Wyniki wyszukiwania dla: OLYMPIC GAMES - MOST Wiedzy

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Wyniki wyszukiwania dla: OLYMPIC GAMES

Wyniki wyszukiwania dla: OLYMPIC GAMES

  • 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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  • The Economic Legacy of Mega Sporting Events. The Impact of Hosting European Olympic Games on GDP Growth Through Infrastructure Development

    Introduction. 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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  • 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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  • Krystian Zawadzki dr hab. inż.

    Krystian Zawadzki jest pracownikiem Katedry Finansów na Wydziale Zarządzania i Ekonomii Politechniki Gdańskiej; członkiem Polskiej Akademii Olimpijskiej przy PKOl; koordynatorem Szkoły Giełdowej (GPW) w Gdańsku; kierownikiem studiów podyplomowych "Inwestycje kapitałowe i zarządzanie finansami osobistymi"; członkiem komisji rewizyjnej klubu sportowego "Sportowa Politechnika". Założyciel kanału o tematyce naukowo-finansowo-sportowej...

  • Games

    Czasopisma

    ISSN: 2073-4336

  • 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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  • OLYMPUS

    Czasopisma

    ISSN: 1898-035X

  • 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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  • Neural Oscillation During Mental Imagery in Sport: An Olympic Sailor Case Study

    Publikacja

    - Frontiers in Human Neuroscience - Rok 2021

    The purpose of the current study was to examine the cortical correlates of imagery depending on instructional modality (guided vs. self-produced) using various sports-related scripts. According to the expert-performance approach, we took an idiosyncratic perspective analyzing the mental imagery of an experienced two-time Olympic athlete to verify whether different instructional modalities of imagery (i.e., guided vs. self-produced)...

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  • Games and Culture

    Czasopisma

    ISSN: 1555-4120 , eISSN: 1555-4139

  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • Gates of Enzymes

    Publikacja
    • A. Gora
    • J. Brezovsky
    • J. Damborsky

    - CHEMICAL REVIEWS - Rok 2013

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  • Dynamic Games and Applications

    Czasopisma

    ISSN: 2153-0785 , eISSN: 2153-0793

  • Games for Health Journal

    Czasopisma

    ISSN: 2161-783X , eISSN: 2161-7856

  • JMIR Serious Games

    Czasopisma

    ISSN: 2291-9279

  • Journal of Dynamics and Games

    Czasopisma

    ISSN: 2164-6066 , eISSN: 2164-6074

  • GAMES AND ECONOMIC BEHAVIOR

    Czasopisma

    ISSN: 0899-8256 , eISSN: 1090-2473

  • IEEE Transactions on Games

    Czasopisma

    ISSN: 2475-1502 , eISSN: 2475-1510

  • Journal of the Philosophy of Games

    Czasopisma

    ISSN: 2535-4388

  • Journal of Games Criticism

    Czasopisma

    ISSN: 2374-202X

  • 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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  • 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...

  • 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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  • Safety and Impact on Training of the Influenza Vaccines in Elite Athletes Participating in the Rio 2016 Olympics

    Publikacja
    • J. Krzywański
    • E. Kuchar
    • A. Pokrywka
    • T. Mikulski
    • I. Pilchowska
    • M. Młyńczak
    • H. Krysztofiak
    • J. Jurczyk
    • A. Ziemba
    • A. Nitsch-Osuch

    - CLINICAL JOURNAL OF SPORT MEDICINE - Rok 2021

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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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  • 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,...

  • 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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  • 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...

  • Elementary gates for cartoon computation

    Sformułowano elementarne bramki kwantowe, pozwalające tłumaczyć algorytmy kwantowe na język geometryczny.

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  • Technologies for deodorization of malodorous gases

    There is an increasing number of citizens’complaints about odor nuisance due to production or service activity. High socialawareness imposes pressure on entrepreneurs and service providers forcing them to undertake effective steps aimed at minimi-zation of the effects of their activity, also with respect to emission of malodorous substances. The article presents informationabout various technologies used for gas deodorization....

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  • International Journal of Serious Games

    Czasopisma

    ISSN: 2384-8766

  • Journal of Sound and Music in Games

    Czasopisma

    eISSN: 2578-3432

  • 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...

  • 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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  • Game Studies

    Czasopisma

    eISSN: 1604-7982

  • Multi-criteria selection of hydraulic gates

    Publikacja

    - Rok 2008

    Selekcja doboru zamknięcia wodnego stanowi podstawowy element w jego projektowaniu. Projektowanie zamknięć można rozważać jako problem krótkoterminowy (zamknięcie natychmiastowe wysokiej wody) jak i problem długoterminowy uwzględniający problemy rolnicze, ekologiczne i zmiany klimatu. W doborze rodzaju zamknięć wodnych należy uwzględnić wiele kryteriów w tym ekonomicznych, wykonawczych, ekologicznych i innych. W pracy przedstawiono...

  • Unusual streaming in chemically reacting gases

    Publikacja

    Nonlinear stimulation of the vorticity mode caused by losses in the momentum of sound in the chemically reacting gas, is considered. The instantaneous dynamic equation which describes the nonlinear generation of the vorticity mode, is derived. It includes a quadratic nonlinear acoustic source. Both periodic and aperiodic sound may be considered as the origin of the vorticity flow. In the non-equilibrium regime of the chemical reaction,...

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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...