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The gaming system used during the process of neurorehabilitation is developed. It is composed of: acquisition component - Wacom Intuos4 XL tablet, and a computer which processes data and uses them as control signals in Internet game. Monitoring of either personal progress or success of other users using the presented platform is enabled by special evaluation system which provides comparison of the...
Servitization concerns the process of manufacturers shifting from a focus on producing and selling tangible goods to service-based business models. Factors that drive adoption of servitization are financial, strategic (competitive advantage) and marketing. However, uptake is slow and active efforts are being made to transfer knowledge about servitization to the manufacturing sector. This paper presents...
This paper reports on the main piloting of the StartUp_EU (http://www.startup.odl.org/) Lifelong Learning European Project. StartUp_EU aimed at simulating the excitement and creative innovation of starting up new company. The project developed a series of serious mini-games, an encompassing Web2.0 platform based on ILIAS Learning Content Management System (LCMS) and a collaborative competition for...
Gamification — the use of game design elements in non-game contexts — has seen rapid adoption in various areas in recent years. Its application in education is particularly promising, due to its potential to shape user behavior in desirable directions through increasing user motivation and engagement. This work-in-progress paper presents a course gamification platform aimed at supporting instructors...
Auctions can be represented using applications of game theory because they present explicit trading rules. The efficient programming procedure based on game theory can be implemented in computer algebra systems (CAS). The knowledge can be hidden from user as the CAS application that can be used as regular built-in CAS function. This way, the user can focus to programming test of different strategies...
Despite the numerous benefits brought by device-to-device (D2D) communications, user equipments (UEs) are typically handheld devices with limited battery life and can quickly run out of battery if power consumption is ignored in the system design. Compared to previous works that have not taken power consumption into consideration, we model the utility function as a weighted sum of achievable transmission...
Educators are facing the challenge to use the learning potential of games from several complementary objectives. Above all, they need to develop their own competencies and critical thinking on games. The overarching framework for a fruitful answer to this challenge could be structured around a particular type of literacy, the so-called gaming literacy. This new type of literacy seeks to provide a...
This paper considers the characteristics of the resource scarcity and the frequent handoff in LEO systems. In view of more types of service and more users, it is much more significant to design the new admission control scheme for LEO satellite networks. The overall utility is taken as the standard, and the utility function is used to construct the game model. When the free channel resource is not...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lot of attention in recent years. However, the number of research done on gamification is limited. One of the problems it faces is sustainability. Designers might overlook the elements that increase sustainability due to lack of a standard framework that contains the essential components to achieve that...
Disaster response requires cooperation among many aid agencies, some of which may never have worked together in the past. What enables such agencies to rapidly establish the trust and cooperative behavior necessary for effectively aiding victims of a disaster? Literature presents two main candidates for the enabling mechanism: Probability assessment, and indirect reciprocity. This paper describes...
The MEMOCODE design contest for 2014 was centered around the emulation of the 1978 Taito video game Space Invaders. The challenge is to improve the speed of a cycle-accurate software emulator for the game. Contestants had a month toope improve the provided code, which already ran fairly well on the ARM-based Raspberry Pi platform. Entries were judged on how much faster their code ran and its quality...
New technologies and computer applications prove to be powerful tools for children with special needs in order to improve specific skills. However, there is still a gap between research development and its applicability in schools. Thus, we have created a workgroup with a specialized state school in Spain. Based on their curricular project, we have identified the need for training the body such as...
In this paper we present a new gamified learning system called Reflex which builds on our previous research, placing greater emphasis on variation in learner motivation and associated behaviour, having a particular focus on gamification typologies. Reflex comprises a browser based 3D virtual world that embeds both learning content and learner feedback. In this way the topography of the virtual world...
Many synthesis problems can be solved by formulating them as a quantified Boolean formula (QBF). For such problems, a mere true/false answer is often not enough. Instead, expressing the answer in terms of Skolem functions reflecting the quantifier dependencies of the variables is required. Several approaches have been presented to extract such functions from term-resolution proofs. However, not all...
The construction of digital resources is the key factor to promote the development of higher educational information, and the copyright is the core problem of digital resources development. Based on the perspective of game theory and clarified the issues related to copyright protection of digital resources, this paper analyzes the game appearing to participate in sharing resources. The game player...
Computing in schools has gained momentum in the last two years resulting in GCSEs in Computing and teachers looking to up skill from Digital Literacy (ICT). For many students the subject of computer science concerns software code but writing code can be challenging, due to specific requirements on syntax and spelling with new ways of thinking required. Not only do many undergraduate students lack...
Attention Deficit Hyperactivity Disorder (ADHD) is a neurodevelopmental condition that is characterised by three core behaviours: inattention, hyperactivity and impulsivity. It is typically thought that around 3-5% of school aged children have ADHD, with lifetime persistence for the majority. A psychometric Continuous Performance Test (CPT) had recently been incorporated into an interactive smartphone...
The purpose of special education for students with intellectual disability is not only to introduce and improve academic skills but mainly to enhance the quality of the children's life and promote their autonomy and self-determination. Games have been used in special education classrooms as tools of gratification and extrinsic motivation. Contemporary game theorists have gone further to suggest that...
With the rapid progress of mobile technologies and the popularity of wireless networks, educational settings and strategies have changed significantly. Learning environments are no longer limited to classrooms, instead, the importance of conducting learning activities for knowledge construction through interaction with physical environments has been emphasized. In the meantime, researchers have indicated...
Learning from rewards generated by a human trainer observing an agent in action has proven to be a powerful method for non-experts in autonomous agents to teach such agents to perform challenging tasks. Since the efficacy of this approach depends critically on the reward the trainer provides, we consider how the interaction between the trainer and the agent should be designed so as to increase the...
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