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JMIR Serious Games
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International Journal of Serious Games
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Journal of Physics : Conference Series
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Games
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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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IOP Conference Series: Materials Science and Engineering
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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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Fragility analysis of structural pounding between adjacent structures arranged in series with various alignment configurations under near‑field earthquakes
PublikacjaA major cause of local to total damages is related to structural pounding in a large number of past earthquakes. In general, these collisions take place as a result of differences in the dynamic characteristics of the colliding structures. To acquire a better perception of the behavior of structures, in this paper, three structures featuring different heights are modeled in series and with various configurations next to each other...
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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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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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From hobbies, straightforward analysis to serious research – the road to phd degree
PublikacjaThe illustration of the main articles goal is an example of author's academic career course, the aim of which is to obtain a doctoral degree in the field of geodesy and cartography. Today, the most important thing for the young scientist is the devotion to research in certain field of science, which is interested for the large community of scientists. From a psychological point of view, a unity of interest and experiments must...
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Games and Culture
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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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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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DRESS SYNDROME AS SERIOUS SKIN HYPERSENSITIVITY REACTIONS ASSOCIATED WITH OLANZAPINE: CASE REPORT
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Static Series and Shunt-series PE Voltage-quality Controllers
PublikacjaAs presented in the Chap. 7 static shunt power electronics (PE) voltage-quality controllers protect the utility electrical system from the unfavorable impact of customer loads. Shunt controllers, as shown in Chap. 6, are recommended mainly for mitigation of the causes of disturbances, and not their effects in distanced nodes of a power-electronics system. In the case when reduction of disturbances effects is required, which leads...
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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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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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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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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...