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Wyszukujesz frazę "games." wg kryterium: Temat


Tytuł:
The mixed temporal game 1×1 with uncertain actions
Autorzy:
Cegielski, Andrzej
Powiązania:
https://bibliotekanauki.pl/articles/748232.pdf
Data publikacji:
1980
Wydawca:
Polskie Towarzystwo Matematyczne
Tematy:
Stochastic games, stochastic differential games
Opis:
.
Author's introduction: "The game solved in the present paper belongs to a class of temporal games whose general model was given by S. Karlin [Mathematical methods and theory in games, programming and economics, Addison-Wesley, Reading, Mass., 1959; MR0111634]. The rules are as follows. There are two opposing players, A and B. Each player has a certain number of actions which he can take in the time interval [0,1]. Neither player knows the number of actions he or his opposer has. Each player knows only the distribution of the number of actions for him and his opponent. More precisely, let k1 denote the number of actions of player A and k2 the number of actions of player B, and let k1 and k2 be independent random variables. The distributions of these random variables are as follows: P(k1=1)=p, P(k1=0)=1−p, P(k2=1)=q, P(k2=0)=1−q, p,q∈(0,1]. The opponent knows only both distributions. Thus player A [player B] knows beforehand that he as well as his opponent has zero or one action with the probability given above. If player A has an action then it is silent, i.e., his opponent does not know the moment when the action is taken. If player B has an action it is noisy, i.e. his opponent knows the moment when the action is taken. As a result of the action the player can win or, equivalently, his opponent can lose. A win can be achieved according to the probability given above. If player A [player B] takes an action at time t, then the probability of winning is equal to P(t) [to Q(t)]. Functions P(t) and Q(t) are called payoff functions. These functions satisfy the following conditions: (1) P(t) and Q(t) are differentiable and P′(t)>0 and Q′(t)>0 for t∈(0,1); (2) P(0)=Q(0)=0, P(1)=Q(1)=1. Both functions are known to the players before the game begins. The game ends when one player wins or when neither wins at time t=1. If only player A wins he obtains the payoff +1 from his opponent, and likewise if only B wins he obtains the payoff +1. In the remaining cases the payoff is equal to zero. Y. Teraoka solved a temporal game 1×1 with uncertain actions [Rep. Himeji Inst. Tech. 28 (1975), 1–8; RŽMat 1976:8 V662]. If in the game, played according to the rules given above, we put p=q=1, then this type of game is a particular case of the game solved by A. Styszyński [Zastos. Mat. 14 (1974), 205–225; MR0351487]. Here we present a solution to a more generalized game in which the first player has n actions. The game defined above can be interpreted as a duel. In the course of an action shots are fired and a win is achieved when the opponent is hit. The payoff function is then called an accuracy function. The duelists do not know beforehand whether the weapons are loaded or accurate. They know only the probability of drawing a loaded weapon. We shall use this interpretation in later sections of the paper. This game can also be viewed as an advertising war. Two enterprises are engaged in an advertising war to win a contract. Here an action can be viewed as setting in motion the advertising machine of the player's company. A win is achieved when the contract is awarded to the player's company as a result of his action. Before the campaign the players do not know whether they will receive funds from their central offices to engage in the advertising war."
Źródło:
Mathematica Applicanda; 1980, 8, 16
1730-2668
2299-4009
Pojawia się w:
Mathematica Applicanda
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Restoration, Reflection, and Nostalgia for the New in Yakuza Kiwami and Final Fantasy VII Remake
Autorzy:
Neill Hoch, Indira
Powiązania:
https://bibliotekanauki.pl/articles/2150914.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
Final Fantasy VII Remake
nostalgia
remade games
remastered games
retro games
Yakuza Kiwami
Opis:
This study applies concepts of restorative and reflective nostalgia to ‘remake’ titles for eighth-generation consoles (here, PlayStation and PlayStation 2 titles remade for the PlayStation 4). Retro-game scholarship has considered 8 and 16-bit titles and fan practices through the concept of nostalgia since the mid-2000s. However, increasingly AAA game publishers have begun to remake and remaster more recent games. Given the potential for nostalgia to be either an oppressive or resistive set of interactions between object-game and subject-player, this paper analyses how restorative and reflective nostalgia is manifested throughout the narrative and gameplay mechanics of Yakuza Kiwami and Final Fantasy VII Remake, alongside players’ and digital game journalists reactions to the titles. This study utilizes a qualitative analysis of the remade titles, user comments from the E3 trailers posted to YouTube for each game, and digital game popular press articles to approach nostalgic reactions. Ultimately, the potential for both modes of nostalgia coexist as each of these titles are consumed and exist alongside other consumer goods.
Źródło:
Acta Ludologica; 2021, 4, 2; 62-77
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Cancer on the Holodeck: Metaphors and Cultural Construction of a Disease through Digital Games
Autorzy:
Navarro-Sierra, Nuria
Carrillo-Vera, José Agustín
Gómez-García, Salvador
Powiązania:
https://bibliotekanauki.pl/articles/2084171.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
cancer
cultural industries
digital games
serious games
Opis:
A study from the OECD published that Cancer is one of the main causes of mortality in developed societies, with remarkably high prevalence, incidence and mortality rates for both sexes. This study closely examines nine digital games to elucidate how they conceptualize a disease like cancer around a narrative concerning the sickness, patients, treatments and outcomes. Discourse and content analysis techniques were applied to the message contained in the games looking to illuminate the connection between the narrative core, the audio-visual representation and the interactive aspects of the game, within the parameters of values-conscious design applied to digital games. This provides some evidence about the cultural and visual aspects of how game designers conceptualize the disease as a part of society. This research uncovers culturally embedded themes and reveals the prevalence of metaphor use in cancer discourse which relied on science, social support and spiritual convictions for social empowerment, building empathy and identification.
Źródło:
Acta Ludologica; 2020, 3, 2; 4-20
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Use Of Unity 3D in a Serious Game Dedicated to Development of Firearm Handling Skills
Autorzy:
Dziak, Ł.
Plechawska-Wójcik, M.
Powiązania:
https://bibliotekanauki.pl/articles/117868.pdf
Data publikacji:
2017
Wydawca:
Polskie Towarzystwo Promocji Wiedzy
Tematy:
serious games
educational games
firearm handling game
Opis:
The paper presents the model of the serious game designed to develop firearm handling skills. The game is dedicated to act as an educational tool. Its aim is to teach how to disassembly and assembly weapons. The main aim of the paper is to present and discuss educational value of this kind of serious games. Detailed results were obtained after end user examination. What is more, the aspect of ergonomic and usability is also covered. The paper presents also the game design and development process.
Źródło:
Applied Computer Science; 2017, 13, 2; 15-22
1895-3735
Pojawia się w:
Applied Computer Science
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Necessary conditions for linear noncooperative N-player delta differential games on time scales
Autorzy:
Martins, Natália
Torres, Delfim
Powiązania:
https://bibliotekanauki.pl/articles/729242.pdf
Data publikacji:
2011
Wydawca:
Uniwersytet Zielonogórski. Wydział Matematyki, Informatyki i Ekonometrii
Tematy:
delta differential games
dynamic games on time scales
Opis:
We present necessary conditions for linear noncooperative N-player delta dynamic games on an arbitrary time scale. Necessary conditions for an open-loop Nash-equilibrium and for a memoryless perfect state Nash-equilibrium are proved.
Źródło:
Discussiones Mathematicae, Differential Inclusions, Control and Optimization; 2011, 31, 1; 23-37
1509-9407
Pojawia się w:
Discussiones Mathematicae, Differential Inclusions, Control and Optimization
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Indie games: fenomen niezależnych gier komputerowych
INDIE GAMES - A PHENOMENON OF THE INDEPENDENT VIDEO GAMES
Autorzy:
Garda, Maria B.
Lewandowski, Bartosz
Powiązania:
https://bibliotekanauki.pl/articles/636995.pdf
Data publikacji:
2011
Wydawca:
Uniwersytet Jagielloński. Wydawnictwo Uniwersytetu Jagiellońskiego
Tematy:
COMPUTER GAMES
GAME INDUSTRY
INDEPENDENT COMPUTER GAMES
INDIEWOOD
Opis:
In this essay we elaborate on the phenomenon of independent computer games by comparing it to the independent stream of American cinema - also known as Indiewood. The parallel between the film and gaming industries, that can be observed in the United States, has its roots in the early years of arcade games when the young companies like Atari were bought by media giants like Warner Communications. Having this influence in mind, we investigate the similarities and differences between those two segments of audiovisual media production. To illustrate the argument, we examine the two most prominent indie game titles of the past few years: World of Goo and Braid. In the last part of our article we also try to introduce a more national perspective by describing the situation of independent computer games in Poland
Źródło:
Przegląd Kulturoznawczy; 2011, 1(9); 143-153
1895-975X
2084-3860
Pojawia się w:
Przegląd Kulturoznawczy
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Berge equilibrium in discontinuous games
Autorzy:
Deghdak, M.
Powiązania:
https://bibliotekanauki.pl/articles/206586.pdf
Data publikacji:
2014
Wydawca:
Polska Akademia Nauk. Instytut Badań Systemowych PAN
Tematy:
Berge equilibrium
game theory
discontinuous games
abstract games
Opis:
In this paper we consider some classes of abstract discontinuous games, for which the games possessing essential Berge equilibrium are the generic case. We extend the essential Berge equilibrium result from Deghdak (2014) to general abstract games.
Źródło:
Control and Cybernetics; 2014, 43, 3; 439-448
0324-8569
Pojawia się w:
Control and Cybernetics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Energy Expenditure and Intensity of Interactive Video Dance Games according to Health Recommendations
Autorzy:
Polechoński, Jacek
Mynarski, Władysław
Garbaciak, Wiesław
Fredyk, Artur
Rozpara, Michał
Nawrocka, Agnieszka
Powiązania:
https://bibliotekanauki.pl/articles/1030599.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Szczeciński. Wydawnictwo Naukowe Uniwersytetu Szczecińskiego
Tematy:
active video games
energy expenditure
interactive dance video games
Opis:
Backround: The aim of this study was the assessment of energy expenditure (EE) and the intensity of physical activity (PA) of adult women during the interactive dance video game (IDVG) Dance Central on Xbox 360 Kinect in the context of health recommendations. Methods: Twenty eight intentionally selected women (mean ± SD age: 21.8±1.1 years, body height: 167.3±6.1cm, body mass: 59.3±5.9 kg, body mass index: 21.2±1.3) met the inclusion criteria and took part in to the experiment. Heart rate monitor, accelerometer, and pedometer were used as measurement tools. Participants performed the same easy dance routine three times (for a total of 10 min.). Trials consisted of imitating the motions presented by the virtual dancer. Results: The data from accelerometer and heart rate monitor were similar, and indicated the moderate intensity of interactive dance video game (IDVG) Dance Central. However, energy expenditure assessed by pedometer was significantly lower. Conclusion: IDVG Dance Central may be useful in increasing the daily dose of physical activity of adult women and meet the health-related recommendations provided its regular practice.
Źródło:
Central European Journal of Sport Sciences and Medicine; 2018, 24, 4; 35-43
2300-9705
2353-2807
Pojawia się w:
Central European Journal of Sport Sciences and Medicine
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Research potential in virtual worlds. An example of Second Life
Autorzy:
Hofman-Kohlmeyer, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/1178922.pdf
Data publikacji:
2017
Wydawca:
Przedsiębiorstwo Wydawnictw Naukowych Darwin / Scientific Publishing House DARWIN
Tematy:
computer games
research in games
second life
virtual worlds
Opis:
The emergence of virtual worlds made significant influence on companies’ performance. Second Life became a space for various business activities like brand promotion, selling products, education, learning. Increase in use of virtual worlds on the business purposes can be also observed. This article is aimed to give an outlook on the research opportunities in virtual environment on the example of Second Life. In order to achieve the assumed goal, the author employed a literature review. The results show that virtual worlds offer a lot of sources of information’s such as community groups, snapshots, video footages, in-game forums that can be utilize on the research purposes. Researchers can also involve avatars in the surveys. Literature review also offer many suggestions how to conduct business research in special game environment and show differences between virtual and real worlds.
Źródło:
World Scientific News; 2017, 89; 225-230
2392-2192
Pojawia się w:
World Scientific News
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Formy tekstowości w grach wideo
Forms of Textuality in Video Games
Autorzy:
Wójcik, Tomasz
Powiązania:
https://bibliotekanauki.pl/articles/520062.pdf
Data publikacji:
2016
Wydawca:
Ośrodek Badawczy Facta Ficta
Tematy:
video games
game studies
poetics of video games
poetics
Opis:
Reviewed book: Piotr Kubiński, Gry wideo: Zarys poetyki, Kraków: Universitas 2016, ISBN: 97883-242-2788-4
Źródło:
Creatio Fantastica; 2016, 3-4(54-55); 59-62
2300-2514
Pojawia się w:
Creatio Fantastica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Digital Games as a Cultural Phenomenon: A Brief History and Current State
Autorzy:
Rokošný, Ivan
Powiązania:
https://bibliotekanauki.pl/articles/485133.pdf
Data publikacji:
2018
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
arcade games
digital games
game industry
history
portable consoles
Opis:
Digital games are one of the biggest cultural phenomenon of our time. From the first primitive devices, throught milestones of age, which inherited cultural status, to the newest technology – every part has its own meaning and proves that humans are playful creatures. But in digital games lies much greater potential, which can be used outside of the gaming industry, because games have an irredeemable place in the majority of the population. In current times we can even talk about gaming society and the author of this overview study sees his goal to process the historical development of digital games, analyse its current state and therefore this study could serve as the theoretical framework for further exploration, such as the future development of this area.
Źródło:
Acta Ludologica; 2018, 1, 2; 48-61
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Game-based Enhancement of Teaching Logistics and Supply Chain Management
Autorzy:
Cvetić, Biljana
Vasiljević, Dragan
Powiązania:
https://bibliotekanauki.pl/articles/45631809.pdf
Data publikacji:
2012-09-30
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
games
games-based learning
logistics
supply chain management
education
Opis:
The paper focuses on the selection, application and evaluation of games suitable to enhance teaching and learning processes in two courses related to logistics and supply chain management (SCM) at the Faculty of Organizational Sciences, University of Belgrade. The selection procedure of logistics and SCM games which incorporates the database of these games and a multi-criteria analysis are designed and applied. Based on requirements to support practicing the distribution requirements planning (DRP) a new game has also been designed. The outcomes of post-game evaluation have shown that students like playing logistics and SCM games and that playing these games helps them learn something they have not previously known. The results of this study are useful for both academics and practitioners interested in training and education of logistics and supply chain (SC) professionals.
Źródło:
The New Educational Review; 2012, 29; 162-173
1732-6729
Pojawia się w:
The New Educational Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
DIGITAL GAMES FOR ENGLISH CLASSROOMS
Autorzy:
Sardone, Nancy B.
Devlin-Scherer, Roberta
Powiązania:
https://bibliotekanauki.pl/articles/955818.pdf
Data publikacji:
2010
Wydawca:
Uniwersytet Marii Curie-Skłodowskiej w Lublinie. IATEFL Poland Computer Special Interest Group
Tematy:
digital games
CALL
Opis:
This article describes the games played and highlights reactions of preservice teachers and their students. In addition, suggested ways inservice teachers can use games in the current curriculum are included.
Źródło:
Teaching English with Technology; 2010, 10, 1; 35-50
1642-1027
Pojawia się w:
Teaching English with Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Stackelberg Security Games: Models, Applications and Computational Aspects
Autorzy:
Wilczyński, A.
Jakóbik, A.
Kołodziej, J.
Powiązania:
https://bibliotekanauki.pl/articles/309423.pdf
Data publikacji:
2016
Wydawca:
Instytut Łączności - Państwowy Instytut Badawczy
Tematy:
Bayesian game
game theory
leadership
Nash equilibrium
normal form games
security games
Stackelberg equilibrium
Stackelberg games
Opis:
Stackelberg games are non-symmetric games where one player or specified group of players have the privilege position and make decision before the other players. Such games are used in telecommunication and computational systems for supporting administrative decisions. Recently Stackleberg games became useful also in the systems where security issues are the crucial decision criteria. In this paper authors briefly survey the most popular Stackelberg security game models and provide the analysis of the model properties illustrated in the realistic use cases.
Źródło:
Journal of Telecommunications and Information Technology; 2016, 3; 70-79
1509-4553
1899-8852
Pojawia się w:
Journal of Telecommunications and Information Technology
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Comparing two ways of measuring the power of party members in simple majority voting games
Autorzy:
Ekes, M.
Powiązania:
https://bibliotekanauki.pl/articles/206089.pdf
Data publikacji:
2011
Wydawca:
Polska Akademia Nauk. Instytut Badań Systemowych PAN
Tematy:
simple majority voting games
games with a priori unions
composite games
Shapley-Shubik index
Owen index
Opis:
We examine two approaches to the problem of measuring the voting power of individuals in a voting body with an a priori coalition structure by means of the Shapley-Shubik index. In order to analyze this question we apply games with a priori unions and composite games. We compare these two approaches basing on voting games with 100 voters and different coalition structures and present our conclusions.
Źródło:
Control and Cybernetics; 2011, 40, 4; 1189-1208
0324-8569
Pojawia się w:
Control and Cybernetics
Dostawca treści:
Biblioteka Nauki
Artykuł

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