, obtaining master's degree in engineering. Since...

  • Utilizing online collaborative games to facilitate Agile Software Development

    Effective collaboration and interaction among the development team and between the team and the customer as well as proactive attitude in initiating and implementing improvements play vital roles in the success of agile projects. The challenge is how to address these social aspects since neither the Agile Manifesto nor the Scrum Guide specify techniques that aid the human side of software development. To fill this gap, we developed...

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  • Designing effective educational games - a case study of a project management game

    This 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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  • Automatically created and partially veriffied Wikipedia - WordNet mappings

    Open Research Data

    Mapping between Wikipedia articles and WordNet synsets. The mappings between Wikipedia articles and WordNet synsets were obtained automatically using 4 algorithms of data processing. The automatically generated mappings were than a subject of verification by a group of volunteers using crowdsourcing approach through so called Games with a Purpose. The...

  • International Conference on Computational Semiotics for Games and New Media

    Conferences

  • Multimedia i Interfejsy 2022

    e-Learning Courses
    • J. Daciuk
    • W. Szwoch
    • M. Szwoch

    {mlang pl} Celem kursu jest zapoznanie studentów z: rodzajami danych multimedialnych oraz metodami ich pozyskiwania formatami i standardami danych multimedialnych metodami kompresji danych multimedialnych podstawami przetwarzania danych multimedialnych oraz ich rozpoznawania programowaniem aplikacji multimedialnych, w tym gier wideo rodzajami interfejsów użytkownika w systemach komputerowych metodami opisu oraz zasadami...

  • Multimedia i Interfejsy 2023

    e-Learning Courses
    • J. Daciuk
    • W. Szwoch
    • M. Szwoch

    {mlang pl} Celem kursu jest zapoznanie studentów z: rodzajami danych multimedialnych oraz metodami ich pozyskiwania formatami i standardami danych multimedialnych metodami kompresji danych multimedialnych podstawami przetwarzania danych multimedialnych oraz ich rozpoznawania programowaniem aplikacji multimedialnych, w tym gier wideo rodzajami interfejsów użytkownika w systemach komputerowych metodami opisu oraz zasadami...

  • Applications for investigating therapy progress of autistic children

    Publication

    The paper regards supporting behavioral therapy of autistic children with mobile applications, specifically applied for measuring the child’s progress. A family of five applications is presented, that was developed as an investigation tool within the project aimed at automation of therapy progress monitoring. The applications were already tested with children with autism spectrum disorder. Hereby we analyse children’ experience...

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  • Playing the Sprint Retrospective

    In agile software development, where great emphasis is put on effective informal communication, success depends heavily on human and social factors. However, Scrum does not specify any techniques that aid the human side of software development. In this paper we investigate the use of 6 collaborative games for the Sprint Retrospective. Each game was implemented twice in a Scrum team in Intel Technology Poland. The received feedback...

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  • Game with a Purpose for Mappings Verification

    Mappings 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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  • 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...

  • INDIRECT CONTROL OVER SUBORDINATE UNITS

    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 behaviors of units wandering around the game world. When it comes to the units controlled by the player, they are often deprived of autonomy and are strictly controlled by the player. This paper presents a concept of units behavior depending on their...