Search results for: collaborative games - Bridge of Knowledge

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Search results for: collaborative games

Search results for: collaborative games

  • 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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  • 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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  • 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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  • 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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  • 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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  • Games

    Journals

    ISSN: 2073-4336

  • 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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  • 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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  • Collaborative approach to trustworthiness of it infrastructures

    Publication

    - Year 2005

    Artykuł wprowadza koncepcję ''trust case'' i wyjaśnia jak jest ona używana w celu uzasadnienia zaufania do systemów i infrastruktur IT. W szczególności skoncentrowano się na procesie budowy trust case, wyjasniono jego strukturę oraz podkreślono konieczność włączenia do procesu właściwych udziałowców. Załączono również informację na temat funkcjonalnej struktury narzedzi wspomagających zarządzanie trust case w ramach jego cyklu...

  • Fast collaborative graph exploration

    Publication

    - INFORMATION AND COMPUTATION - Year 2015

    We study the following scenario of online graph exploration. A team of k agents is initially located at a distinguished vertex r of an undirected graph. At every time step, each agent can traverse an edge of the graph. All vertices have unique identifiers, and upon entering a vertex, an agent obtains the list of identifiers of all its neighbors. We ask how many time steps are required to complete exploration, i.e., to make sure...

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  • Fast Collaborative Graph Exploration

    Publication

    - LECTURE NOTES IN COMPUTER SCIENCE - Year 2013

    We study the following scenario of online graph exploration. A team of k agents is initially located at a distinguished vertex r of an undirected graph. At every time step, each agent can traverse an edge of the graph. All vertices have unique identifiers, and upon entering a vertex, an agent obtains the list of identifiers of all its neighbors. We ask how many time steps are required to complete exploration, i.e., to make sure...

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  • Games and Culture

    Journals

    ISSN: 1555-4120 , eISSN: 1555-4139

  • 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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  • CBM Collaboration

    Publication
    • T. Ablyazimov
    • R. Adak
    • A. Adler
    • A. Agarwal
    • K. Agarwal
    • Z. Ahammed
    • A. Ahmad
    • F. Ahmad
    • N. Ahmad
    • A. Akindinov... and 470 others

    - NUCLEAR PHYSICS A - Year 2021

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  • CBM Collaboration

    Publication
    • T. Ablyazimov
    • A. Abuhoza
    • R. Adak
    • J. Adamczewski-Musch
    • M. Adamczyk
    • M. Aggarwal
    • Z. Ahammed
    • F. Ahmad
    • N. Ahmad
    • S. Ahmad... and 546 others

    - NUCLEAR PHYSICS A - Year 2014

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  • CBM Collaboration

    Publication
    • T. Ablyazimov
    • A. Abuhoza
    • R. Adak
    • J. Adamczewski-Musch
    • M. Adamczyk
    • M. Aggarwal
    • Z. Ahammed
    • F. Ahmad
    • N. Ahmad
    • S. Ahmad... and 546 others

    - NUCLEAR PHYSICS A - Year 2014

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  • Collaborative approach to WordNet and Wikipedia integration

    Publication

    In this article we present a collaborative approach tocreating mappings between WordNet and Wikipedia. Wikipediaarticles have been first matched with WordNet synsets in anautomatic way. Then such associations have been evaluated andcomplemented in a collaborative way using a web application.We describe algorithms used for creating automatic mappingsas well as a system for their collaborative development. Theoutcome enables further...

  • Collaborative Data Acquisition and Learning Support

    With the constant development of neural networks, traditional algorithms relying on data structures lose their significance as more and more solutions are using AI rather than traditional algorithms. This in turn requires a lot of correctly annotated and informative data samples. In this paper, we propose a crowdsourcing based approach for data acquisition and tagging with support for Active Learning where the system acts as an...

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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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  • IET Collaborative Intelligent Manufacturing

    Journals

    eISSN: 2516-8398

  • A document-centric processing paradigm for collaborative computing

    Publication

    - Year 2012

    Klasyczne modele przetwarzania rozproszonego zakładają, że dokumenty są biernymi obiektami, które rozsyła się w formie komunikatów lub pobiera z serwerów do przetwarzania jako pliki.W artykule przedstawiono koncepcję dokumentu jako aktywnego obiektu, zdolnego do samodzielnej migracji miedzy węzłami sieci i interakcji z użytkownikami w ich lokalnym środowisku. Takie podejście jest szczególnie przydatne do realizacji procesów biznesowych...

  • A Cross-Team Collaborative Evaluation of a CRM System

    Publication

    - Year 2013

    This paper presents an analysis of an usability evaluation a CRM (Customer Relationship Management) performed by a team composed of external usability experts jointly with a CRM staff. The evaluation process differed from a classical scheme known from former projects, including some new elements resulting from a specific context of this study. These novel elements resulted in reshaping the role of the CRM system and considering...

  • COLLABORATIVE LEARNING ENVIRONMENT FOR ENGINEERING EDUCATION (COLED)

    Publication

    - Year 2020

    Collaborative 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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  • 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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  • 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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  • 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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  • 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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  • Gates of Enzymes

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

    - CHEMICAL REVIEWS - Year 2013

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  • Dynamic Games and Applications

    Journals

    ISSN: 2153-0785 , eISSN: 2153-0793

  • Games for Health Journal

    Journals

    ISSN: 2161-783X , eISSN: 2161-7856

  • JMIR Serious Games

    Journals

    ISSN: 2291-9279

  • Journal of Dynamics and Games

    Journals

    ISSN: 2164-6066 , eISSN: 2164-6074

  • GAMES AND ECONOMIC BEHAVIOR

    Journals

    ISSN: 0899-8256 , eISSN: 1090-2473

  • IEEE Transactions on Games

    Journals

    ISSN: 2475-1502 , eISSN: 2475-1510

  • Journal of the Philosophy of Games

    Journals

    ISSN: 2535-4388

  • Journal of Games Criticism

    Journals

    ISSN: 2374-202X

  • Exploring the Benefits, Challenges, and Opportunities of Collaborative Business Intelligence

    Publication

    - Year 2024

    In traditional business intelligence (BI) settings, the collective decision-making process is often hindered by the absence of knowledge and expertise exchange among various stakeholders, as well as lack of information sharing. The study delves into the concept of Collaborative BI, which aims to overcome these limitations by promoting collaboration, business networking, knowledge sharing, and improved communication among stakeholders....

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  • Collaborative Exploration of Trees by Energy-Constrained Mobile Robots

    Publication

    - THEORY OF COMPUTING SYSTEMS - Year 2018

    We study the problem of exploration of a tree by mobile agents (robots) that have limited energy. The energy constraint bounds the number of edges that can be traversed by a single agent. We use a team of agents to collectively explore the tree and the objective is to minimize the size of this team. The agents start at a single node, the designated root of the tree and the height of the tree is assumed to be less than the energy...

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  • Collaborative Editing of Ontologies Using Fluent Editor and Ontorion

    Publication

    - Year 2016

    In this paper we present two tools that we are developing at Cognitum for managing large knowledge bases: Fluent Editor and the Ontorion Server. We have been able to build a collaborative knowledge management system using these two tools. We show how this system can be used for the concurrent modification of knowledge and how we can manage multiple modifications to the same knowledge.

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  • An application of blended and collaborative learning in spatial planning course

    Publication

    Spatial Planning is a master course for graduate students of Environmental Engineering. The course is based on assumptions that students’ future work will be connected with spatial planning, and spatial issues will have an influence on their everyday lives. To familiarize students with environmental issues in planning, the teams of students get an assignment to design an urban space, waterfront along a stream. The whole project...

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  • Local Government as an Actor in Collaborative Governance – Partner or Leader?

    Publication

    - Year 2015

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  • A Simple Neural Network for Collision Detection of Collaborative Robots

    Publication

    Due to the epidemic threat, more and more companies decide to automate their production lines. Given the lack of adequate security or space, in most cases, such companies cannot use classic production robots. The solution to this problem is the use of collaborative robots (cobots). However, the required equipment (force sensors) or alternative methods of detecting a threat to humans are usually quite expensive. The article presents...

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  • 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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  • 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...

  • 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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  • Collaborative Delivery by Energy-Sharing Low-Power Mobile Robots

    Publication

    - Year 2017

    We study two variants of delivery problems for mobile robots sharing energy. Each mobile robot can store at any given moment at most two units of energy, and whenever two robots are at the same location, they can transfer energy between each other, respecting the maximum capacity. The robots operate in a simple graph and initially each robot has two units of energy. A single edge traversal by an robot reduces its energy by one...

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  • Knowledge Management Challenges in Collaborative Design of a Virtual Call Centre

    This paper presents the analysis of knowledge management issues for an user interface consulting project relevant during the development of a Virtual Call Centre. Experiences gathered by the team of designers and team of usability consultants have been described and evaluated from the knowledge management viewpoint. A concept of a knowledge-based system, potentially supporting usability consulting in subsequent IT projects has...

  • Neural Graph Collaborative Filtering: Analysis of Possibilities on Diverse Datasets

    Publication

    - Year 2023

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  • A new multi-process collaborative architecture for time series classification

    Publication

    - KNOWLEDGE-BASED SYSTEMS - Year 2021

    Time series classification (TSC) is the problem of categorizing time series data by using machine learning techniques. Its applications vary from cybersecurity and health care to remote sensing and human activity recognition. In this paper, we propose a novel multi-process collaborative architecture for TSC. The propositioned method amalgamates multi-head convolutional neural networks and capsule mechanism. In addition to the discovery...

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  • Collaboration within the Automotive Value Chain

    Publication
    • A. Szerenos
    • A. Maciocha

    - Year 2007

    The paper describes new approach to supply chain management in the North American automotive industry, in part influenced by the Japanese model. To survive and prosper all automotive suppliers must face major challenges in supporting their customers including delivering innovative ideas, technology and quality with increasing speed, participating in every aspect of product development and producing entire systems. The authors describe...

  • 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,...

  • Relationships between Trust and Collaborative Culture in The Context of Tacit Knowledge Sharing

    The literature review presents a lot of theoretical and empirical evidence that Trust affects Collaborative Culture. The opposite also proves to be true: Collaborative Culture influences Trust. The main hypothesis presented in this paper says that both these factors are strongly correlated and modify each other. This study examines the mutual relationship of the said variables in the context of Tacit Knowledge Sharing based on...

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  • Smart platforms for collaborative urban design and peer-to-peer sharing of resources

    Publication

    - Year 2021

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  • Urban Lighting Research Transdisciplinary Framework—A Collaborative Process with Lighting Professionals

    Over the past decades, lighting professionals have influenced the experience of the night by brightly illuminating streets, buildings, skylines, and landscapes 24/7. When this became the accepted norm, a dual perspective on night-time was shaped and the visual enjoyment of visitors after dusk was prioritized over natural nightscapes (nocturnal landscapes). During this time, researchers of artificial light at night (ALAN) observed...

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  • 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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  • International Journal of Serious Games

    Journals

    ISSN: 2384-8766

  • Journal of Sound and Music in Games

    Journals

    eISSN: 2578-3432

  • Journal of Biomedical Discovery and Collaboration

    Journals

    ISSN: 1747-5333

  • International Journal of e-Collaboration

    Journals

    ISSN: 1548-3673 , eISSN: 1548-3681

  • 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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  • AUTOMATED NEGOTIATIONS OVER COLLABORATION PROTOCOL AGREEMENTS

    Publication

    - Year 2015

    The dissertation focuses on the augmentation of proactive document - agents with built-in intelligence to recognize execution context provided by devices visited during a business process, and to reach collaboration agreement despite conflicting requirements. The proposed solution, based on intelligent bargaining using neural networks to improve simple multi-issue negotiation between the document and thedevice, requires practically...

  • Distributed Data Reduction through Agent Collaboration

    Publication

    - Year 2009

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  • Sustainability objectives and collaboration lifecycle in cluster organizations

    Publication

    - Quality and Quantity - Year 2023

    In our paper, we combine two issues, collaboration in cluster organizations and sustainability, aiming to answer the question: Does complex governance structure of cluster organizations support members in formulating and reaching sustainability objectives? Based on four case studies of cluster organizations and a still novel abductive approach, we present the ways in which sustainability was executed in their functioning. Our study...

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  • Smart experience engineering to support collaborative design problems based on constraints modelling

    Publication

    Engineering 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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  • Project Management Cycle in the Construction Industry Augmented by Collaborative Innovation Network Software

    Publication

    - Year 2016

    Project management is a very broad concept that has in recent times is growing rapidly. Management is especially complex in the construction sector, among the other sectors, due to the high uncertainty of workmanship and complexity of construction projects. Proper project management skills are an important factor in the success of projects, leading to reduced costs and shorten the time of investment. Nevertheless, most of the projects...

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  • Project-Based Collaborative Research and Training Roadmap for Manufacturing Based on Industry 4.0

    Publication

    - Year 2023

    The importance of the economy being up to date with the latest developments, such as Industry 4.0, is more evident than ever before. Successful implementation of Industry 4.0 principles requires close cooperation of industry and state authorities with universities. A paradigm of such cooperation is described in this paper stemming from university partners with partly overlapping and partly complementary areas of expertise in manufacturing....

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  • Trust, Collaborative Culture and Tacit Knowledge Sharing in Project Management–a Relationship Model

    Publication

    The aim of this research is to study the relationship between Trust, Collaborative Culture, and Tacit Knowledge Sharing in Project Management as a source of Team Creativity in the context of delivering value through knowledge. For this purpose authors conducted a study of 514 Polish professionals with different functions and experience in managing projects in construction industry. The data collected during the study has been analysed...

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  • International Journal of Computer-Supported Collaborative Learning

    Journals

    ISSN: 1556-1607 , eISSN: 1556-1615

  • Game Studies

    Journals

    eISSN: 1604-7982

  • 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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  • 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...

  • 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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  • 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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  • 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...

  • 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...

  • 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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  • 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.

  • 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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  • International collaboration of Polish research entities in a territorial context

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  • Using Moodle as a Solution to Interdisciplinary E-collaboration Issues

    Rapid technological development in recent years has contributed to numerous changes in many areas of life, including education and communication. Establishing interdisciplinary collaboration brings many benefits, however, it is often associated with numerous problems and inconveniences, as well as the need of constant improvement, lifelong learning, professional development (CPD) and finding an effective way of information transferring....

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  • The Cultures of Knowledge Organizations: Knowledge, Learning, Collaboration (KLC)

    Publication

    - Year 2023

    This book focuses on seeing, understanding, and learning to shape an organization’s essential cultures. The book is grounded on a fundamental assumption that every organization has a de facto culture. These “de facto cultures” appear at first glance to be serendipitous, vague, invisible, and unmanaged. An invisible and unrecognized de facto culture can undermine business goals and strategies and lead to business failures. The authors...

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  • Effective Collaboration of Entrepreneurial Teams—Implications for Entrepreneurial Education

    In the situation of a permanent change and increased competition, business ventures are more and more often undertaken not by individuals but by entrepreneurial teams. The main aim of this paper is to examine the team principles implemented by eective entrepreneurial teams and how they dier in nascent and established teams. We also focused on the relationship between the implementation of these rules by entrepreneurial team members...

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  • Inter-governmental Collaborative Networks for Digital Government Innovation Transfer -Structure, Membership, Operation

    Publication

    Digital government refers to the transformation of government organizations and their relationships with citizens, business and each other through digital technology. It entails digital innovation in processes, services, organizations, policies, etc. which are increasingly developed and tested in one country and transferred, after adaptation, to other countries. The process of innovation transfer and the underlying information...

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  • Collaborative urban studios in Poland. Teaching collective problem solving via live projects

    Publication

    The requirements of contemporary architectural and urban design practice places a growing importance on the ability to generate new solutions to complex design challenges. Such an approach is particularly relevant in the context of contemporary urban projects in need of urban innovation and socially engaged practice, i.e. urban regeneration or street quality improvement projects. Meaningful involvement in such topics requires a...

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  • An analysis and evaluation of the WeFold collaborative for protein structure prediction and its pipelines in CASP11 and CASP12

    Publication
    • C. Keasar
    • L. McGuffin
    • B. Wallner
    • G. Chopra
    • B. Adhikari
    • D. Bhattacharya
    • L. Blake
    • L. Bortot
    • R. Cao
    • B. Dhanasekaran... and 64 others

    - Scientific Reports - Year 2018

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  • How can HSR promote inter-city collaborative innovation across regional borders?

    Publication

    - Year 2023

    Many studies have shown that high-speed rail (HSR) can reshape the spatial pattern of economic geography. However, there needs to be more logical argumentation and rigorous empirical design on the paths and mechanisms involved. This paper considers the impact of the border effect on HSR links and innovation clusters from the perspective of inter-regional collaborative innovation. It provides a logical and compact theoretical...

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  • State of the Art in Open Platforms for Collaborative Urban Design and Sharing of Resources in Districts and Cities

    Publication

    - Sustainability - Year 2021

    This work discusses recent developments in sharing economy concepts and collaborative co-design technology platforms applied in districts and cities. These developments are being driven both by new technological advances and by increased environmental awareness. The paper begins by outlining the state of the art in smart technology platforms for collaborative urban design, highlighting a number of recent examples. The case of peer-to-peer...

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  • 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.

  • 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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  • Emotion Recognition Based on Facial Expressions of Gamers

    This 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...

  • 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...