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References Barron, E. (2013). Game Theory, an Introduction, Second Edition, ch. 3., John Wiley & Sons, Inc. Heriyanto, T., & Allen, L. (2014). Kali Linux: Assuring Security by Penetration Testing, Birmingham: Packt Publishing. Min Xie Yuan-Shun Dai, & K.-L. Poh. (2004). Computing System Reliability Models and Analysis, Kluwer Academic Publishers, 101-104. Moga, H., & Boşcoianu, M. (2015). Massive Cyber-attacks Patterns Implemented with BDI Agents, 6th International Conference on Aerospace, Robotics, Manufacturing Systems, Mechanical Systems, Mechanical

. International Organization for Standarization 2015. ISO 9000:2015, retrieved from: [21.04.2019]. Ip, B., Jacobs, G. 2006. Quality function deployment for the games industry: Results from a practical application , Total Quality Management, 17, 835–856. ITU-T, 2008. Recommendation E.800: Definitions of terms related to quality of service , Telecommunication Standardization Sector of ITU. Jacobs, G., Ip, B. 2003. Matching games to gamers with quality function deployment, TQM & Business Excellence, 14, 959–967. Kao Y

. 360-374. Udo, G., Bagchi, K. and Kirs, P. (2010). An assessment of customers’ e-service quality perception. Satisfaction and intention. International Journal of Information Management, 30, pp. 481-492. Wolfinbarger, M. and Gilly, M. (2003). E-tail: Dimensionalizing, measuring and predicting e-tail quality. Journal of Retailing, 79(3), pp. 183-198. Yang, H., Wu, C. and Wang, K. (2009). An empirical analysis of online game service satisfaction and loyalty. Expert Systems Applications, 36, pp. 1816-1825. Zehir, C. and Narcıkara, E. (2016). E-Service Quality and E

. Hejduk I. K. 2005. On the way to the future: The knowledge-based enterprises. Human Factors and Ergonomics in Manufacturing, 15(1), pp. 5–14. 13. H o C.T.B., H su S.F., O h K.B. 2009. Knowledge sharing: game and reasoned action perspectives. Industrial Management & Data Systems, vol. 109 No. 9, pp. 1211-30. 14. H su M.H., J u T.L., Y en C.H., C g C.M. 2007. Knowledge sharing behaviour in virtual communities: the relationship between trust, self-efficacy, and outcome expectations. International Journal of Human-Computer Studies, vol. 65, pp. 153-69. 15. K

Reference Armstrong, M. 2009. Handbook of human resource management practice. London: Kogan Page limited. Armstrong, M.B., Landers, R.N., Collmus, A.B., 2016. Gamifying recruitment, selection, training, and performance management: Game-thinking in human resource management. In Davis, D., Gangadharbatla, H. (Eds.), Emerging research and trends in gamification 140-165. Cagáňová, D., Čambál, M., Šujanová, J., 2012. The Multiculturality Aspects and Human Capital Management within Slovak Industrial Enterprises , 4th European Conference on Intellectual Capital

handbook for visionaries, game changers, and challengers . John Wiley & Sons. PACOVSKÉ STROJÍRNY, Producent urządzeń browarniczych, (20.02.2019). Perechuda K., 2000. Organizacja wirtualna [in:] Zarządzanie przedsiębior-stwem przyszłości. Koncepcje, modele, metody , Praca zbiorowa pod redakcją K. Perechudy, Agencja Wydawnicza Placet, Warszawa, s. 47. Podeszwa, T., 2015. Browarnictwo rzemieślnicze (craft-brewing)-oddolna aktywność mikrowytwórców stymulantem rozwoju rynku i samokształ-cenia w zakresie browarnictwa. Acta Innovations , (15), 51

in order to uncover the side with the texture or the one with the game – in any configuration. Another option of arranging the mats is joining them with poppers to create a circle with the central place for the robot. The robot can control the lights of the path and make sounds which support educational games. It can repeat various sounds and voices. Inside the robot, there is a pumping sleeve where a child can put his/her arm and as a reward the tunnel will tighten as in a manometer. The button which starts the sleeve is on the robot. The robot can also be

was originally developed for a game console Xbox 360. But some people started thinking about its industrial usage too. The first Kinect can recognise movements from 1.2 m. In the year 2012, Microsoft introduced Kinect for Windows. This device is designed for operation system Windows and its versions Windows 7, Windows 8 or Windows 10 and can recognise movements from 0.5 m. Microsoft also released Kinect’s SDK (Software development Kid). It allows developers to write their own applications in programming languages Visual Basic or C++. Kinect for Windows used

assessment results with means of DASH and CTT questionnaire (time CTT-1 + CTT-2) Source: own elaboration. According to the DASH questionnaire, elderly people reported lifting heavy loads (exceeding 5 kg), recreational activities, at time of which vast movements without a weight are made (i.e. ringo game, badminton etc.), recreational activities, at time of which a limb, a shoulder or a hand is loaded (i.e. golf, tennis, hammering nails etc.), placing items on a shelf located above the head, opening a firmly closed or new jar and carrying a bag with shopping or a


The management of contemporary health systems is a problem of many countries, which consists not only of issues related to the establishment of the roles of institutions involved in their functioning, the allocation of funds, asymmetry of information, or access to health services. Problems of the all system often result from faulty management of particular health institutions, and more specifically from the lack of agreement between the management staff, medical staff and patients.

The proposed study is an attempt to systematize the roles assigned recently to physicians and patients on the one hand, on the other – a presentation of non-standard solutions in this area, which are the existing cooperatives in health care in the world. The issue of jointly implemented by both groups of objectives and adaptation of the idea of cooperatives to the management process was justified by the theory of common pool resources and the game theory.