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Wyniki wyszukiwania dla: GAMES

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Wyniki wyszukiwania dla: GAMES

  • Information retrieval with semantic memory model

    Publikacja

    Psycholinguistic 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

    Celem 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...

  • IMPACT OF THE ORGANISATION OF MEGA SPORTING EVENTS ON SELECTED ELEMENTS OF THE TOURISM SECTOR

    Introduction. 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

    Publikacja

    - Rok 2013

    The 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...

  • Playing the Sprint Retrospective: A Replication Study

    Publikacja

    - Rok 2020

    The 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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  • Methodology of Affective Intervention Design for Intelligent Systems

    This paper concerns how intelligent systems should be designed to make adequate, valuable and natural affective interventions. The article proposes a process for choosing an affective intervention model for an intelligent system. The process consists of 10 activities that allow for step-by-step design of an affective feedback loop and takes into account the following factors: expected and desired emotional states, characteristics...

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  • Emotion Recognition Using Physiological Signals

    Publikacja

    - Rok 2015

    In this paper the problem of emotion recognition using physiological signals is presented. Firstly the problems with acquisition of physiological signals related to specific human emotions are described. It is not a trivial problem to elicit real emotions and to choose stimuli that always, and for all people, elicit the same emotion. Also different kinds of physiological signals for emotion recognition are considered. A set of...

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  • Framework for gamification of specialized subjects within engineering studies

    Publikacja

    - Rok 2017

    Gamification is a relatively new term forged along with the occurrence of new information technology, especially easy access to internet and smartphones. Gamification is a use of game mechanics, to modify the behavior of people in non-games situations to increase the involvement of individuals. The method is based on the pleasure that comes from overcoming the obstacles to reach next achievable level, which consists of challenges,...

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  • Analysis of the applicability of laser scanning to making an inventory of swimming pool facilities

    Publikacja
    • J. A. Pawłowicz
    • M. Zagroba
    • E. Bundz
    • M. Druszkowski
    • Z. Olek
    • A. Szymańska
    • P. Ziółkowski
    • J. Żulewski

    - Journal of Health Promotion and Recreation - Rok 2014

    3D 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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  • A proposition for integrating elements of game universe by means of behavioral trees

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

  • Child-Robot Interaction Studies During COVID-19 Pandemic

    Publikacja
    • P. Uluer
    • H. Kose
    • A. Landowska
    • T. Zorcec
    • B. Robins
    • D. Erol Barkana

    - Rok 2020

    The coronavirus disease (COVID-19) pandemic affected our lives deeply, just like everyone else, the children also suffered from the restrictions due to COVID-19 affecting their education and social interactions with others, being restricted from play areas and schools for a long time. Although social robots provide a promising solution to support children in their education, healthcare, and social interaction with others, the precautions...

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  • Automatic recognition of therapy progress among children with autism

    Publikacja

    - Scientific Reports - Rok 2017

    The article presents a research study on recognizing therapy progress among children with autism spectrum disorder. The progress is recognized on the basis of behavioural data gathered via five specially designed tablet games. Over 180 distinct parameters are calculated on the basis of raw data delivered via the game flow and tablet sensors - i.e. touch screen, accelerometer and gyroscope. The results obtained confirm the possibility...

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  • Virtual reality technology in architectural education

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

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  • Making agile retrospectives more awesome

    Publikacja

    According 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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  • The role of traditional architectural models in the first stages of education.

    The oldest architectural models discovered by scientists date from the Middle Ages, while models or 1:1 scale prototypes were used in ancient times. Architectural miniatures quickly evolved into an indispensable tool for designers that enabled them to creatively express their thoughts and ideas. Mock-ups became a way of helping a designer communicate a concept, and their educational value was also recognised. The method of modelling,...

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  • Quantifying Contextuality

    Publikacja
    • A. Grudka
    • K. Horodecki
    • M. Horodecki
    • P. Horodecki
    • R. Horodecki
    • P. Joshi
    • W. Kłobus
    • A. Wójcik

    - PHYSICAL REVIEW LETTERS - Rok 2014

    Contextuality is central to both the foundations of quantum theory and to the novel information processing tasks. Despite some recent proposals, it still faces a fundamental problem: how to quantify its presence? In this work, we provide a universal framework for quantifying contextuality. We conduct two complementary approaches: (i) the bottom-up approach, where we introduce a communication game, which grasps the phenomenon of...

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  • Smooth start for strategry game development supported by XNA framework

    To attract young and casual game developers, Microsoft created a set of libraries oriented towards easier game development and end-product management. The aim of XNA Framework is to provide a unified software development environment for creating games for both PC's and dedicated platforms like XBOX consoles or mobile phones capable of 3D acceleration. The use of modern, object oriented languages available for the .NET platform...

  • Software Factory project for enhancement of student experiential learning

    Publikacja

    - Rok 2019

    Providing 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,...

  • On Tradeoffs Between Width- and Fill-like Graph Parameters

    In this work we consider two two-criteria optimization problems: given an input graph, the goal is to find its interval (or chordal) supergraph that minimizes the number of edges and its clique number simultaneously. For the interval supergraph, the problem can be restated as simultaneous minimization of the path width pw(G) and the profile p(G) of the input graph G. We prove that for an arbitrary graph G and an integer t ∈ {1,...

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  • Dynamic analysis of temporary steel grandstand subjected to human-induced excitations due to jumping

    Steel 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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  • Personalized avatar animation for virtual reality

    Publikacja

    - Rok 2008

    The paper presents a method for creating a personalized animation of avatar for virtual reality application such as multiplayer on-line games. Animation is stored in a simplified version, containing only keyframes for important avatar poses. This version defines key movements, i.e. roughly describes the avatar's action. Animation is enriched by the user with new motion phases utilizing fuzzy descriptors.Various degrees of motion...

  • Rewitalizacja przestrzeni miejskiej poprzez wydarzenia i inicjatywy sportowe

    Artykuł opisuje powiązania pomiędzy procesami rewitalizacji przestrzeni miejskiej, a wydarzeniami i inicjatywami sportowymi różnej skali i rangi. Można wyodrębnić trzy główne uwarunkowania występowania tych powiązań: 1) podczas organizacji największych wydarzeń sportowych o zasięgu globalnym, takich jak igrzyska olimpijskie oraz mistrzostwa Świata i Europy w piłce nożnej; 2) podczas przedsięwzięć aktywizujących mieszkańców w formie...

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  • Knowledge pills in Education and Training: A Literature Review

    Publikacja
    • E. Bolisani
    • E. Scarso
    • M. Zięba
    • S. Durst
    • A. Zbuchea
    • A. Lis
    • T. C. Kassaneh

    - Rok 2022

    Object and purpose: Knowledge pills (KPs) are a technique for transferring knowledge through short factual batches of content. In education and vocational training, they can help learners acquire specific pieces of knowledge in a few minutes, through a “microteaching” approach where learners can be involved in active and interactive exercises, quizzes, and games. Thanks to the advancements of multimedia platforms, they can contain...

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  • The Relation Between Art and Physical Activity in the Public Space of the Contemporary City

    Publikacja

    - Rok 2018

    Art has always been and still is a mirror in which human activity is reflected. One of the basic human activities is physical activity, thanks to which humans are able to satisfy their needs, improve health and also function in society. Therefore, there are different relationships between physical activity and art. Both of them are present in the public space of cities and this aspect of connection is addressed in the article. The...

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  • NEIGHBOURHOOD SPORT AS A TOOL OF URBAN REGENERATION - A WARSAW CASE STUDY

    Publikacja

    - Rok 2016

    There are many connections between sport and urban regeneration. They can be observed while organizing top-down projects, such as sporting mega-events. But sport and urban renewal can also be linked within bottom-up sport initiatives, ones that relate mostly to physical recreation or sport for all. The main goals of physical activity is caring for health, improving fitness, practicing hobbies, and achieving social integration....

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  • Models of using the Internet by young Poles and their social capital.

    Highlights • Study examining Polish youth on internet usage styles. • Online communication is the most common form of spending time on the Internet. •...

  • Architektura a dekonstrukcja. Przypadek Petera Eisenmana i Bernarda Tschumiego

    Publikacja

    - Rok 2015

    Architecture and Deconstruction Case of Peter Eisenman and Bernard Tschumi   Introduction Towards deconstruction in architecture Intensive relations between philosophical deconstruction and architecture, which were present in the late 1980s and early 1990s, belong to the past and therefore may be described from a greater than...

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