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Search results for: REQUIREMENTS ENGINEERING,COLLABORATIVE GAMES,SERIOUS GAMES,INNOVATIVE GAMES,SCRUM
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Adopting Collaborative Games into Agile Requirements Engineering
PublicationIn agile software development, where great emphasis is put on effective informal communication involving diverse stakeholders, success depends on human and social factors. Not surprisingly, the Agile Manifesto advocates principles and values such as “individuals and interactions over processes and tools”, “focus on the customer”, “collaborate regularly”, “communicate face-to-face within the team” and “have regular team introspection”....
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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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Adopting Collaborative Games into Agile Software Development
PublicationAlthough the emergence of agile methods has triggered a growing awareness that social factors have a crucial impact on the success of software projects, neither the Scrum Guide nor the Agile Manifesto prescribe techniques that aid the human side of software development. To address this challenge, we enriched the Scrum process with a set of collaborative games. Collaborative games refer to techniques inspired by game play, but designed...
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Utilizing online collaborative games to facilitate Agile Software Development
PublicationEffective 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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Playing the Sprint Retrospective
PublicationIn 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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Making agile retrospectives more awesome
PublicationAccording to the textbook [23], Scrum exists only in its entirety, where every component is essential to Scrum’s success. However, in many organizational environments some of the components are omitted or modified in a way that is not aligned with the Scrum guidelines. Usually, such deviations result in missing the full benefits of Scrum [24]. Thereby, a Scrum process should be frequently inspected and any deviations should be...
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Game-based Sprint retrospectives: multiple action research
PublicationIn today’s fast-paced world of rapid technological change, software development teams need to constantly revise their work practices. Not surprisingly, regular reflection on how to become more effective is perceived as one of the most important principles of Agile Software Development. Nevertheless, running an effective and enjoyable retrospective meeting is still a challenge in real environments. As reported by several studies,...
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Agnieszka Landowska dr hab. inż.
PeopleAgnieszka Landowska works for Gdansk University of Technology, FETI, Department of Software Engineering. Her research concentrates on usability, accessibility and technology adoption, as well as affective computing methods. She initiated Emotions in HCI Research Group and conducts resarch on User eXperiene evaluation of applications and other technologies.
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Software Factory project for enhancement of student experiential learning
PublicationProviding opportunities for students to work on real-world software development projects for real customers is critical to prepare students for the IT industry. Such projects help students to understand what they will face in the industry and experience real customer interaction and challenges in collaborative work. To provide this opportunity in an academic environment and enhance the learning and multicultural teamwork experience,...
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Playing the Sprint Retrospective: A Replication Study
PublicationThe Sprint Retrospective is a vehicle for continuous process improvement. Even though it is a well established agile practice, running effective retrospective meetings is challenging. There have been a lot of identified problems that commonly occur during these meetings. To address them, Przybyłek & Kotecka [20] successfully revitalized retrospective meetings by adopting collaborative games, which represent a powerful tool in improving...
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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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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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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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Design Elements of Affect Aware Video Games
PublicationIn this paper issues of design and development process of affect-aware video games are presented. Several important design aspects of such games are pointed out. A concept of a middleware framework is proposed that separates the development of affect-aware video games from emotion recognition algorithms and support from input sensors. Finally, two prototype affect-aware video games are presented that conform to the presented architecture...
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A distributed system for conducting chess games in parallel
PublicationThis 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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Which digital games are appropriate for our children?
PublicationChapter contains advice on which digital games are accessible for children with diverse impairments. It providess a process for choosing the device, the game and adjusting it. It might be of use for therapists, techers and caregivers.
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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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Developing competences of IT project managers using simulation games
PublicationProject Management is a domain in which methodological approach is developing very rapidly. Project managers are required to present knowledge of the various methods of project management and apply them to the management of specific projects. It means that project managers must constantly develop their competence, mainly based on good practices from different formal methods of project management. The purpose of this article is...
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Emotion Recognition for Affect Aware Video Games
PublicationIn this paper the idea of affect aware video games is presented. A brief review of automatic multimodal affect recognition of facial expressions and emotions is given. The first result of emotions recognition using depth data as well as prototype affect aware video game are presented
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JMIR Serious Games
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Experimental economics in business education: Using simple games to achieve multifaceted effects
PublicationEconomics differs from other sciences not only because of its normative part, but also because of very limited use of experiments. In this way, economics is often perceived as being methodologically more similar to astronomy or meteorology rather than physics or chemistry. Over last decades, however, experimental economics has been significantly developed. This chapter presents some of the possibilities for academic teachers to...
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Games
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TOPOLOGICAL CLUES FOR PREDICTING OUTCOMES OF MULTIPLAYER ONLINE BATTLE ARENA GAMES
PublicationWith 27 million people playing League of Legends every day, e-sports became more and more important part of our everyday life. Rise of its popularity builds a demand for better understanding e-sports mechanics on a deeper level. In the article, we test a hypothesis that it is possible to predict an outcome of Multiplayer Online Battle Arena game based on topological clues only (such as area of polygon where vertices are players...
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ANFIS-Based NPC Population Control in Video Games
PublicationModern 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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Using Different Information Channels for Affect-Aware Video Games - A Case Study
PublicationThis paper presents the problem of creating affect-aware video games that use different information channels, such as image, video, physiological signals, input devices, and player’s behaviour, for emotion recognition. Presented case studies of three affect-aware games show certain conditions and limitations for using specific signals to recognize emotions and lead to interesting conclusions.
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The entrepreneurship of host cities of the Olympic Games – Between success and social destruction
PublicationMany publications focus on the deficit nature of the Olympic Games organisation, when considered from the point of view of host cities – organisers of such events. However, does such an event actually affect the region and the host country in a positive way? The presented article aims at the assessment of the organisation of mass sports events, such as the Olympic Games, taking into consideration entrepreneurial activities which...
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Evaluation of affective intervention process in development of affect-aware educational video games
PublicationIn this paper initial experiences are presented on implementing specific methodology of affective intervention design (AFFINT) for development of affect-aware educational video games. In the described experiment, 10 student teams are to develop affect-aware educational video games using AFFINT to formalize the whole process. Although all projects are still in progress, first observations and conclusions may already be presented.
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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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AUTOMATIC LEARNING OF STRATEGY AND RULES IN CARD GAMES USING IMAGE FROM CAMERA
PublicationBelow 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...
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International Journal of Serious Games
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Dynamic analysis of temporary steel grandstand subjected to human-induced excitations due to jumping
PublicationSteel grandstands are structures that are frequently used during sport games and many other non-sporting events, such as festivals, music concerts, or even politicians rallies, with participation of a large number of attendees. Unfortunately, the presence of unexpected excessive dynamic loads due to unpredictable behaviour of spectators (e.g. synchronized harmonic jumping or swaying) may lead to...
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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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Games and Culture
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Characterizing the Performance of <span class="sc">xor</span> Games and the Shannon Capacity of Graphs
PublicationIn this Letter we give a set of necessary and sufficient conditions such that quantum players of a two-party xor game cannot perform any better than classical players. With any such game, we associate a graph and examine its zero-error communication capacity. This allows us to specify a broad new class of graphs for which the Shannon capacity can be calculated. The conditions also enable the parametrization of new families of games...
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The Economic Legacy of Mega Sporting Events. The Impact of Hosting European Olympic Games on GDP Growth Through Infrastructure Development
PublicationIntroduction. The positive legacy of the Olympics is often cited by the International Olympic Committee and national or-ganizers. Some scholars, however, question an uncritical approach to an exclusively positive economic legacy. The aim of this study is to evaluate the impact of hosting the Olympics on infrastructure development, with a potential impact on economic growth in the form of Gross Domestic Product (GDP) in three phases...
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Behaviometrics of Digital Games for Children with Autism Spectrum Disorder
PublicationTe paper reports current stage of the project Automated Terapy Monitoring for Children with Developmental Disorders of Autism Spectrum (AUTMON), that aims at development of methods and tools to allow for the automatic evaluation of the therapy progress among children with autism. Finding objective measures suitable for evaluating therapy progress would let create a system supporting those who diagnose autism and the therapists...
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Labyrynths generators, their properties and practical application in computer games
Publicationthis 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...
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Dynamic Games and Applications
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Games for Health Journal
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Journal of Dynamics and Games
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GAMES AND ECONOMIC BEHAVIOR
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IEEE Transactions on Games
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Journal of the Philosophy of Games
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Journal of Games Criticism
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Multihomed Wireless Terminals: MAC Configuration and Network Selection Games
PublicationW artykule rozpatruje się rozdział pasma pomiędzy zbiór racjonalnych terminali bezprzewodowych dołączonych do wielu sieci lokalnych. Przy pomocy narzędzi analitycznych teorii gier pokazuje się, w jaki sposób można zniechęcać terminale do agresywnej konfiguracji protokołu MAC. Analizowana jest ilościowo rola prędkości generacji informacji zwrotnej z sieci w stosunku do częstości generacji żądań dostępu terminala do sieci. Wykazano,...
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Quality of service games in an IEEE 802.11 ad hoc wireless LAN
PublicationW pracy wykazano, że gdy wymaganie na minimalną przepływnośc stacji przekracza wielkość wyznaczoną przez punkt optimum w sensie Pareto, okazjonalna egoistyczna konfiguracja MAC pozwala stacjom uczestniczyć w grze typu kolejkowego, w której wypłatą jest uzyskana przepływność. Zaprezentowano przykładowe scenariusze takiej gry oraz dokonano jej analizy przy pomocy modelu gry stochastycznej, wykazując istnienie punktu równowagi oraz...
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Journal of Sound and Music in Games
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COLLABORATIVE LEARNING ENVIRONMENT FOR ENGINEERING EDUCATION (COLED)
PublicationCollaborative Learning Environment for Engineering Education is a European project implemented under the Erasmus + program, The main goal of 5 partners from 4 different European countries – Bulgaria, Poland, Portugal and Romania is to develop an innovative collaborative training approach, encompassing curricula related to the introduction of enterprise automation. Project activities are carried out in the period from Dctober 2018...
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QoS provisioning in a single-cell ad hoc WLAN via queuing and stochastic games
PublicationPokazano, że stosowanie agresywnych strategii dostępu do medium transmisyjnego może stanowić dla stacji sieci gwarancję równej szansy uzyskania pożądanej przepływności oraz zachowania jej na cały czas transferu danych. Przeprowadzono analizę gier typu stochastycznego pod kątem istnienia równowagi strategicznej przy założeniu probabilistycznych strategii dostępu.
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International Journal of Computer Games Technology
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IEEE Transactions on Computational Intelligence and AI in Games
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Krystian Zawadzki dr hab. inż.
PeopleKrystian Zawadzki is associate professor in the Department of Finance at the Faculty of Management and Economics of the Gdańsk University of Technology; member of the Polish Olympic Academy at the Polish Olympic Committee; coordinator of the Stock Exchange School (Warsaw Stock Exchange) in Gdańsk; Head of postgraduate studies "Capital Investments and Personal Finance Management"; member of the audit committee of the sports club...
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REQUIREMENTS ENGINEERING
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Identification, Assessment and Automated Classification of Requirements Engineering Techniques
PublicationSelection of suitable techniques to be used in requirements engineering or business analysis activities is not easy, especially considering the large number of new proposals that emerged in recent years. This paper provides a summary of techniques recommended by major sources recognized by the industry. A universal attribute structure for the description of techniques is proposed and used to describe 33 techniques most frequently...
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Smart experience engineering to support collaborative design problems based on constraints modelling
PublicationEngineering design is a knowledge intensive process. Experts' experiences from different product life-cycle stages play a key role in problem solving during design decision making by linking up knowledge to find better solutions for a specific design problem. Different approaches have been used to support Collaborative and Concurrent Product Design, such as Constraint Satisfaction Problem (CSP) modelling. Additionally, due to the...
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Towards a Lightweight Approach for the Evaluation of Requirements Engineering Impact on Other IT Project Areas
PublicationRequirements Engineering (RE) is recognized as one of the most important, but difficult areas of software engineering, with a significant impact on other areas of the IT project and its final outcome. The empirical studies investigating this impact are hard to conduct, mainly due to large effort required. It is thus difficult for researchers and even more for industry practitioners to make evidence-based evaluations, how decisions...
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Communication and Documentation Practices in Agile Requirements Engineering: A Survey in Polish Software Industry
PublicationRequirements engineering, system analysis and other analytical activities form the basis of every IT project. Such activities are not clearly defined in Agile development methods, but it does not mean that they are absent in an agile project. The aim of our work was to determine which practices related to requirements-related communication and which requirements documenting techniques are used in agile software projects. For this...
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Exploring Impact of Requirements Engineering on Other IT Project Areas – Case Study
PublicationRequirements Engineering (RE) is recognized as one of the most important (yet difficult) areas of software engineering that has a significant impact on other areas of IT projects and their final outcomes. Empirical studies investigating this impact are hard to conduct, mainly due to the great effort required. It is thus difficult for both researchers and industry practitioners to make evidence-based evaluations about how decisions...
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Conference on Games (IEEE Symposium on Computational Intelligence and Games CIG)
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Systems Engineering Requirements for Rotating Machines (PG-00060237)
e-Learning CoursesTurbiny wiatrowe, gazowe, mikroturbiny, silniki lotnicze, turbosprężarki i inne systemy mechaniczne to przykłady maszyn wirujących, które wymagają wysoko wykwalifikowanych inżynierów. Powinni oni zrozumieć złożoność procesów projektowania i produkcji, w tym wytwarzania przyrostowego, oraz konserwacji prognostycznej opartej na inżynierii cyfrowej dla bezawaryjnej pracy silnika. Wind, gas, micro turbines, aircraft engines, turbochargers,...
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Addressing Challenges in AI-based Systems Development: A Proposal of Adapted Requirements Engineering Process
Publication[Context] Present-day IT systems are more and more dependent on artificial intelligence (AI) solutions. Developing AI-based systems means facing new challenges, not known for more conventional systems. Such challenges need to be identified and addressed by properly adapting the existing development and management processes. [Objective] In this paper, we focus on the requirements engineering (RE) area of IT projects and aim to propose...
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Digital Games Research Conference
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Analysis of Transparent Concrete as an Innovative Material Used in Civil Engineering
PublicationSince the dawn of history concrete has been, right behind stone and brick, one of the oldest building materials. The ancient Romans took advantage of its opportunities. They constructed amazing architectural objects, which survived centuries as whole buildings or parts of them. Concrete is so ubiquitous, that when we are walking in a newer districts of cities we are virtually surrounded by concrete from everywhere. Sometimes...
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International Conference on the Foundations of Digital Games
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Linear game non-contextuality and Bell inequalities—a graph-theoretic approach
PublicationWe study the classical and quantum values of a class of one-and two-party unique games, that generalizes the well-known XOR games to the case of non-binary outcomes. In the bipartite case the generalized XOR(XOR-d) games we study are a subclass of the well-known linear games. We introduce a 'constraint graph' associated to such a game, with the constraints defining the game represented by an edge-coloring of the graph. We use the...
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Adjusting Game Difficulty by Recreating Behavioral Trees of Human Player Actions
PublicationThis 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....
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Automatically created and partially veriffied Wikipedia - WordNet mappings
Open Research DataMapping 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...
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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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Piotr Krajewski dr
PeoplePiotr Krajewski is a librarian at the Library of Gdańsk University of Technology (GUT) and a PhD student at the Medical University of Gdańsk. His research interests focus on the standardization of the e-resources usage data and Open Access publishing, especially the role of institutional repositories in the development of the OA initiative and the phenomenon of “predatory publishers”. He works at Scientific and Technical Information...
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Piotr Jasiński prof. dr hab. inż.
PeoplePiotr Jasinski obtained MSc in electronics in 1992 from the Gdansk University of Technology (GUT), Poland. Working at GUT, he received PhD in 2000 and DSc in 2009. Between 2001 and 2004 Post Doctoral Fellow at Missouri University of Science and Technology, while between 2008 and 2010 an Assistant Research Professor. Currently is an Associate Professor at Gdansk University of Technology working in the field of electronics, biomedical...
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Grzegorz Szwoch dr hab. inż.
PeopleGrzegorz 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...
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Human-computer interactions in speech therapy using a blowing interface
PublicationIn 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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Design thinking qualifications framework – standardizing the innovative approach to entrepreneurial education delivery to engineering students
PublicationHighly competitive labor market stimulates increasing expectations towards fresh university alumni. It is not enough to be an expert - well educated and often experienced - in chosen discipline. High variability of the business environment, continuous change, number of risks, together with higher work demand than supply, shape clear employers’ expectations: entrepreneurial employees are wanted. On this ground a need for entrepreneurial...
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Steering is an essential feature of non-locality in quantum theory
PublicationA physical theory is called non-local when observers can produce instantaneous effects over distant systems. Non-local theories rely on two fundamental effects: local uncertainty relations and steering of physical states at a distance. In quantum mechanics, the former one dominates the other in a well-known class of non-local games known as XOR games. In particular, optimal quantum strategies for XOR games are completely determined...
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International Conference on Computational Semiotics for Games and New Media
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Possible uses of crisis situation aiding system in virtual world simulation
PublicationMany 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.
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Possible uses of crisis situation aiding system in virtual world simulation
PublicationMany 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...
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International Journal of Innovative Research in Computer and Communication Engineering
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Andrzej Klimczuk
PeopleAndrzej 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...
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Metaheurystyki sztucznej inteligencji w wybranych grach komputerowych
PublicationW 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...
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Bringing Common Sense to WordNet with a Word Game
PublicationWe present a tool for common sense knowledge acquisition in form of a twenty questions game. The described approach uses WordNet dictionary, which rich taxonomy allows to keep cognitive economy and accelerate knowledge propagation, although sometimes inferences made on hierarchical relations result in noise. We extend the dictionary with common sense assertions acquired during the games played with humans. The facts added to the...
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Strong Monogamies of No-Signaling Violations for Bipartite Correlation Bell Inequalities
PublicationThe phenomenon of monogamy of Bell inequality violations is interesting both from the fundamental perspective as well as in cryptographic applications such as the extraction of randomness and secret bits. In this article, we derive new and stronger monogamy relations for violations of Bell inequalities in general no-signaling theories. These relations are applicable to the class of binary output correlation inequalities known as...
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Applications for investigating therapy progress of autistic children
PublicationThe 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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Mariusz Jaczewski dr inż.
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Edge and Pair Queries-Random Graphs and Complexity
PublicationWe investigate two types of query games played on a graph, pair queries and edge queries. We concentrate on investigating the two associated graph parameters for binomial random graphs, and showing that determining any of the two parameters is NP-hard for bounded degree graphs.
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Journal Of Innovative Research In Engineering And Sciences (JOIRES)
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International Journal of Innovative Technology and Exploring Engineering
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Zastosowanie komputerów w dziedzinie wyszukiwania strategii optymalnych w grach logicznych
PublicationProblem jaki stanowi wyszukiwanie strategii optymalnej w grach logicznych jest bardzo złożony. Można go podzielić na następujące podproblemy: obliczeniowy, pamięciowy oraz operacji wejścia/wyjścia. Jednak rosnąca z roku na rok siła obliczeniowa komputerów, ilość pamięci oraz prędkość transferu danych pomiędzy podzespołami zarówno lokalnymi jak i rozproszonymi, a także wzrost skuteczności wykorzystywanych technik algorytmicznych...
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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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Mobile devices and computing cloud resources allocation for interactive applications
PublicationUsing mobile devices such as smartphones or iPads for various interactive applications is currently very common. In the case of complex applications, e.g. chess games, the capabilities of these devices are insufficient to run the application in real time. One of the solutions is to use cloud computing. However, there is an optimization problem of mobile device and cloud resources allocation. An iterative heuristic algorithm for...
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Game with a Purpose for Verification of Mappings Between Wikipedia and WordNet
PublicationThe paper presents a Game with a Purpose for verification of automatically generated mappings focusing on mappings between WordNet synsets and Wikipedia articles. 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 game-play, is provided. Additional mechanisms for anti-cheating, increasing player’s motivation...
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Analysis of the applicability of laser scanning to making an inventory of swimming pool facilities
Publication3D scanning can be used in many branches of economy, e.g. reverse and prototype engineering, industrial design, quality control, pros-thetics, orthodontics, archiving of historic objects and archeological findings, examination of a scene of crime, making films and comput-er games. The technology of terrestrial laser scanning has a bright fu-ture as we are living in the time of blooming measurement tech-niques, which can provide...
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Ryszard Jan Barczyński dr hab. inż.
PeopleRyszard 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...
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Modeling emotions for affect-aware applications
PublicationThe chapter concerns emotional states representation and modeling for software systems, that deal with human affect. A review of emotion representation models is provided, including discrete, dimensional and componential models. The paper provides also analysis of emotion models used in diverse types of affect-aware applications: games, mood trackers or tutoring systems. The analysis is supported with two design cases. The study...
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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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Information retrieval with semantic memory model
PublicationPsycholinguistic theories of semantic memory form the basis of understanding of natural language concepts. These theories are used here as an inspiration for implementing a computational model of semantic memory in the form of semantic network. Combining this network with a vector-based object-relation-feature value representation of concepts that includes also weights for confidence and support, allows for recognition of concepts...
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Wielkie wydarzenia jako katalizator procesów rewitalizacji
PublicationCelem referatu jest naświetlenie procesów rewitalizacji towarzyszących organizacji wielkich wydarzeń w dwóch aspektach: 1) rewitalizacja jako motor lub jako skutek działań; 2) lokalność i regionalność procesów rewitalizacji. Omówieniu tych zjawisk służą przykłady miast-organizatorów wielkich wydarzeń, Sydney (IO 2000), Pekin (IO 2008), Londyn (IO 2012) oraz Gdańsk (Euro 2012) i Szczecin (The Tall Ships Races 2013). Kluczową kwestią...
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IMPACT OF THE ORGANISATION OF MEGA SPORTING EVENTS ON SELECTED ELEMENTS OF THE TOURISM SECTOR
PublicationIntroduction. In the world-wide literature, there is no unanimity in the assessment of the impact of mega sporting events on the tourism sector. Therefore, the main purpose of this study was to quantify the impact of mega sporting events on changes in tourist inflow and the amount of expenditure incurred by visitors. Material and methods. In this study, an ex-post analysis of many different categories of mega sporting events was...
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A ROLE PLAYING GAME NAME GENERATOR LEARNING ITS CREATIVITY FROM ARKADIA MUD PLAYERS
PublicationThe paper proposes an approach to creative generation of new names for the purposes of Role Playing Games in fantasy realms. The generator based on an existing database of na mes is able to propose a set of new names with regard to demanded attributes, such as: length of the name, sex and race of the character, a given p hrase as the origin for the generated name as well as subjective evaluations from former users. The software...