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PL
Wraz z rozwojem internetu powstaje coraz więcej społeczności wirtualnych, którychczłonkowie pozostają ze sobą w bliskich, a nawet zażyłych relacjach. Wśród podstawowychcech społeczności wirtualnych wymienia się aprzestrzenność, asynchroniczność,acielesność, astygmatyczność i anonimowość, a członkostwo w nich jest zazwyczaj zamierzone.Jedną z takich grup stanowi społeczność graczy, o której dzięki prężnie rozwijającemusię e-sportowi zaczyna się coraz więcej pisać i mówić. Posiada ona wszelkiecechy społeczności wirtualnej. Jej członkowie komunikują się między innymi za pomocąforów internetowych, komunikatorów i poczty elektronicznej. Łączą ich różnego rodzajuwięzi, poczucie przynależności i solidarności, a także wspólna pasja, którą stanowi granie,zazwyczaj w konkretną grę sieciową. Tym, co wyróżnia ich spośród innych internautów,jest specyficzny slang. Rozmawiają oni między sobą również na tematy inne niż dotyczącegier, a także spotykają się w realnym świecie – co przeczy początkowo przypisanej im anonimowości.Eventy, zawody (w tym wszelkie turnieje, a nawet mistrzostwa świata) i zlotysprzyjają nawiązywaniu przez graczy jeszcze bliższych relacji, które trwają nawet po tym,jak skończą swoją przygodę z konkretną grą.
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Along with the development of the Internet, more and more virtual communities are beingformed, whose members remain in close, and even intimate relations. Among thebasic characteristics of virtual communities are its aspaciousness, asynchronicity, acorporeality,astigmaticity and anonymity. What is important, the membership in a virtualcommunity is most often intentional. One of such groups is the community of gamers,which is, thanks to the dynamically developing e-sport, more and more frequently talkedand written about. It has all the characteristics of a virtual community. Its members communicate with each other by means of Internet forums, communicators and e-mails. Onecan observe the existence of a certain kind of relationships, a sense of belongingness andsolidarity. They share the same passion, which is to play, usually in a specific networkgame. What distinguishes them from other Internet users is their specific slang. They alsoconverse on subjects other than games, and meet in the real world – which contradicts theanonymity initially assigned to them. Events, competitions (including all kinds of tournaments,and even world championships) and rallies are conductive to establishing evencloser relationships between the gamers, which last even after their adventure with thespecific game is over.
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Content available remote Playing with Subshifts
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EN
We study the class of word-building games, where two players pick letters from a finite alphabet to construct a finite or infinite word. The outcome is determined by whether the resulting word lies in a prescribed set (a win for player A) or not (a win for player B). We focus on symbolic dynamical games, where the target set is a subshift. We investigate the relation between the target subshift and the set of turn orders for which A has a winning strategy.
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Content available Gry a wzajemność
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EN
This paper presents the issue of reciprocity in the context of games. Reciprocity is one of the central problems of numerous concepts explaining social relations. It starts from the ancient principle of reciprocity (do ut des − I give that you may give) and end with contemporary theories of interactionism, theories of social exchange or the philosophy of the meeting. What is common in various concepts of games is a condition of reciprocity. The principle of reciprocity holds a prominent position in various concepts of games. There are various concepts of reciprocity and various concepts of principle of reciprocity. Regarding concepts of games, the principle of reciprocity may be expressed as the norms of the social life inducing the people to symmetrical behavior.
EN
The article author presents her own project of teaching Polish as an inherited or second language to children aged 5 to 9. It is based on the constructivist theory of teaching, Ingarden’s theory of literary work cognition and Polish literary texts. The essential part of this project is education through various games that systematize the material presented during each lesson. The author highlights the importance of enactive text cognition, passing from an object recognized through various senses to its symbolic representation, from literality to metaphor. The literary text becomes yet another source of language experience for children.
EN
In this paper, we give a general framework of agent-based simulation for analyzing behavior of players in various types of games. In our simulation model, artificial adaptive agents have a mechanism of decision making and learning based on neural networks and genetic algorithms. The synaptic weights and thresholds characterizing the neural network of an artificial agent are revised in order that the artificial agent obtains larger payoffs through a genetic algorithm. The proposed framework is illustrated with two examples, and, by giving some simulation result, we demonstrate availability of the simulation analysis by the proposed framework of agent-based simulation, from which a wide variety of simulation settings can be easily implemented and detailed data and statistics are obtained.
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Content available remote Vis comica w komediach Publiusza Terencjusza Afera
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EN
During ludi gladiator fights, the Romans enjoyed chariot races, wild hunts, staged sea battles and circus and theatre performances. Terence’s comedies were also put on the stage during these games. Six of his plays, which the Roman people applauded as spectators in the years 166–160 BC, have been preserved to date. They are: Andria (The Andrian Girl), Hecyra (The Mother-in-Law), Heauton timoroumenos (The Self-Tormentor), Eunuchus (The Eunuch), Phormio, Adelphoe (The Brothers). According to the assumptions of the text, all these plays have been analyzed with regard to the comic force (vis comica) they contain. The plot, characters and language of his plays have become an area of research in this context. The reason for choosing Terence and his comedies for the present research is the fact that he is an author who has been read, commented upon, analyzed, published, copied and staged – not only throughout antiquity, but also from the Middle Ages to modern times. His plays were read and staged in both the times of pagan and Christian traditions. The vis comica they contain has undoubtedly contributed to the great popularity of Terence and interest in his works throughout centuries. The conducted research has also confirmed that this writer also influenced the process of development of comedy as a literary genre in later centuries.
EN
We apply Coevolutionary Temporal Difference Learning (CTDL) to learn small-board Go strategies represented as weighted piece counters. CTDL is a randomized learning technique which interweaves two search processes that operate in the intra-game and inter-game mode. Intra-game learning is driven by gradient-descent Temporal Difference Learning (TDL), a reinforcement learning method that updates the board evaluation function according to differences observed between its values for consecutively visited game states. For the inter-game learning component, we provide a coevolutionary algorithm that maintains a sample of strategies and uses the outcomes of games played between them to iteratively modify the probability distribution, according to which new strategies are generated and added to the sample. We analyze CTDL's sensitivity to all important parameters, including the trace decay constant that controls the lookahead horizon of TDL, and the relative intensity of intra-game and inter-game learning. We also investigate how the presence of memory (an archive) affects the search performance, and find out that the archived approach is superior to other techniques considered here and produces strategies that outperform a handcrafted weighted piece counter strategy and simple liberty-based heuristics. This encouraging result can be potentially generalized not only to other strategy representations used for small-board Go, but also to various games and a broader class of problems, because CTDL is generic and does not rely on any problem-specific knowledge.
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Content available Pathological Gambling and Co-dependence
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EN
Pathological gambling is one of the addictions that is widespread in our society, but despite its seriousness, it does not receive sufficient attention. The economic consequences of pathological gambling are comparable to other addictions, although in the overall context, their economic impact is much greater. The social consequences of pathological gambling are even greater than in case of other addictions, as pathological gamblers mostly have a family, and because of their dependence, their family often becomes dysfunctional, with all the related consequences. There exist several effective treatment approaches to treat pathological gambling, as in the case of substance dependencies. For an understanding of pathological behaviour in online games and digital games, it is also necessary to understand the development of related phenomenon – pathological gambling. The aim of this article is to briefly describe pathological gambling and co-dependence.
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Content available remote Categories of Coalgebraic Games with Selective Sum
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EN
Joyal’s categorical construction on (well-founded) Conway games and winning strategies provides a compact closed category, where tensor and linear implication are defined via Conway disjunctive sum (in combination with negation for linear implication). The equivalence induced on games by the morphisms coincides with the contextual closure of the equideterminacy relation w.r.t. the disjunctive sum. Recently, the above categorical construction has been generalized to non-wellfounded games. Here we investigate Joyal’s construction for a different notion of sum, i.e. selective sum. While disjunctive sum reflects the interleaving semantics, selective sum accommodates a form of parallelism, by allowing the current player to move in different parts of the board simultaneously. We show that Joyal’s categorical construction can be successfully extended to selective sum, when we consider alternating games, i.e. games where each position is marked as Left player (L) or Right player (R), that is only L or R can move from that position, R starts, and L/R positions strictly alternate. Alternating games typically arise in the context of Game Semantics. This category of well-founded games with selective sum is symmetric monoidal closed, and it induces exactly the equideterminacy relation. Generalizations to non-wellfounded games give linear categories, i.e. models of Linear Logic. Our game models, providing a certain level of parallelism, may be situated halfway between traditional sequential alternating gamemodels and the concurrent game models by Abramsky and Mellies. We work in a context of coalgebraic games, whereby games are viewed as elements of a final coalgebra, and game operations are defined as final morphisms.
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The study assumes that a feeling of meaningfulness of the world and life is an important part of the development of personality of a child and an adolescent. The study presents several other studies that show how the experienced meaningfulness influences the health and the quality of life in the early years. An adolescent sometimes brings the question of the meaning of life to existential limits; he/she seeks his/her own identity. This process is often accompanied by inner shocks. Even children need to understand meaningful contexts and connections. Meaning of life is also one of the goals of upbringing and education. The article presents a short overview and a description of psychological techniques and games that concentrate at the meaning of life. They are not concrete instructions, but types of activities that can be of benefit by the work with children and youth. Games are suitable means, because they are part of the lives of children and at same time they present one of the important means of upbringing and education.
SK
Štúdia vychádza z predpokladu, že pocit zmysluplnosti sveta a života je dôležitou súčasťou vývoja osobnosti dieťaťa a dospievajúceho. Podáva viaceré výskumy, ktoré poukazujú na to, ako prežívaná zmysluplnosť vplýva v mladom veku na zdravie a kvalitu života. Dospievajúci niekedy vyhrocuje otázku o zmysle života až existenciálne, hľadá vlastnú identitu, čo je neraz sprevádzané vnútornými otrasmi. Už deti potrebujú chápať zmysluplné súvislosti. Zmysel života je aj jedným z cieľov výchovy. Článok podáva stručný prehľad a popis psychologických techník a hier zameraných na zmysel života. Nejde o konkrétne podrobné návody, ale o typy činností, ktoré môžu pri práci s deťmi a mládežou byť prínosom. Hra ako prostriedok je vhodná preto, lebo je neoddeliteľnou súčasťou života detí a zároveň je jedným z dôležitých prostriedkov výchovy.
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Australian physical education (PE) is experiencing its second national curriculum reform attempt, with schools around the country at various stages of exploration and implementation of the Curriculum for Health and Physical Education (Australian Curriculum and Assessment Authority, 2014). This paper explores some of the challenges in physical education curriculum implementation past and present. The PE teacher is explained as the key architect of curricula at the school level and therefore the challenge of new curriculum implementation is not so much in the ‘rolling out’ of the artefact but in developing the subject expertise of PE teachers to be able to bring to life the curriculum expectation in the situated realities of the everyday pragmatics of the PE teacher. Principally, I argue the PE teacher must see their role as that of educational designer.
EN
Objectives: This presents a case for fear and stress stimuli and afterward EEG data analysis. Methods: The stress factor had been evoked by a computer horror game correlated with virtual reality (VR) and brain-computer interface (BCI) from OpenBCI, applied for the purpose of brain waves changes observation. Results: Results obtained during the initial study were promising and provide conclusions for further research in this field carried out on an expanded group of involved participants. Conclusions: The study provided very promising and interesting results. Further investigation with larger amount of participants will be carried out.
PL
This paper analyzes the contemporary context of nostalgia, recollection and narration of childhood events on the basis of field notes collected by means of different methodological techniques. The narrative quest for the past produces interpretations of past events and experiences and opens the space to the feeling of nostalgia, or nostalgic stories. This paper aims to present a small portion of the captured everyday life in which games and toys appear as any other subobject or pseudoobject of nostalgia, but with a distance from one’s own childhood experience. We utilize Donald Braid’s approach which opens the space for observing the transmission of oral personal narratives and the transmission of emotions in and through language.
EN
The author tackles the subject of children’s literature, described by Jerzy Cieślikowski as “children’s folklore”. Her area of interest centres mainly around poetry addressed to children, which is considered the closest form of literature to this age group. Poetry refers to forms of activity natural for children: rhythmic movement, rhyming, singing, creating new words, asking questions, etc. The article points to the educational role of language games (plays) in poetry, which both answer children’s natural developmental needs and stimulate their linguistic competencies. The first part of the article discusses the sources of language play in poetry. The author highlights the role of the works of Jan Brzechwa and Julian Tuwim, who in the 1930s were the first to employ word play, unconventional use of idioms and proverbs, and nonsensical linguistic associations. They became a source of inspiration for contemporary children’s poets. The paper further analyses selected poems whose common feature is the use of language games not only to entertain but to educate and inspire creativity.The poems were divided into the following categories: poems-plays on sounds (letters), poems- plays on rhyme and rhythm, poems-plays on words, poems-plays on idioms and proverbs, poems-questions and poems-associations. The conclusion points to the role of adults as guides in the world of poetry for children and their role in preparing children to receive and understand the message of poetry.
EN
In test-based problems, solutions produced by search algorithms are typically assessed using average outcomes of interactions with multiple tests. This aggregation leads to information loss, which can render different solutions apparently indifferent and hinder comparison of search algorithms. In this paper we introduce the performance profile, a generic, domain-independent, multi-criteria performance evaluation method that mitigates this problem by characterizing the performance of a solution by a vector of outcomes of interactions with tests of various difficulty. To demonstrate the usefulness of this gauge, we employ it to analyze the behavior of Othello and Iterated Prisoner's Dilemma players produced by five (co)evolutionary algorithms as well as players known from previous publications. Performance profiles reveal interesting differences between the players, which escape the attention of the scalar performance measure of the expected utility. In particular, they allow us to observe that evolution with random sampling produces players coping well against the mediocre opponents, while the coevolutionary and temporal difference learning strategies play better against the high-grade opponents. We postulate that performance profiles improve our understanding of characteristics of search algorithms applied to arbitrary test-based problems, and can prospectively help design better methods for interactive domains.
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Content available remote W co grają bohaterowie literatury latynoamerykańskiej?
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EN
The “open text” concept allows us to look at the literary work through the prism of the game which an author plays (or could potentially play) with a recipient. However, in my article I would like to show what games (literally!) play the fictional characters created by authors from Latin America, namely: board games, games involving physical stimulation, group games, video games, etc. Regardless of the origin and social status, the characters in Latin American literature enjoy playing games, as we shall see by analyzing selected texts.
EN
The article deals with sound values of the Polish language described with the idea of using them in the teaching of Polish. The author compiles a list of onomatopoeic words — nouns, verbs, interjections and idioms — suggesting ideas for exercises to be used in classroom. Teachers are en­couraged to use the linguistic material provided, rhymes, puns and linguistic jokes, which are some­times unintentional. This will enable them to move from “humour from pupils’ notebooks”, betray­ing the incompetence of not only pupils but also their teachers, to methodical playing with words.
EN
The presented article reveals suggestions and possibilities of employing the most mo-dern technologies in the process of child's growth. The present world enables of games, computer multi-programmes, toys and it is very essential to apply them for educational reasons or coping with inner conflictsof moral nature. The latter and the like problems appear in interactions with other people. With the help of properly designed 'aids' it is possible to create such a 'laboratory' or workplace that enables children, during its functioning, to experience essential problems in their development not necessarily staying with live people knowledge simultaneously.
PL
W artykule przedstawiono propozycję i możliwości wykorzystania nowoczesnych technologii w procesie rozwoju dziecka. W dzisiejszym świecie można posługiwać się różnymi grami, oprogramowaniem, komputerami, zabawkami, przy czym istotne jest ich użycie w celu edukacji oraz radzenia sobie z konfliktamiwewnętrznymi natury moralnej. Stosowanie odpowiednio zaprojektowanych "pomocy" edukacyjnych może zapobiec problemom (konfliktom)zachodzącym w relacjach między ludźmi. Odpowiedni warsztat pracy (laboratorium) umożliwia dzieciom nie tylko nabycie odpowiedniej wiedzy, ale także odczuwanie ważnych rozwojowo wydarzeń i relacji, niekoniecznie będąc w towarzystwie z innymi ludźmi.
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