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Serious games have been used for several years in order to offer continuous and professional training to the companies employees. These games have unevenly affected different fields, they are less present in certain areas (industry) than others (medical, service, …) because of inherent specificity. In this article, we propose an approach to facilitate the implementation of a playful scenario dedicated...
For future success in business, students study diligently and acquire significant amounts of specialized knowledge at the university. In the real business world, specialized knowledge alone is insufficient to produce or find business solutions. Therefore, they must learn corporate management. Nevertheless, it is hard to teach corporate management to students during a short time at the university level...
Electricity deregulation and the increase of renewable energy penetration are playing an important role in developed countries. In this work, a study of the decision-making process of energy traders is presented. We develop a theoretical solution for the sourcing trade-off, that a utility company faces when designing its long-term energy allocation strategy. The market mechanism of long-term contracts,...
Cygames is a company which develops mobile games in Japan. The related game "Granblue Fantasy" is based on lottery mechanisms of "specific unit can be exchanged by certain amount of money consumed" and "specific unit can be exchanged by certain times of lottery". According to consumers' mental states and companies' measures to make profits, this study analyzes the advantages...
The aim of this paper the extraction of human body dimensions using the latest Microsoft Kinect device. Another focus is the analysis of various application of this device in specific branches of science and research and its application in estimation of dimensions. Brief analysis of the device itself is carried out as well. The principal output of this paper the software application that utilizes...
Players' gameplay action-decision data can be used towards profiling as serious games analytics. The insights gained can help support the decisions for performance improvement and as 'prescriptions' for training – e.g., diagnosing who should receive training, how much training will be given, informing the design of the game, and determining the contents for inclusion and exclusion. Data-driven training...
Role play has a long history as a tool for learning. It is often used to simulate practices in the world in an environment where consequences can be mitigated. Despite its effective use by the armed forces, emergency responders, negotiators, and political campaign managers, role play is a tool seldom used in STEM classrooms. In this paper, we will describe the incorporation of certain aspects of role...
This paper describes our experiences in developing multidisciplinary Wow experiences to boost business for small and medium-sized enterprises (SMEs). Wow experiences — outstandingly positive user experiences — are an increasingly important design target in product and service development contexts because they can help reveal customer needs. The basic idea in our Wow approach is to bring together various...
Push notification is a mechanism that allows individuals to receive updated information quickly. Push notification delivery needs to be effectived and has to be paid attention to time zone differences between countries in order to generate time-appropriate notifications. This push notification system was developed using distributed event-based system approach. The research methodology consists of...
The problem of optimizing influence diffusion ina network has applications in areas such as marketing, diseasecontrol, social media analytics, and more. In all cases, an initial setof influencers are chosen so as to optimize influence propagation.While a lot of research has been devoted to the influencemaximization problem, most solutions proposed to date applyon directed networks, considering the...
Educational videogames are a very effective tool in the learning process, especially for the current generation, known as the digital natives generation. Many studies have shown their benefits in different fields, using computers and mobile devices, among others. Nevertheless, we have not found in the literature any comparative research between these two platforms. Is one of the platforms more effective...
Along with the wide spread of mobile devices to access the Internet from anywhere at any time, the smartphone application market has been growing with amazing speed. The study of usages of smartphone applications by individual users, however, has been rather limited in the literature, relying upon real data collected from either a limited number of volunteers or the network level information at the...
Task allocation problems have focused on achieving one-shot optimality. In practice, many task allocation problems are of repeated nature, where the allocation outcome of previous rounds may influence the participation of agents in subsequent rounds, and consequently, the quality of the allocations in the long term. We investigate how allocation influences agents' decision to participate using prospect...
In recent years, a growing number of virtual reality products have been developed. Species diversity, there are hand-held, wearable and so on, their interactive tools, application scenarios still have explored of stage continuously. Virtual reality products are widely applied to various industries, such as entertainment, health, business and education among. Currently, the real education applied to...
This paper presents MONO, a tool to support interdisciplinary and geographically dispersed teams. MONO supports the definition, execution, and monitoring of collaborative processes to allow development engineers to interact with musicians, designers, and producers, to create digital contents such as video games or animated short films. MONO supports geographically distributed teams, involved in digital...
Traditional viral marketing problems aim at selecting a subset of seed users for one single product to maximize its awareness in social networks. However, in real scenarios, multiple products can be promoted in social networks at the same time. At the product level, the relationships among these products can be quite intertwined, e.g., competing, complementary and independent. In this paper, we will...
This paper presents a hybrid tabu search variable neighborhood (HVNTS) heuristic that chooses Pareto non-dominated solutions from the search space of solutions that satisfy a set of Nash equilibrium conditions for a multiple-agent game theory model. The framework is general and can tackle different classes of Vehicle Routing Problems (VRP). It is herein applied to the VRP with Multiple Time Windows...
This paper proposed a hierarchical structure for the electricity market to facilitate the coordination of energy markets in distribution and transmission networks. The proposed market structure enables the integration of microgrids, which provide energy and ancillary services in distribution networks. In the proposed hierarchical structure, microgrids participate in the energy market at the distribution...
This paper investigates pricing and collection effort decisions under the different channel structure. In our model, we consider the collection effort impacts both remanufacturer's collection quantity and market demand. We build four game models and give the corresponding equilibrium decisions. Through comparing these equilibrium results, we find that the manufacturer (remanufacturer)'s profit is...
In recent years, with the rapid development of economy, market competition is increasingly fierce. In order to reduce the cost of logistics, many companies hope to outsource logistics service. However, for the choice of third party logistics companies, the departments within the enterprise also face various game. To solve this issue, the paper will use analytic hierarchy process to get the model parameters,...
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