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Wyniki wyszukiwania dla: gam

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Wyniki wyszukiwania dla: gam

  • Performance Evaluation of GAM in Off-Body Path Loss Modelling for Body Area Networks

    Publikacja

    - Rok 2021

    This paper addresses the performance evaluation of an off-body path loss model, based on measurements at 2.45 GHz, which has been developed with the use of the Generalised Additive Model, allowing to model a non-linear dependence on different predictor variables. The model formulates path loss as a function of distance, antennas’ heights, antenna orientation angle and polarisation, results showing that performance is very sensitive...

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

    Publikacja

    - Rok 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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  • 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

    Publikacja

    - Rok 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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  • GaMRed – adaptive filtering of high-throughput biological data

    Publikacja

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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

    Publikacja

    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...

  • Internet Gaming Disorder: A Case Report.

    Publikacja

    - Journal of Behavioral Health - Rok 2017

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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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  • Enterprise Gamification - Learning as a Side Effect of Competition

    Publikacja

    - Rok 2017

    Gmification in companies can be used for driving desired employees behaviour that are advantageous to their development and performance improvement. This paper presents tools acquired from online social networking services and game mechanisms to encourage managers to compete by providing extended statistics and user profiles features in e-learning system.

  • The GAMBIT programme - experience and outlooks.

    Publikacja

    Referat jest podsumowaniem dziesięciu lat prac wdrożeniowych Krajowego Programu Bezpieczeństwa Ruchu Drogowego GAMBIT. Zawiera opis przedsięwzięć z zakresu poprawy bezpieczenstwa na drogach, począwszy od zmian legislacyjnych, po działania inżynierskie.

  • GAMBIT's position within the European Union's III Road Safety Plan

    Publikacja

    - Rok 2007

    Otwarcie Seminarium GAMBIT 2006, poświęcone wnioskom z dotychczasowych działań oraz planom na przyszłość, zawartym w najnowszym Krajowym Programie GAMBIT 2005. Prace nad nim rozpoczęto w sierpniu 2004, czyli tuż po wejściu Polski do Unii Europejskiej. W kwietniu 2005 Rada Ministrów przyjęła GAMBIT 2005 jako program dla Polski na lata 2005-2013, skonstruowany zgodnie z metodyką opracowaną dla tych krajów UE-25, których poziom zagrożenia...

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

    Publikacja
    • L. Cantoni
    • N. Kalbaska

    - Rok 2010

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  • National road programme GAMBIT 2005

    Publikacja

    - Rok 2005

    Referat otwierający XIII Światową Konferencję ''Bezpieczeństwo ruchu drogowego na 4 kontynentach, zawierający opis nowego Krajowego Programu Bezpieczeństwa Ruchu Drogowego w Polsce. Program został przyjęty prezz Radę Ministrów w dniu 19 kwietnia 2005. W Programie przedstawiono cele i środki działań prewencyjnych, planowanych do wdrożenia dla osiągnięcia założonych celów.

  • 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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  • Affect aware video games

    Publikacja

    - Rok 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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  • 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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  • Powiatowy Program Bezpieczeństwa Ruchu Drogowego - GAMBIT człuchowski

    Publikacja

    - Rok 2005

    Referat zawiera genezę powstania pierwszego w Polsce Powiatowego Programu Bezpieczeństwa Ruchu Drogowego - GAMBIT Człuchowski. W szczególności uwagę zwrócono na zagadnienia związane z budową lokalnego systemu brd oraz diagnozę stanu bezpieczeństwa w powiecie.

  • Wojewódzkie programy GAMBIT struktura i proces wdrażania

    Publikacja

    - Rok 2005

    W referacie przedstawiono m.in.zasady tworzenia programów poprawy brd, systemowe podejście do formułowania programu,programy długoterminowe - strategie,programy krótkoterminowe, zasady wdrażania programów, instytucje i organizacje zaangażowane w realizację programów, uwarunkowania realizacji programów.

  • Affective reactions to playing digital games

    Publikacja

    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

    Publikacja

    - Rok 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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  • Model of emotions for game players

    Publikacja

    - Rok 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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  • Przygotowanie i wdrażanie Krajowego Programu BRD GAMBIT 2005

    Publikacja

    - Rok 2007

    Krajowy Program BRD GAMBIT 2005 jest spójny z najwazniejszymi dokumentami dotyczącymi rozwoju systemu transportu w Polsce (Polityka Transportowa, Strategia Rozwoju Transportu). Jest też spójny z III Planem BRD Unii Europejskiej. Program ten daje możliwość zintensyfikowania działań prewencyjnych, prowadzonych w celu ochrony zycia i zdrowia uczestników ruchu drogowego. Efektem tego programu będzie uratowanie życia kilkunastu tysiącom...

  • Preparation and implementation of the National Road Safety Programme GAMBIT 2005

    Publikacja

    - Rok 2007

    Krajowy Program BRD GAMBIT 2005 jest spójny z najwazniejszymi dokumentami dotyczącymi rozwoju systemu transportu w Polsce (Polityka Transportowa, Strategia Rozwoju Transportu). Jest też spójny z III Planem BRD Unii Europejskiej. Program ten daje możliwość zintensyfikowania działań prewencyjnych, prowadzonych w celu ochrony zycia i zdrowia uczestników ruchu drogowego. Efektem tego programu będzie uratowanie życia kilkunastu tysiącom...

  • Efekty wsparcia programu Gambit Pomorski przez bank światowy.

    Publikacja

    - Rok 2004

    Ruch drogowy i nieodpowiednio przystosowanie do niego ulice są realnym zagrożeniem dla najmłodszych. Problem bezpiecznej drogi dom-szkoła-dom najczęściej dotyczy dzieci w wieku od 5 do 15 lat. Miejsca wypadków z młodszymi dziećmi w wieku przedszkolnym najczęściej lokalizowane są w pobliżu miejsca zamieszkania. Analiza otoczenia szkół wybranych do eksperymentów w ramach programu GAMBIT wskazuje, że występują liczne mankamenty w...

  • 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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  • Design Elements of Affect Aware Video Games

    Publikacja

    - Rok 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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  • Adopting Collaborative Games into Agile Software Development

    Publikacja

    - Rok 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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  • Adopting Collaborative Games into Agile Requirements Engineering

    Publikacja

    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?

    Publikacja

    - Rok 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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  • Integration of brood units in game universe

    Publikacja

    - Rok 2011

    An access to a great number of various services allows for decomposition of complex problems Developing a game universe usually involves creation of various units which can be encountered by a player. Those can be lonely or organized in broods animals and monsters wandering around the game world. In order to provide natural gaming experience those units should behave variously depending on the world situation. Those behaviours...

  • Psychometric assessment of the Internet Gaming Disorder diagnostic criteria: An Item Response Theory study

    Publikacja
    • B. Schivinski
    • M. Brzozowska-Woś
    • E. M. Buchanan
    • M. D. Griffiths
    • H. M. Pontes

    - Rok 2018

    Internet Gaming Disorder (IGD) has been recognized by the American Psychiatric Association (APA) as a tentative disorder in the latest fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). In order to advance research on IGD, the APA has suggested that further research on the nine IGD criteria to investigate its clinical and empirical feasibility is necessary. The aim of the present study was to...

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  • Psychometric assessment of the Internet Gaming Disorder diagnostic criteria: An Item Response Theory study

    Publikacja

    - Addictive Behaviors Reports - Rok 2018

    Internet Gaming Disorder (IGD) has been recognized by the American Psychiatric Association (APA) as a tentative disorder in the latest fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). In order to advance research on IGD, the APA has suggested that further research on the nine IGD criteria to investigate its clinical and empirical feasibility is necessary. The aim of the present study was to develop...

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  • Miejsce programu GAMBIT w III planie BRD Unii Europejskiej

    Publikacja

    - Rok 2007

    Otwarcie Seminarium GAMBIT 2006, poświęcone wnioskom z dotychczasowych działań oraz planom na przyszłość, zawartym w najnowszym Krajowym Programie GAMBIT 2005. Prace nad nim rozpoczęto w sierpniu 2004, czyli tuż po wejściu Polski do Unii Europejskiej. W kwietniu 2005 Rada Ministrów przyjęła GAMBIT 2005 jako program dla Polski na lata 2005-2013, skonstruowany zgodnie z metodyką opracowaną dla tych krajów UE-25, których poziom zagrożenia...

  • Gambit Kujawsko-Pomorski,Tom I,Diagnoza bezpieczeństwa ruchu drogowego

    Publikacja

    - Rok 2010

    W rozdziale 8.3 przedstawiono system szkolenia i egzaminowania kierowców w województwie kujawsko-pomorskim

  • Ocena realizacji Krajowego Programu Bezpieczeństwa Ruchu Drogowego GAMBIT 2005

    Publikacja

    W 2013 r. kończy się okres planowany na realizację Krajowego Programu BRD GAMBIT 2005, przyjęty przez Radę Ministrów w roku 2005, niespełna 12 miesięcy po przystąpieniu Polski do Unii Europejskiej. Był on reakcją na cel postawiony w III Programie Poprawy BRD, który zobowiązał kraje UE do zmniejszenia liczby ofiar śmiertelnych wypadków drogowych o 50% w ciągu dekady 2001-2010. Obecnie, po ponad 7 latach od rozpoczęcia działań w...

  • Hydration of tetrahydrofuran derived from FTIR spectroscopy

    Publikacja

    - Rok 2005

    Zbadano hydratację THF na podstawie spektroskopii FTIR drgań HDO oraz H2O. Dane widmowe poddano analizie przy pomocy ilościowej metody widm różnicowych. Ustalono, że w roztworach rozcieńczonych hydratacja THF typu hydrofobowego dominuje nad hydratacją typu elektrofilowego. Scharakteryzowano wodę w otoczce hydratacyjnej THF poprzez jej porównanie z wodą czystą.

  • Ionic hydration behavior derived from infrared spectra in HDO

    Na podstawie widm HDO w zakresie podczerwieni scharakteryzowano hydratacjejonów o różnym charakterze. Zastosowana analiza danych widmowych opierała się na metodzie widm różnicowych. Wyniki prowadzą do wniosku, że kationy i aniony wywierają jakościowo bardzo różny wpływ na strukturę wody. Energia wiązań wodorowych cząsteczek wody oddziaływającej z anionem zmienia się proporcjonalnie z siłą polaryzującą anionów. W przeciwieństwie...

  • Developing competences of IT project managers using simulation games

    Publikacja

    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...

  • ANFIS-Based NPC Population Control in Video Games

    Publikacja

    - Rok 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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  • 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...

  • Application of crowdfunding to video game projects financing

    Publikacja

    - Procedia Computer Science - Rok 2020

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  • Zero-Visibility Cops and Robber Game on a Graph

    Publikacja

    - LECTURE NOTES IN COMPUTER SCIENCE - Rok 2013

    We examine the zero-visibility cops and robber graph searching model, which differs from the classical cops & robber game in one way: the robber is invisible. We show that this model is not monotonic. We also provide bounds on both the zero-visibility copnumber and monotonic zero-visibility copnumber in terms of the pathwidth.

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  • Bringing Common Sense to WordNet with a Word Game

    Publikacja

    We 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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  • Wireless Multihoming Modeled as a Multi-WLAN Game

    Publikacja

    - Rok 2009

    Zbadano strategie wieloetapowe dostępu do medium transmisyjnego oparte na tzw. wypłatach wirtualnych, biorąc pod uwagę wybór sieci lokalnej oraz stopień agresji konfiguracji protokołu MAC. Zakładano obecność stacji-agresora o idealnie predykcyjnej strategii dostępu. Wykazano możliwość zniechęcania takiego agresora za cenę niewielkiego spadku wydajności sieci.