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The use of serious games has emerged as a differentiated strategy to promote the teaching of essential concepts and techniques in several areas of knowledge. To contribute to the student's formation process in Software Project Management, this research presents the development and validation of an electronic board serious game, named SCRUMI, for teaching concepts inherent to the SCRUM framework. The...
As the birth rates in Taiwan continue to decline, parents will pay more attention to the coming generation of children and thinking about how to educate them. Many small children spend much time watching television, playing electronic games or using the internet, and less time reading. Pop-up books provide wonderful reading experience with its' interesting interaction and vivid content, becoming an...
In this study, we use a new proposed teaching framework to develop the Hamiltonian circuit learning games for the 7–9 grade high-school students. The framework is for enhancing learners' activities with learning reflxiveness. The design of these games is based on this framework to achieve the targeted learning outcomes. In recent years, the game-based learning is a very popular research topic. The...
Cooperative sensing enables secondary users to combine individual sensing results in order to attain sensing accuracies beyond those achieved by consumer RF devices. However, due to sensing costs, secondary users may prefer not to cooperate to the sensing task, leading to higher false alarm probability. In this paper, we study how information about the presence of cooperators affects the dynamics...
This work studies the social-aware joint issue of mode selection and link allocation over mobile device-to-device (D2D) communications underlaying cellular networks. We first model this joint problem as a hedonic coalition formation game, which considers the tradeoff between the benefits in terms of achievable rate and the costs in terms of the mutual interference. Importantly, we introduce the local...
Motivated by applications in competitive WiFi sensing, and competition to grab user attention in social networks, the problem of when to arrive at/sample a shared resource/server platform with multiple players is considered. Server activity is intermittent, with the server switching between ON and OFF periods alternatively. Each player spends a certain cost to sample the server state, and the per-player...
This article displays the different programming measurements of gaming applications utilizing the metric device code counter for C and C++. This contains absolutely three keeping money applications written in C++ each containing distinctive classes. This device assesses the measurements of every application and gives out the limit estimations of every measurement. The correlation between the gaming...
This paper investigates the use of deception in combating the deceiving attack in IEEE 802.22 cognitive radio networks. The deceiving attack is a coordinated combination of diverse jamming attacks sourced by the same malicious platform. In this paper, a deception-based defense scheme is proposed to counteract the deceiving attack. The non-existence of the pure strategy Nash equilibrium was proven...
To simulate a realistic game server environment, we utilized open source software libraries to create automated players (bots) for the globally renowned online game: Minecraft. The fairly simple design of the Minecraft server as well as its massive development and support community facilitates considerable research and analysis prospects. As such, the goal of our investigation was to emulate and then...
We demonstrate DANCE, a system that assists domain experts in the efficient resolution of integrity constraints violation. DANCE is demonstrated on the UEFA Champions League database, employing the ICDE'17 audience for effective data cleaning.
To test a Software Product Line (SPL), the test artifacts and the techniques must be extended to support variability. In general, when new SPL products are developed, more tests are generated to cover new or modified features. A dominant source of extra effort for such tests is the concretization of newly generated tests. Thus, minimizing the amount of new nonconcretized tests required to perform...
The use of smartphone and wearable devices in various sporting events is an optimistic opportunity to profile player's physical fitness and physiological health conditioning attributes. Recently a variety of commercial wearables with respect to different sports are available in the market. As these wearables differ for distinctive sports, it becomes a hassle to effectively profile them for multiple...
In this paper, we address the problem of energy-aware user satisfaction in self-organizing networks. Our main objective is to meet with the users requirements while reducing energy consumption. Accordingly, we aim at seeking satisfaction equilibria, mainly the efficient satisfaction equilibrium (ESE). We first define conditions of existence and uniqueness of ESE. Considering information-theoretic...
A business model for the provision of wireless sensor network (WSN)-based services is proposed, where there exist three roles in the market: the WSNs, which provide sensing data; the service providers, which gather the data and compose useful services for the users; and end users. We assess an affine pricing scheme for the acquisition of the WSNs data and analyze the model in a duopoly scenario by...
One of the most profitable and emerging high-tech markets is the one that involves games for PC and consoles; a market that is growing year by year and that is rapidly evolving. Several big game corporations are implementing now the remote video streaming through the domestic network between two devices; a feature that regards not only PCs but also consoles. This paper investigates one of the main...
Game theory is a powerful tool that has recently been used in networks to improve the end users' quality of experience (e.g. decreased response time, higher delivery rate). In this paper, we propose to use game theory in the context of Content Delivery Networks (CDNs) to organize video contents into clusters having similar request profiles. The popularity of each content in the cluster can be determined...
The past few years have witnessed a huge acceleration in global Internet traffic. Users' demand for contents is also rising accordingly. Therefore, content providers (CPs) that provide contents for users get high revenue from the traffic growth. There are generally two ways for CPs to get revenue: (i) charge users for the contents they view or download; (ii) get revenue from advertisers. On the other...
This proposal for demonstration focuses on the realization of the mobile edge cloud for low latency 5G applications by means of a game to engage the audience. Through the use of intelligent application level migration techniques, we demonstrate an agile migration of a tron-like game between multiple potential edge cloud servers, while the game is running, with uninterrupted user interaction. The following...
As technology becomes a larger part of everyday life, it becomes increasingly more important for CS and CIT students to learn about cyber security during their education. While many cyber security oriented courses exist, it is also necessary that students must be able to work and learn in an environment that resembles a real world context. To address this problem it has become common to adapt cyber...
Given the high drop-out rates of students from colleges in USA, including STEM fields, there is a national imperative to address this issue with all possible means. Universities are pushed towards providing students with personalized attention and timely academic feedback. At the same time, intrinsic student motivation also plays an enormous role in success. It is important for educators to present...
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