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Large-scale multimedia content delivery over optical networks for interactive TV services
Publikacja -
A Highly Scalable, Modular Architecture for Computer Aided Assessment e-Learning Systems
PublikacjaIn this chapter, the authors propose a novel e-learning system, dedicated strictly to knowledge assessment tasks. In its functioning it utilizes web-based technologies, but its design differs radically from currently popular e-learning solutions which rely mostly on thin-client architecture. The authors' research proved that such architecture, while well suited for didactic content distribution systems is ill-suited for knowledge...
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Józef Woźniak prof. dr hab. inż.
OsobyProf. dr hab. inż. Józef Woźniak prof. zw. Politechniki Gdańskiej ukończył studia na Wydziale Elektroniki Politechniki Gdańskiej w 1971 r. W 1976 r. uzyskał stopień doktora nauk technicznych, a w 1991 r. stopień doktora habilitowanego w dyscyplinie telekomunikacja i specjalności teleinformatyka. W styczniu roku 2002 otrzymał tytuł profesora nauk technicznych. W 1994 r. został mianowany na stanowisko profesora nadzwyczajnego w Politechnice...
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Affect aware video games
PublikacjaIn 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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Design Elements of Affect Aware Video Games
PublikacjaIn 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
PublikacjaIn 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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Collision‐Aware Routing Using Multi‐Objective Seagull Optimization Algorithm for WSN‐Based IoT
PublikacjaIn recent trends, wireless sensor networks (WSNs) have become popular because of their cost, simple structure, reliability, and developments in the communication field. The Internet of Things (IoT) refers to the interconnection of everyday objects and sharing of information through the Internet. Congestion in networks leads to transmission delays and packet loss and causes wastage of time and energy on recovery. The routing protocols...
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Modeling emotions for affect-aware applications
PublikacjaThe 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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Context-Aware Indexing and Retrieval for Cognitive Systems Using SOEKS and DDNA
PublikacjaVisual content searching, browsing and retrieval tools have been a focus area of interest as they are required by systems from many different domains. Context-based, Content-Based, and Semantic-based are different approaches utilized for indexing/retrieving, but have their drawbacks when applied to systems that aim to mimic the human capabilities. Such systems, also known as Cognitive Systems, are still limited in terms of processing...
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Using Different Information Channels for Affect-Aware Video Games - A Case Study
PublikacjaThis 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.