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1.
Igra Column-Row : zaključna naloga
Ina Bašić, 2023, undergraduate thesis

Keywords: Sprague-Grundy theory, Young diagrams, combinatorial games, dynamic programming, partitions
Published in RUP: 11.10.2023; Views: 366; Downloads: 8
.pdf Full text (585,60 KB)

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Dynamics of deception between strangers
Aljaž Ule, Žiga Velkavrh, 2021, published scientific conference contribution abstract

Keywords: deception, dynamics, repeated games, reputation
Published in RUP: 18.10.2021; Views: 804; Downloads: 39
.pdf Full text (2,98 MB)
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StreetGamez : a moving projector platform for prejected street games
Matjaž Kljun, Klen Čopič Pucihar, Mark Lochrie, Paul Egglestone, 2015, published scientific conference contribution

Abstract: Moving Projector Platform (MPP) is a concept of using an autonomous vehicle, such as Unmanned Aerial Vehicle (UAV), commonly known as a 'drone', as a means to deliver and move the projection to arbitrary location. As a proof of concept this paper presents a design plan for a Moving Projector Game (MPG) called StreetGamez, which facilitates the game play through motion tracking and projection of a playing area, which can move and follow players in the game. This introduces novel abilities, such as: (i) to move the gaming platform before and during the game to the desired location and (ii) to free players from carrying the gaming equipment. Consequently this instigates possibilities to explore and study new exergame paradigms and players' attitudes towards the system as a whole. The concept also has the potential to provide a breakthrough in the social acceptance of drones in gaming scenarios whilst contributing to current debates on the legislation governing drone flights and furthering knowledge in human-drone interaction.
Keywords: moving projector platform, MPP, moving projector game, MPG, moving projector, moving projections, moving projection games, exergaming, exergame, UAV delivering platform, projecting game, projector game
Published in RUP: 08.08.2016; Views: 4073; Downloads: 120
URL Link to full text

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Contextually enriched competence model in the field of sustainable manufacturing for simulation style technology enhanced learning environments
Gregor Cerinšek, Sobah Abbas Petersen, Tuija Heikura, 2011, original scientific article

Abstract: In order to remain competitive, engineers need to acquire competences necessary to attain the sustainability objectives that are emerging in the manufacturing industry. The training of current and future engineers needs to achieve two criteria: the learners need to be able to apply the learning into complex, life-like situations and the learning outcomes need to be achieved rapidly. Competence-based and technology-enhanced learning (TEL) in general and serious games and simulations in particular have recently attracted a great deal of attention as they have the potential to deliver on both accounts. Designing learning content for simulation style competence-based TEL environments places special demands on competence modelling. Competences are traditionally defined and modelled using internal-to-individual factors such as knowledge, skills and attitudes. However, designing simulation style competence-based TEL environments, such as serious games, cannot be based solely on these factors. In work situations competences are performed neither in solitude nor isolation. Contextual factors such as organization processes, laws and norms, the market and available technologies significantly influence competence performance. As the simulations in question need to be life-like constructions ofwork situations the role of contextual factors is heightened. In addition, the content area of sustainable manufacturing is novel, which adds to the challenge. The two main innovative contributions that are presented in this paper are: (1) an enhanced competence modelling methodology which aids in identifying and structuring relevant contextual factors that have an impact on the performance of the competences in question, and (2) the output of applying this methodology, i.e. a contextually enriched competence model in the field of sustainable manufacturing that can be used to facilitate the design of the TEL content for serious games and simulations. The work presented in the paper is a part of the European Seventh Framework Programme Integrated Project TARGET, the main aim of which is to develop a new genre of TEL environments that can be effectively used in engineering education to support future engineersʼ rapid competence development in the field of sustainable manufacturing.
Keywords: sustainable manufacturing, engineering education, technology enhanced learning, serious games, TARGET, contextually enruched competence model, systems/holistic thinking
Published in RUP: 15.10.2013; Views: 3424; Downloads: 84
URL Link to full text

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Serious gaming supporting competence development in sustainable manufacturing
Heiko Duin, Gregor Cerinšek, Manuel Fradinho, Marco Taisch, 2012, independent scientific component part or a chapter in a monograph

Abstract: Becoming a sustainable global manufacturing enterprise is a challenge for almost every manufacturing organization in the world because of its multidimensional nature. Sustainability combines environmental, economic, and social dimensions and is considered to be a complex and hard to learn subject needing a lot of experience and competences. Traditional ways to create such experience and develop competences like role playing and simulations tend to take a lot of time and are expensive. On the other hand, serious gaming has proven to support learners in acquiring new and complex knowledge and is ideally suited to support problem based learning by creating engaging experiences around a contextual problem where users must apply competences to solve these presented challenges. This chapter introduces a new learning environment which is build around a gaming engine supporting the development of competences in specific subject areas. Selected competences in sustainable global manufacturing lead to the definition of scenarios, which then can be executed by a game engine, thus creating experience within the user. A knowledge ecology space allows the user to interact and reflect on learning outcomes with other participants. The subject of sustainable global manufacturing is the application case presented in this chapter showing how specific competences in this area have been identified and how a game scenario has been developed. Finally, its implementation and evaluation is discussed.
Keywords: serious games, competences, development, computer games, sustainable manufacturing
Published in RUP: 15.10.2013; Views: 3853; Downloads: 158
URL Link to full text

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Economics and mathematical theory of games
Ajda Fošner, 2012, original scientific article

Abstract: The theory of games is a branch of applied mathematics that is used in economics, management, and other social sciences. Moreover, it is used also in military science, political science, international relations, computer science, evolutionary biology, and ecology. It is a field of mathematics in which games are studied. The aim of this article is to present matrix games and the game theory. After the introduction, we will explain the methodology and give some examples. We will show applications of the game theory in economics. We will discuss about advantages and potential disadvantages that may occur in the described techniques. At the end, we will represent the results of our research and its interpretation.
Keywords: the theory of games, matrix games, economics
Published in RUP: 15.10.2013; Views: 4664; Downloads: 79
.pdf Full text (107,77 KB)

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