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In this paper, we investigate the selling strategy and price decisions for a seller who provides two complementary products to the strategic consumer over two periods under three selling strategies: markdown pricing (MD), second period bundling (SPB) and first period bundling (FPB). It is found that the seller's optimal prices in the second period of SPB and FPB strategies are higher than that of...
While most contemporary researchers argue that Artificial Intelligence (AI) provides overwhelming and profound advancements in technology and beneficial tools used daily to advance human life on earth, there exist a host of other researchers who hold contrary opinions to this view, with regard to the rising adverse ontological and existential consequences which the products of super-intelligent technologies...
We are in a time where trends and ICTs are capable of leading important educational changes and allowing an advance in flexible teaching environments, through innovation and collaboration between educational institutions. Teachers have a large number of technologies to use as an ally in the classroom, such as software agents in the teaching-learning process. The objective of this article is to make...
One significant challenge in cognitive radio networks is to design a framework in which the selfish secondary users are obliged to interact with each other truthfully. Moreover, due to the vulnerability of these networks against jamming attacks, designing anti-jamming defense mechanisms is equally important. In this paper, we propose a truthful mechanism, robust against the jamming, for a dynamic...
Mobile games have come to revolutionize the mobile handset and gaming industry, pushing chip vendors to compete in order to provide better and better graphics capabilities by means of dedicated processors. This capability coupled with the sensing and communication ability offered by smartphones, provides the developers with the building blocks for innovative gaming solutions. In particular, multiplayer...
More and more people watch TV with a second device in the nearby. They use it for many different reasons: to play, to search for something, to interact with other people, etc. As a result, their visual attention is often turned to the second screen, especially during commercials. This scenario scares broadcasters, as they fear losing the advertisers' investment. Therefore, it is necessary to improve...
The wide availability of video lectures within digital archives is causing significant problems to video providers. Indeed, students search for very specific contents and the few minutes of video lecture that cover the required topic have to be found in an archive composed of thousands of hours of videos. Therefore, the indexing of video material is becoming a critical process. Unfortunately, most...
Due to the fast boom of security threats in wireless sensor networks (WSNs) sensitive applications, we propose a game-theoretic protection approach for sensor nodes in a clustered WSN based on a repeated game. The proposed game model is developed for detecting malicious sensor nodes that drop the high priority packets (HPPs) aiming at maximizing the high priority data trustworthiness (HPT). Simulation...
Virtual worlds and avatar-based interactive computer games are a hype among consumers and researchers for many years now. In recent years, such games on mobile devices also became increasingly important. However, most virtual worlds require the use of proprietary clients and authoring environments and lack portability, which limits their usefulness for targeting wider audiences like e.g. in consumer...
This work presents a platform for decentralized distributed computingcalled Resilient Information Architecture for the Smart Grid(RIAPS) through a transactional energy and a traffic application.
Preliminary analyses were performed on the current sample of forty-five participants. Inspection of strategies in the Starmaze task showed that 50% of participants who completed the egocentric training changed navigation strategy in the post-training trial. 22.22% of participants who received the allocentric training shifted strategy in the post-training trial. 18.75% and 16.67% of participants adopted...
Multiplayer Online Battle Arena (MOBA) games are very popular in the current eSport scenario, being highlighted in several competitions around the world. However, the domain of knowledge contained in these games is large, which makes it difficult to discover and predict the course of a match. The present work proposes the application of classification algorithms to determine the team with more chances...
Serious educational games are specially designed computer games which are used in an educational setting, in other words, they are interactive competitive lessons with defined learning outcomes which allow students to have fun during learning. The importance of serious games in contemporary educational practice is increasing. Applying serious games in teaching, students facilitate the learning process,...
Growing attention is being paid to the use of game-based learning in education, due to the rapid progress of information technology Internet. Students need to cultivate not only their own abilities, but also the ability of collaboration after graduation. However, collaboration must be directed by appropriate guidance in order to demonstrate the expected results, the rules of the game guide can be...
This paper addresses a novel concept of digital chess board realized with an array of Hall-Effect sensors. Main task of digital chess board is autonomous detection of player's moves. Therefore, players do not have to write down their own moves on a sheet of paper. Non-invasive piece moves detection is considered, with minimum required installations in a game room. The digital chees board presented...
The article provides results of a research study on safety of children on the Internet, and on use of the information-telecommunication technology (ICT) from the aspect of safety. The study was conducted on the elementary school children using paper or web-based questionnaires. It involved 1,232 students from grades one through eight of elementary school (approximately 400 students per survey), ages...
Research on educational e-courses that contain only a series of motivating elements of computer games but do not include playing computer games has intensified since 2010 [1] [6]. This field of research is called gamification and represents the use of game elements (mechanics, dynamics and aesthetics) in a field (education, marketing etc.) that is not a computer game. A review of literature related...
In this paper we investigate factors that affect excessive use of Internet among elementary school students in Vojvodina. The quantitative analysis was performed using datasets from research carried out in 66 elementary schools across Autonomous Province of Vojvodina. Using a large data set on elementary school students, we have tried to describe the profile of students who excessively use Internet...
The paper introduces a visual programming language and corresponding web- and cloud-based development environment called NetsBlox. NetsBlox is an extension of Snap! and it builds upon its visual formalism as well as its open source code base. NetsBlox adds distributed programming capabilities to Snap! by introducing two simple abstractions: messages and NetsBlox services. Messages containing data...
In this study is explored the changing path of e-Learning discipline since its appearance to nowadays. E-Learning has evolved in different ways in different sectors therefore it might have different implications in certain periods of time in certain sector. A small number of things have changed in the last half century as much as the way we learn. Consequently, a significant research is going on throughout...
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