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Wyniki wyszukiwania dla: LORD KAMES

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.

  • Games

    Czasopisma

    ISSN: 2073-4336

  • Word

    Czasopisma

    ISSN: 0043-7956 , eISSN: 2373-5112

  • 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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  • Games and Culture

    Czasopisma

    ISSN: 1555-4120 , eISSN: 1555-4139

  • Word & Image

    Czasopisma

    ISSN: 0266-6286 , eISSN: 1943-2178

  • Nord-Nytt

    Czasopisma

    ISSN: 0008-1345

  • Word Structure

    Czasopisma

    ISSN: 1750-1245 , eISSN: 1755-2036

  • Word of Mouth

    Czasopisma

    ISSN: 1048-3950

  • Word and Text

    Czasopisma

    ISSN: 2069-9271

  • SPINAL CORD

    Czasopisma

    ISSN: 1362-4393 , eISSN: 1476-5624

  • 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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  • 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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  • 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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  • 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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  • 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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  • 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...

  • 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...

  • 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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  • 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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  • 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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  • James Joyce Quarterly

    Czasopisma

    ISSN: 0021-4183 , eISSN: 1938-6036

  • Dynamic Games and Applications

    Czasopisma

    ISSN: 2153-0785 , eISSN: 2153-0793

  • Names: A Journal of Onomastics

    Czasopisma

    ISSN: 0027-7738 , eISSN: 1756-2279

  • Henry James Review

    Czasopisma

    ISSN: 0273-0340 , eISSN: 1080-6555

  • 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

  • James Baldwin Review

    Czasopisma

    ISSN: 2056-9203 , eISSN: 2056-9211

  • Journal of the Philosophy of Games

    Czasopisma

    ISSN: 2535-4388

  • Journal of Games Criticism

    Czasopisma

    ISSN: 2374-202X

  • The CLR James Journal

    Czasopisma

    ISSN: 2167-4256 , eISSN: 2325-856X

  • Revue du Nord

    Czasopisma

    ISSN: 0035-2624

  • 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...

  • 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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  • 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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  • 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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  • 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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