Iwona Grabska-Gradzińska

Iwona Grabska-Gradzińska
Jagiellonian University | UJ · Department of Games Technology

About

20
Publications
3,050
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116
Citations

Publications

Publications (20)
Chapter
The article concerns eye tracking research conducted in order to improve simulators for train drivers’ training, as well as simulator games for railway enthusiasts. The image viewed in the simulator window changes dynamically, but it can be divided into certain sectors that change in a slow and predictable way. We propose a method of analyzing the...
Chapter
This paper presents a computer tool for collaborative narration creation based on graph rules hierarchy that was developed and tested with collaboration of students of Jagiellonian University in Poland. The tool is made of two modules: internal representation of game world graph model and animation system: The former describes the narration points...
Chapter
The paper presents a new application of the graph model of the game world and graph rules describing players’ actions in this world. This time, this model and rules are used to design storylines in multiplayer role-playing games. The proposed model is suitable for collaborative plot design, as the set of rules describing game actions can be divided...
Chapter
Computer-based training systems are of growing importance nowadays. Demand for remote skill and knowledge validating solutions is higher than ever before. Serious games provide safe and replayable conditions for teaching and practice. The main issue with education founded on serious games paradigm is the evaluation of the players. Virtual environme...
Chapter
This paper is concerned with representing graphs and graph transformation rules using ASCII text only. It proposes an approach based on the textual graph representation used in Cypher Query Language and PGQL. Replacing visual rule languages with a pure text-based language eliminates the need for specialized graphical rule editors. Instead, standard...
Chapter
This paper proposes a new collaborative design on an educational platform that supports automatic game generation based on graph rules. The platform enables computer game researchers to analyze and discuss students’ needs and preferences. In this approach, the computer game is created on the basis of a layered graph representing the functional elem...
Chapter
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This paper deals with storytelling aspects of computer games. A new approach to automatic story generation based on graph modelling is proposed. Godot Engine for visualization of output stories is used. In our research the plot is represented by a specific graph called the layered graph composed of story building blocks, namely layer of locations,...
Book
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ICDSST 2020 is EWG-DSS’s 6th International Conference, following the five previous successful International Conferences on Decision Support System Technology (ICDSST 2019 in Madeira; ICDSST 2018 in Crete; ICDSST 2017 in Namur; ICDSST 2016 in Plymouth; and ICDSST 2015 in Belgrade) as listed below. Since 1989 when the EWG-DSS was founded, the societ...
Chapter
In this paper we present results of an experiment designed to measure correlation between Galvanic Skin Response – GSR (also: Electrodermal Activity – EDA) and Oculographic (Eye Tracking) data. In the experiment we analyze the participants reactions on changing gameplay modes (changing dynamic and pace of user interaction with the game mechanics)....
Conference Paper
In this paper, a general process of design and evaluation of serious games is presented. There are, obviously, qualitative and quantitative ways to analyze game dynamics (understood as mechanics activated by the user). Their general principles have been taken into consideration and a proposal of a modified pattern-based framework that allows for in...
Article
This paper discusses the level of acceptation of different kinds of computer games and the changes of the attitude depending on the respondents’ knowledge and context of playing activity. The forms of entertainment for the young generations are the extremely popular computer games. The main goal of this paper is to show the attitude of people towar...
Article
Full-text available
In natural language using short sentences is considered efficient for communication. However, a text composed exclusively of such sentences looks technical and reads boring. The text composed of long ones, on the other hand, demands significantly more effort for comprehension. Studying characteristics of the sentence length variability (SLV) in a l...
Article
Full-text available
This paper presents analysis of 30 literary texts written in English by different authors. For each text, there were created time series representing length of sentences in words and analyzed its fractal properties using two methods of multifractal analysis: MFDFA and WTMM. Both methods showed that there are texts which can be considered multifract...
Article
Full-text available
We present results from our quantitative study of statistical and network properties of literary and scientific texts written in two languages: English and Polish. We show that Polish texts are described by the Zipf law with the scaling exponent smaller than the one for the English language. We also show that the scientific texts are typically char...

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Projects

Project (1)
Project
Model of the game world based on the graph transformations. Cooperative design of gameplays and set of analitical tools.