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Wyniki wyszukiwania dla: LORD KAMES

  • Lorda Kamesa filozofia religii

    W artykule przedstawiono główne założenia filozofii religii opracowanej przez szkockiego prawnika H. Hume`a (1696-1782), znanego jako lord Kames. Charakterystycznym rysem tej filozofii była próba pogodzenia radykalnego determinizmu, także w dziedzinie moralności, z religia chrześcijańską.

  • 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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  • 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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  • 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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  • 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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  • 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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  • The productive function of the will in the pfilosophical thought of William James

    Publikacja

    - Rok 2004

    W artykule przedstawiłem W. Jamesa koncepcję wolnej woli w jej wytwórczej funkcji. Pokazałem, że zrównuje ona ludzkie poznanie i ludzką aktywność. Następnie podkreśliłem, że wola ma wieloaspektowy charakter w formowaniu nowego "wewnętrznego człowieka". W związku z tym, zanalizowałem tzw. empiryczne 'ja' jako "niższe" i "wyższe" 'ja'. Z kolei podkreśliłem walor konsekwencji teleologicznej cechy ludzkiej...

  • 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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  • 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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  • 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 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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  • 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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  • The transfer of names in various translations of brothers Grimm’s "Rumpelstilzchen"

    Publikacja
    • P. Golda
    • J. Ryszka
    • O. Karabag
    • B. Messias Leandro
    • J. Zemmour

    - Białostockie Archiwum Językowe - Rok 2022

    Various scholars point out the transfer of proper nouns as a difficulty. This paper examines the transfer of names in twenty‑one translations of the Grimm Brothers’ fairy tale originally titled Rumpelstilzchen. The article analyses English,Brazilian Portuguese, Polish, Turkish, and Japanese editions of this originally German story. The analysis focuses on the true name of a title dwarf and other names provided by the Queen....

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  • Lossless Compression of Binary Trees with Correlated Vertex Names

    Publikacja

    - Rok 2016

    Compression schemes for advanced data structures have become the challenge of today. Information theory has traditionally dealt with conventional data such as text, image, or video. In contrast, most data available today is multitype and context-dependent. To meet this challenge, we have recently initiated a systematic study of advanced data structures such as unlabeled graphs [1]. In this paper, we continue this program by considering...

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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...

  • 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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  • Analiza drgań struny gitarowej z użyciem szybkich kamer

    W referacie przedstawiono metodę analizy i wizualizacji ruchu struny gitarowej. Drgania struny zostały zarejestrowane za pomocą szybkich kamer. Układ optyczny zastosowany do rejestracji został dobrany w taki sposób, by móc obserwować drgania wzdłuż struny. Obrazy zarejestrowane za pomocą szybkich kamer zostały przeanalizowane za pomocą algorytmów cyfrowego przetwarzania sygnałów tak, aby z dużą dokładnością śledzić wychylenia i...

  • Utilizing online collaborative games to facilitate Agile Software Development

    Effective 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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  • Multihomed Wireless Terminals: MAC Configuration and Network Selection Games

    Publikacja

    - Rok 2011

    W 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,...

  • Identification of regions of interest in video for a traffic monitoring system

    Publikacja

    - Rok 2008

    A system for automatic event detection in the camera image is presented in this paper. A method of limiting a region of interest to relevant parts of the image using a set of processing procedures is proposed. Image processing includes object detection with shadow removal performed in the modified YCbCr color space instead of RGB. The proposed procedures help to reduce the complexity of image processing algorithm and result in...

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  • TOPOLOGICAL CLUES FOR PREDICTING OUTCOMES OF MULTIPLAYER ONLINE BATTLE ARENA GAMES

    Publikacja

    - Rok 2015

    With 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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  • The entrepreneurship of host cities of the Olympic Games – Between success and social destruction

    Many 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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  • System monitoringu pomieszczeń zamkniętych oparty na zespole kamer internetowych

    Artykuł opisuje system do monitoringu pomieszczeń zamkniętych oparty na zespole kamer internetowych. System umożliwia rejestrację obrazu za pomocą trzech kamer internetowych w momencie wykrycia ruchu i przekazuje w czasie rzeczywistym nagrany film użytkownikowi na dowolne urządzenie posiadające system Android. Dzięki takiemu rozwiązaniu można kontrolować dane pomieszczenie np. pokój dziecka, biuro czy też sklep. Umożliwia to podjęcie...

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  • Quality of service games in an IEEE 802.11 ad hoc wireless LAN

    Publikacja

    - Rok 2006

    W 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...

  • 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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  • Poprawa kontrastu termicznego na potrzeby kalibracji kamer dla termicznej stereowizji.

    Publikacja

    - Rok 2009

    .

  • Poprawa kontrastu termicznego na potrzeby kalibracji kamer dla termicznej stereowizji

    .

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  • Experimental economics in business education: Using simple games to achieve multifaceted effects

    Publikacja

    - Rok 2014

    Economics 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...

  • 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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  • Evaluation of affective intervention process in development of affect-aware educational video games

    Publikacja

    - Rok 2016

    In 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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  • System bezpieczeństwa dla współpracującego robota przemysłowego na bazie kamer głębi

    Publikacja

    - Pomiary Automatyka Robotyka - Rok 2019

    W artykule zarysowano problematykę robotyzacji małych przedsiębiorstw, w szczególności aspekt robotyzacji z uwzględnieniem robotów współpracujących. Szeroko omówiono zagadnienie robotów współpracujących oraz bezpieczeństwa człowieka podczas takiej współpracy. Przedstawiono również najbardziej popularne systemy bezpieczeństwa w odniesieniu do obowiązujących norm. W głównej części artykułu przedstawiono Cooperating Automaton System...

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  • Using Different Information Channels for Affect-Aware Video Games - A Case Study

    Publikacja

    - Rok 2018

    This 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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  • Wykrywanie nieruchomego bagażu w obrazach z kamer monitoringu portu lotniczego

    W referacie opisano nowy algorytm wykrywania nieruchomego bagażu w obrazach z kamer monitoringu wizyjnego. Obiekty ruchome są wykrywane w obrazie i analizowane pod kątem zmienności pikseli. Obiekty zidentyfikowane jako nieruchome są analizowane przez klasyfikator, który wykrywa bagaż na podstawie deskryptorów kształtu. Dodatkowo eliminowane są fałszywe obiekty, powstające na etapie odejmowania tła. Zadaniem algorytmu jest uzyskanie...

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  • AUTOMATIC LEARNING OF STRATEGY AND RULES IN CARD GAMES USING IMAGE FROM CAMERA

    Publikacja

    Below 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...

  • QoS provisioning in a single-cell ad hoc WLAN via queuing and stochastic games

    Publikacja

    Pokazano, 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.

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  • Characterizing the Performance of <span class="sc">xor</span> Games and the Shannon Capacity of Graphs

    Publikacja

    - PHYSICAL REVIEW LETTERS - Rok 2014

    In 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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  • On dynamic modeling of piezomagnetic/flexomagnetic microstructures based on Lord–Shulman thermoelastic model

    We study a time-dependent thermoelastic coupling within free vibrations of piezomagnetic (PM) microbeams considering the flexomagnetic (FM) phenomenon. The flexomagneticity relates to a magnetic field with a gradient of strains. Here, we use the generalized thermoelasticity theory of Lord–Shulman to analyze the interaction between elastic deformation and thermal conductivity. The uniform magnetic field is permeated in line with...

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  • Pedestrian bridge. Load and response

    Publikacja

    - Rok 2005

    W pracy zdefiniowano dynamiczny model obciążenia pieszym w zależności od jego masy, rytmu chodu oraz drgań mostu. Zdefiniowana funkcja obciążenia zaimplementowana do komercyjnego programu MES, pozwala na symulacje dynamicznej odpowiedzi konstrukcji na zadane obciążenie. Przedstawiono dwa przykłady modelu teoretycznego w porównaniu z wynikami badań.

  • Nanofiber mat spinal cord dressing-released glutamate impairs blood-spinal cord barrier

    Publikacja
    • D. Sulejczak
    • A. Taraszewska
    • S. Chrapusta
    • D. Dziewulska
    • P. Nakielski
    • J. Rafałowska

    - FOLIA NEUROPATHOLOGICA - Rok 2016

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  • Load function walking pedestrian on the footbridge.

    Publikacja

    - Rok 2004

    Modern foot bridges are more and more sensitive to variable load created by moving pedestrians. These are several reasons for that. Quickly growing up road infrastructure forces us to build foot bridges just to reconnect one piece of land, separated now by the new road or railway. These bridges are lightweight because the only live load acting on them comes from pedestrians.The paper focuses on the definition of human induces dynamic...

  • Współczesny Word of Mouth – dylematy pojęciowe

    Publikacja

    Przekaz ustny (Word of Mouth) jest obecnie jednym z najważniejszych czynników, które mają wpływ na klientów podczas podejmowania decyzji o zakupie, a także na zarządzanie ich zachowaniami w procesie dokonywania zakupów. Szczególne znaczenie ma on w przypadku dóbr niematerialnych, o wysokim ryzyku zakupu, jakim są usługi. Rosnąca liczba jego nowych form i coraz bardziej skomplikowana natura, związana głównie z umieszczaniem opinii...

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  • Towards semantic-rich word embeddings

    Publikacja

    - Annals of Computer Science and Information Systems - Rok 2019

    In recent years, word embeddings have been shown to improve the performance in NLP tasks such as syntactic parsing or sentiment analysis. While useful, they are problematic in representing ambiguous words with multiple meanings, since they keep a single representation for each word in the vocabulary. Constructing separate embeddings for meanings of ambiguous words could be useful for solving the Word Sense Disambiguation (WSD)...

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  • „Na początku było Słowo...” [„In the beginning was the Word...”]

    Publikacja

    - Rok 2015

  • System load impact on VRRP advertisements delay

    Publikacja

    The aim of the paper is to show how system load can affect network tasks (especially VRRP advertising depending on factors such as kernel schedu-ler [3] version, kernel settings and load priority. Two versions of the Linux kernel will be used: 2.6.22 (with "O(1) scheduler) and 2.6.23 (with "CFS" scheduler). "vrrpd" version 0.4 is used as an VRRP protocol implementation.

  • Biocompatibility and bioactivity of load-bearing metallic implants

    The main objective of here presented research is to develop the titanium (Ti) alloy base composite materials possessing better biocompatibility, longer lifetime and bioactivity behaviour for load-bearing implants, e.g. hip joint and knee joint endoprosthesis. The development of such materials is performed through: modeling the material behaviour in biological environment in long time and developing of new procedures for such evaluation;...

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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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