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EN
Purpose: The aim of this article is to analyze students’ preferences and motivations regarding video games and present ideas and opportunities to improve education. Design/methodology/approach: The author conveyed a survey among students from the Silesian University of Technology and compared the results with data from more than 1.25 million gamers from all over the world. Findings: Most students are very interested in virtual games and it presents the possibility to increase engagement in classes. Research limitations/implications: Better results would be achieved if students from more faculties participated in the survey. Practical implications: The author hopes that this article will inspire lecturers to use presented class ideas and come up with more creative and interactive tasks during lectures to better connect with the new generation of gamers and to make classes more engaging and educating. Social implications: The author hopes that society will see the impact and usefulness that virtual games have in modern times and that it is a medium worthy of attention, cognition, and use. Originality/value: The author saw an opportunity to improve education through the use of a large database of gaming preferences. This research paper is addressed to lecturers and gamers.
PL
Celem niniejszej pracy było zaprezentowanie działań logistycznych realizowanych w dążeniu do optymalizacji procesu szkolenia sportowego w ju-jitsu sportowym. Przedstawiono najbardziej efektywne sposoby pracy szkoleniowej. Podstawę analizy stanowiły dwa alternatywne sposoby planowania i organizowania zajęć treningowych w postaci klasycznej oraz blokowej periodyzacji szkolenia. Pierwszy sposób stosuje się w szkoleniu zawodników na wszystkich poziomach zaawansowania sportowego, a oparty jest o trzy zasadnicze okresy treningowe: przygotowawczy, startowy i przejściowy, natomiast drugi w pracy z zawodnikami klasy mistrzowskiej, których trening związany jest z dużą ilością startów w zawodach. Jest on krótszy i podzielony na fazy akumulacji, intensyfikacji, transformacji oraz regeneracji.
EN
The aim of this paper is to present logistic actions taken in the course of optimization of ju-jitsu training process. The most effective training methods have been presented. The basis for the analysis are two alternative methods used to plan and organize training, namely classical and modular training periodization. Whereas the former is used in training of trainees at all levels of advancement and is based on three basic training periods: preparatory, starting and transition one, the latter is used in champions training and related to numerous participation in competitions. It is shorter and divided into the following stages: accumulation, intensification, transformation and regeneration stages.
3
Content available Steganography usage to control multimedia stream
EN
In the paper, a proposal of new application for steganography is presented. It is possible to use steganographic techniques to control multimedia stream playback. Special control markers can be included in the sound signal and the player can detect markers and modify the playback parameters according to the hidden instructions. This solution allows for remembering user preferences within the audio track as well as allowing for preparation of various versions of the same content at the production level.
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