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Uniform Sampling of the Infinite Noncooperative Game on Unit Hypercube and Reshaping Ultimately Multidimensional Matrices of Player’s Payoff Values

R eferences [1] M. J. Osborne, An introduction to game theory . Oxford: Oxford University Press, Incorporated, 2003. [2] J. C. Harsanyi and R. Selten, A General Theory of Equilibrium Selection in Games. Cambridge: The MIT Press, 1988. [3] V. G. Suzdal, Game theory for Fleet . Moscow: Voyenizdat, 1976 (in Russian). [4] R. Calvert, M. D. McCubbins, and B. R. Weingast, “A Theory of Political Control and Agency Discretion,” American J. of Political Science , vol. 33, no. 3, 1989, pp. 588–611. http://dx.doi.org/10.2307/2111064 [5] D

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TCP Performance in Multi-Polling Game Theory-Based IEEE 802.11 Networks

. [13] K. Tan, J. Song, Q. Zhang and M. Sridharan, “A Compound TCP Approach for High-speed and Long Distance Networks,” in Proc. IEEE INFOCOM 2006. 25TH IEEE Int. Conf. on Computer Commun. , Barcelona, Spain, 2006, pp. 1–12. https://doi.org/10.1109/INFOCOM.2006.188 [14] M. Felegyhazi and J. P. Hubaux, “Game Theory in Wireless Networks: A Tutorial,” EPFL Technical report: LCA-REPORT-2006-002, Switzerland, Jan. 2006. [15] A. Medeisis, J. Sydor, L. Cremene, O. Holland, A. Anskaitis, D. Wiecek, Y. Haddad and T. Cuzanauskas, “ISM-Advanced: Improved Access

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Quality of Video Games: Introduction to a Complex Issue

, Penguin, London. International Organization for Standarization 2015. ISO 9000:2015, retrieved from: https://www.iso.org/obp/ui/#iso:std:iso:9000:ed-4:v1:en [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

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Virtual Reality as Innovative Approach to the Interior Designing

References [1] Indraprastha A. & Shinozaki M. (2009). The Investigation on Using Unity3D Game Engine in Urban Design Study, ITB J. ICT, Japan, Vol. 3, No. 1, pp 1-18; [2] Prittiporn L. & Jinuntuy P. Interactive. (2009). 3D Simulation System in Game Engine Based Collaborative Virtual Environment for Architectural Design Communication, Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia, Yunlin (Taiwan), pp 533-542; [3] Kaleja P. & Kozlovská M. (2015). Virtual reality as unconventional way of

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STEM education supported by virtual laboratory incorporated in self-directed learning process

. Muntean, and C. H. Muntean, “Final Frontier Game: A Case Study on Learner Experience”, 10th International Conference on Computer Supported Education , vol. 2, pp. 122-129, 2018. [4] E. Akgn and B. Akkoyunlu, “Instruction of computer supported collaborative learning environment students contribution quality”, Procedia-Social Behavioral Sciences , vol. 9, no. 3, pp. 1489-1492, 2013. [5] M. Shimba, M. P. J. Mahenge, and C. Sanga, “Virtual Labs versus hands-on labs for teaching learning computer networking: A comparison study”, International Journal of

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About Applications of the Fixed Point Theory

Abstract

The fixed point theory is essential to various theoretical and applied fields, such as variational and linear inequalities, the approximation theory, nonlinear analysis, integral and differential equations and inclusions, the dynamic systems theory, mathematics of fractals, mathematical economics (game theory, equilibrium problems, and optimisation problems) and mathematical modelling. This paper presents a few benchmarks regarding the applications of the fixed point theory. This paper also debates if the results of the fixed point theory can be applied to the mathematical modelling of quality.

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Review of previous applications of innovative information technologies in construction health and safety

information modeling. Advanced Engineering Informatics, 28 , pp. 66-80. Lin, K.-Y., Son, J. W., & Rojas, E. M. (2011). A pilot study of a 3D game environment for construction safety education. Journal of Information Technology in Construction, 16 , pp. 69-83. Malekitabar, H., Ardeshir, A., Sebt, M. H., & Stouffs, R. (2016). Construction safety risk drivers: A BIM approach. Safety Science, 82 , pp. 445-455. Mallasi, Z. (2006). Dynamic quantification and analysis of the construction workspace congestion utilising 4D visualisation. Automation in

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BEGA – ANDROID-BASED BEERGAME SIMULATION SOFTWARE FOR INTERACTIVE TRAINING AND INNOVATION

Abstract

The supply chain management challenges and inventory holding problems can easily be demonstrated by the widely known BeerGame simulation. In the Szabó-Szoba R&D Laboratory, we developed an android-based software application for tablets and smart phones for the purpose of having an adaptable, entertaining and effective program which can provide a real life experience to the participants about the nature of the bullwhip effect. Having an appropriate and comprehensive performance measurement system with the critical parameters and KPIs is inevitable for finding the right solutions - We used four perspectives of the Balanced Scorecard method. The innovative force of our research is based on the trainings: the discussion on outcomes and the team learning. The purpose of the current development is to build a new feature in the software: an artificial client can substitute one or more players in the supply chain, which makes decisions by using genetic algorithms.

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Competitive Traffic Assignment in Road Networks

traffic assignment model with applications to two-way traffic. Transportation Science, 5, 366-389. 8. Dafermos, S.C., Sparrow, F.T. (1969) The traffic assignment problem for a general network. Journal of Research of the National Bureau of Standards, 73B, 91-118. 9. Devarajan, S. (1981) A note on network equilibrium and noncooperative games. Transportation Research, 15B, 421-426. 10. Fisk, C.S. (1984) Game theory and transportation systems modelling. Transportation Research, 18B, 301-313. 11. Gartner, N

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MATERIAŁY FUNKCJONALNE WYTWARZANE W SKALI PRZEMYSŁOWEJ

Abstract

W artykule przedstawiono szeroką gamę zastosowań materiałów funkcjonalnych i skalę ich obecnej produkcji przemysłowej. Są to materiały charakteryzujące się specyficznymi wła-ściwościami, dzięki którym stały się wręcz niezbędne w pewnych rozwiązaniach konstruk-cyjnych. Opisano ich podstawowe charakterystyki, właściwości, metody wytwarzania i zastosowania jako materiały inteligentne.

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