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Wyniki wyszukiwania dla: requirements engineering,collaborative games,serious games,innovative games,scrum
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Adopting Collaborative Games into Agile Requirements Engineering
PublikacjaIn 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 Open Kanban
PublikacjaThe 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 Software Development
PublikacjaAlthough 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
PublikacjaEffective 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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Playing the Sprint Retrospective
PublikacjaIn agile software development, where great emphasis is put on effective informal communication, success depends heavily on human and social factors. However, Scrum does not specify any techniques that aid the human side of software development. In this paper we investigate the use of 6 collaborative games for the Sprint Retrospective. Each game was implemented twice in a Scrum team in Intel Technology Poland. The received feedback...
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Making agile retrospectives more awesome
PublikacjaAccording 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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Game-based Sprint retrospectives: multiple action research
PublikacjaIn today’s fast-paced world of rapid technological change, software development teams need to constantly revise their work practices. Not surprisingly, regular reflection on how to become more effective is perceived as one of the most important principles of Agile Software Development. Nevertheless, running an effective and enjoyable retrospective meeting is still a challenge in real environments. As reported by several studies,...
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Agnieszka Landowska dr hab. inż.
OsobyUkończyła studia na dwóch kierunkach: Finanse i bankowość na Uniwersytecie Gdańskim oraz Informatyka na WETI Politechniki Gdańskiej. Od 2000 roku jest związana z Politechniką Gdańską. W 2006 roku uzyskała stopień doktora w dziedzinie nauk technicznych, a w roku 2019 stopień doktora habilitowanego. Aktualnie jej praca naukowa dotyczy zagadnień interakcji człowiek-komputer oraz informatyki afektywnej (ang. affective computing), która...
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Software Factory project for enhancement of student experiential learning
PublikacjaProviding 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,...
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Playing the Sprint Retrospective: A Replication Study
PublikacjaThe 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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Fashion Games, Fashion in Games and Gamification in Fashion. A First Map
PublikacjaFashion 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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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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Infinite chromatic games
PublikacjaIn 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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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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A distributed system for conducting chess games in parallel
PublikacjaThis 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?
PublikacjaChapter 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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Affective reactions to playing digital games
PublikacjaThe 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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Developing competences of IT project managers using simulation games
PublikacjaProject 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...
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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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JMIR Serious Games
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Experimental economics in business education: Using simple games to achieve multifaceted effects
PublikacjaEconomics 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...
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TOPOLOGICAL CLUES FOR PREDICTING OUTCOMES OF MULTIPLAYER ONLINE BATTLE ARENA GAMES
PublikacjaWith 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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Games
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ANFIS-Based NPC Population Control in Video Games
PublikacjaModern 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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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.
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The entrepreneurship of host cities of the Olympic Games – Between success and social destruction
PublikacjaMany 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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Evaluation of affective intervention process in development of affect-aware educational video games
PublikacjaIn 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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Designing effective educational games - a case study of a project management game
PublikacjaThis 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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AUTOMATIC LEARNING OF STRATEGY AND RULES IN CARD GAMES USING IMAGE FROM CAMERA
PublikacjaBelow 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...
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Developing Game-Structure Sensitive Matchmaking System for Massive-Multiplayer Online Games
PublikacjaProviding 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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International Journal of Serious Games
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Dynamic analysis of temporary steel grandstand subjected to human-induced excitations due to jumping
PublikacjaSteel 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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Games and play with light in architecture
PublikacjaThe 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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Characterizing the Performance of <span class="sc">xor</span> Games and the Shannon Capacity of Graphs
PublikacjaIn 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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Games and Culture
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The Economic Legacy of Mega Sporting Events. The Impact of Hosting European Olympic Games on GDP Growth Through Infrastructure Development
PublikacjaIntroduction. The positive legacy of the Olympics is often cited by the International Olympic Committee and national or-ganizers. Some scholars, however, question an uncritical approach to an exclusively positive economic legacy. The aim of this study is to evaluate the impact of hosting the Olympics on infrastructure development, with a potential impact on economic growth in the form of Gross Domestic Product (GDP) in three phases...
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Labyrynths generators, their properties and practical application in computer games
Publikacjathis 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...
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Behaviometrics of Digital Games for Children with Autism Spectrum Disorder
PublikacjaTe 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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Dynamic Games and Applications
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Games for Health Journal
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Journal of Dynamics and Games
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GAMES AND ECONOMIC BEHAVIOR
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IEEE Transactions on Games
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Journal of the Philosophy of Games
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Journal of Games Criticism
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Multihomed Wireless Terminals: MAC Configuration and Network Selection Games
PublikacjaW 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,...
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Quality of service games in an IEEE 802.11 ad hoc wireless LAN
PublikacjaW 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...
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Journal of Sound and Music in Games
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COLLABORATIVE LEARNING ENVIRONMENT FOR ENGINEERING EDUCATION (COLED)
PublikacjaCollaborative 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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QoS provisioning in a single-cell ad hoc WLAN via queuing and stochastic games
PublikacjaPokazano, 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.