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Search results for: educational games

  • 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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  • Evaluation of affective intervention process in development of affect-aware educational video games

    Publication

    - Year 2016

    In 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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  • 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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  • Experimental economics in business education: Using simple games to achieve multifaceted effects

    Publication

    - Year 2014

    Economics 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...

  • A shared curriculum for daylighting education to meet the educational needs of society

    Publication
    • N. Gentile,
    • F. Giuliani
    • M. Khanie, Sarey
    • N. Sokół
    • V. R. M. Lo Verso
    • F. Caffaro
    • M. K. Pedersen
    • F. Pompili
    • P. Mattsson

    - Year 2022

    This article describes the collaborative creation of the curriculum for a new eLearning programme on daylighting design of buildings targeting both traditional and lifelong learners. The programme consists of an online platform integrated with a summer school for practical applications. The process was conducted through several workshops with professionals, representatives of national bodies on building regulations, academics,...

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  • Fashion Games, Fashion in Games and Gamification in Fashion. A First Map

    Publication

    - Year 2023

    Fashion 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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  • Interdisciplinarity in Smart Sustainable City education: exploring educational offerings and competencies worldwide

    Publication

    More and more higher education institutions are offering specialized study programs for current and future managers of Smart Sustainable Cities (SSCs). In the process, they try to reconcile the interdisciplinary nature of such studies, covering at least the technical and social aspects of SSC management, with their own traditionally discipline-based organization. However, there is little guidance on how such interdisciplinarity...

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  • Infinite chromatic games

    In 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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  • Games and play with light in architecture

    The 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

    Publication

    - Year 2022

    In 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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  • Entrepreneurial education and attitudes among young generations in a gender perspective: the case of Polish educational system

    This paper is an attempt to analyze the impact of entrepreneurship education on entrepreneurial attitudes and intentions of young people: male and female students of Polish high schools and universities. The author makes an effort to verify the impact of the exposure to the business education and entrepreneurs on the decision to start-up. Special emphasis will be placed on the gender differences when discussing a respective factors’...

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  • Affective reactions to playing digital games

    Publication

    - Year 2015

    The 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

    Publication

    - Year 2016

    The 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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  • Game about space or game in the space?

    The 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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  • Adopting Collaborative Games into Agile Requirements Engineering

    Publication

    In 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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  • Which digital games are appropriate for our children?

    Publication

    - Year 2018

    Chapter 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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  • 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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  • Design Elements of Affect Aware Video Games

    Publication

    - Year 2015

    In 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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  • Emotion Recognition for Affect Aware Video Games

    In 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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  • Adopting Collaborative Games into Agile Software Development

    Publication

    - Year 2018

    Although 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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  • Gates of Enzymes

    Publication
    • A. Gora
    • J. Brezovsky
    • J. Damborsky

    - CHEMICAL REVIEWS - Year 2013

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  • 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...

  • Developing competences of IT project managers using simulation games

    Publication

    Project 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...

  • Behaviometrics of Digital Games for Children with Autism Spectrum Disorder

    Te 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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  • 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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  • The Waiter Game: Structure and Development of an Hospitality Training Game

    Publication
    • L. Cantoni
    • N. Kalbaska

    - Year 2010

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  • Multihomed Wireless Terminals: MAC Configuration and Network Selection Games

    Publication

    - Year 2011

    W 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,...

  • 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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  • Educational resources as digital products

    Publication

    W artykule zaproponowano podejście do tworzenia i dystrybucji materiałów edukacyjnych oparte na znanych rozwiązaniach dotyczących produktów cyfrowych. Szczególnie skoncentrowano się na pracochłonności wykonania materiałów oraz wynikającego z niej kosztu zakupu i ceny materiałów. Zaproponowano miarę rozmiaru obiektów edukacyjnych, która wykazuje korelację z pracochłonnością wykonania obiektów. Zaproponowano także metody dotyczące...

  • Elementary gates for cartoon computation

    Sformułowano elementarne bramki kwantowe, pozwalające tłumaczyć algorytmy kwantowe na język geometryczny.

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  • Technologies for deodorization of malodorous gases

    There is an increasing number of citizens’complaints about odor nuisance due to production or service activity. High socialawareness imposes pressure on entrepreneurs and service providers forcing them to undertake effective steps aimed at minimi-zation of the effects of their activity, also with respect to emission of malodorous substances. The article presents informationabout various technologies used for gas deodorization....

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  • The entrepreneurship of host cities of the Olympic Games – Between success and social destruction

    Many 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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  • Quality of service games in an IEEE 802.11 ad hoc wireless LAN

    Publication

    - Year 2006

    W 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...

  • TOPOLOGICAL CLUES FOR PREDICTING OUTCOMES OF MULTIPLAYER ONLINE BATTLE ARENA GAMES

    Publication

    - Year 2015

    With 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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  • Infographics in Educational Settings: A Literature Review

    Publication

    - IEEE Access - Year 2024

    Infographics are visual representations of data that utilize various graphic elements, including pie charts, bar graphs, line graphs, and histograms. Educators and designers can maximize the potential of infographics as powerful educational tools by carefully addressing challenges and capitalizing on emerging technologies. However, current education systems showcase the need for development guidelines and the best practices targeted...

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  • Educational model of the OFDM modulator and demodulator

    Publication

    - Year 2009

    W pracy przedstawiono komputerową implemenację modulatora i demodulatora OFDM. Głównym celem było stworzenie edukacyjnego modelu odbiornika OFDM pracującego w pasmie akustycznym. Omówiono ogólną strukturę modulatora i demodulatora OFDM i zaproponowano oryginalny projekt. Najważniejsze elementu projektu to algorytm synchronizacji symbolowej oraz moduły QMI / QDD przystosowujące surowy sygnał OFDM do kanału pasmowego.

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  • ChatGPT - opportunities or threats in the educational process

    Publication
    • A. Ubowska
    • T. Królikowski

    - Procedia Computer Science - Year 2023

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  • Multi-criteria selection of hydraulic gates

    Publication

    - Year 2008

    Selekcja doboru zamknięcia wodnego stanowi podstawowy element w jego projektowaniu. Projektowanie zamknięć można rozważać jako problem krótkoterminowy (zamknięcie natychmiastowe wysokiej wody) jak i problem długoterminowy uwzględniający problemy rolnicze, ekologiczne i zmiany klimatu. W doborze rodzaju zamknięć wodnych należy uwzględnić wiele kryteriów w tym ekonomicznych, wykonawczych, ekologicznych i innych. W pracy przedstawiono...

  • Unusual streaming in chemically reacting gases

    Publication

    Nonlinear stimulation of the vorticity mode caused by losses in the momentum of sound in the chemically reacting gas, is considered. The instantaneous dynamic equation which describes the nonlinear generation of the vorticity mode, is derived. It includes a quadratic nonlinear acoustic source. Both periodic and aperiodic sound may be considered as the origin of the vorticity flow. In the non-equilibrium regime of the chemical reaction,...

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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...

  • Using Different Information Channels for Affect-Aware Video Games - A Case Study

    Publication

    - Year 2018

    This 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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  • 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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  • 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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  • Equilibria of wireless multihoming game

    Terminale 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.

  • QoS provisioning in a single-cell ad hoc WLAN via queuing and stochastic games

    Publication

    Pokazano, 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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  • Characterizing the Performance of <span class="sc">xor</span> Games and the Shannon Capacity of Graphs

    Publication

    - PHYSICAL REVIEW LETTERS - Year 2014

    In 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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  • Selected problems of navigation of educational mobile robot

    W artykule przedstawiono ideę sterowania układem autonomicznego robota mobilnego skonstruowanego do celów edukacyjnych. Opisano strukturę mechaniczną układu, układy sensorów oraz zakres możliwości wynikających z działania oprogramowania robota.

  • Investigation of educational processes with affective computing methods

    Publication

    This paper concerns the monitoring of educational processes with the use of new technologies for the recognition of human emotions. This paper summarizes results from three experiments, aimed at the validation of applying emotion recognition to e-learning. An analysis of the experiments’ executions provides an evaluation of the emotion elicitation methods used to monitor learners. The comparison of affect recognition algorithms...

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  • Emotion Recognition Based on Facial Expressions of Gamers

    Publication

    This 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...

  • The productive function of the will in the pfilosophical thought of William James

    Publication

    - Year 2004

    W artykule przedstawiłem W. Jamesa koncepcję wolnej woli w jej wytwórczej funkcji. Pokazałem, że zrównuje ona ludzkie poznanie i ludzką aktywność. Następnie podkreśliłem, że wola ma wieloaspektowy charakter w formowaniu nowego "wewnętrznego człowieka". W związku z tym, zanalizowałem tzw. empiryczne 'ja' jako "niższe" i "wyższe" 'ja'. Z kolei podkreśliłem walor konsekwencji teleologicznej cechy ludzkiej...