Rančić, Dejan

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  • Rančić, Dejan (3)
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Author's Bibliography

Supervisory system for physical objects spatial location detection

Borović, V.; Spalević, P.; Čisar, Petar; Rančić, Dejan; Jović, Srđan

(2019)

TY  - JOUR
AU  - Borović, V.
AU  - Spalević, P.
AU  - Čisar, Petar
AU  - Rančić, Dejan
AU  - Jović, Srđan
PY  - 2019
UR  - http://jakov.kpu.edu.rs/handle/123456789/873
AB  - In this paper was proposed the simple concept and realization of the technical system, for physical objects spatial location detection, with optimization methods for low quality hardware. This computer system consists of computers, software applications, video cameras, computer network, active and passive network equipment. The basic idea of the system is the principle of triangulation by the visual images and time data from at least 4 cameras with high number of frames per second. The system then creates photorealistic graphical 3D animation of object trajectory and space, using the calculated spatial location data. Experimental results and a computer simulation of a real system indicated that the proposed concept improves objects spatial location detection and 3D graphics on medium quality technical equipment.
T2  - Physica A: Statistical Mechanics and its Applications
T1  - Supervisory system for physical objects spatial location detection
VL  - 521
SP  - 781
EP  - 795
DO  - 10.1016/j.physa.2019.01.023
ER  - 
@article{
author = "Borović, V. and Spalević, P. and Čisar, Petar and Rančić, Dejan and Jović, Srđan",
year = "2019",
abstract = "In this paper was proposed the simple concept and realization of the technical system, for physical objects spatial location detection, with optimization methods for low quality hardware. This computer system consists of computers, software applications, video cameras, computer network, active and passive network equipment. The basic idea of the system is the principle of triangulation by the visual images and time data from at least 4 cameras with high number of frames per second. The system then creates photorealistic graphical 3D animation of object trajectory and space, using the calculated spatial location data. Experimental results and a computer simulation of a real system indicated that the proposed concept improves objects spatial location detection and 3D graphics on medium quality technical equipment.",
journal = "Physica A: Statistical Mechanics and its Applications",
title = "Supervisory system for physical objects spatial location detection",
volume = "521",
pages = "781-795",
doi = "10.1016/j.physa.2019.01.023"
}
Borović, V., Spalević, P., Čisar, P., Rančić, D.,& Jović, S.. (2019). Supervisory system for physical objects spatial location detection. in Physica A: Statistical Mechanics and its Applications, 521, 781-795.
https://doi.org/10.1016/j.physa.2019.01.023
Borović V, Spalević P, Čisar P, Rančić D, Jović S. Supervisory system for physical objects spatial location detection. in Physica A: Statistical Mechanics and its Applications. 2019;521:781-795.
doi:10.1016/j.physa.2019.01.023 .
Borović, V., Spalević, P., Čisar, Petar, Rančić, Dejan, Jović, Srđan, "Supervisory system for physical objects spatial location detection" in Physica A: Statistical Mechanics and its Applications, 521 (2019):781-795,
https://doi.org/10.1016/j.physa.2019.01.023 . .
1

Intelligent Agents and Game-Based Learning Modules in a Learning Management System

Kuk, Kristijan; Rančić, Dejan; Pronić-Rančić, Olivera; Ranđelović, Dragan

(Springer Int Publishing Ag, Cham, 2016)

TY  - CONF
AU  - Kuk, Kristijan
AU  - Rančić, Dejan
AU  - Pronić-Rančić, Olivera
AU  - Ranđelović, Dragan
PY  - 2016
UR  - http://jakov.kpu.edu.rs/handle/123456789/722
AB  - Many researchers have taken a great deal of effort to promote high quality game-based learning applications, such as educational games, animations, simulations, animated or interactive simulation mechanisms in learning management system (LMS), and so on. The Bloom's taxonomy strategy was successfully implemented as effective gaming model in two different game-based learning applications (puzzle and platformer games) that motivate and actively engage college students in order to make learning process more enjoyable. During using the game-based modules in LMS Moodle, special attention was paid both to the integration of game-play aspects and the relationship between learning styles and game genres. In this paper we shall describe the proposed approach and introduce an adaptation and personalization of player as student model based on game genres. We have analyzed learning styles and teaching strategies that match the game features which resulted in embedding the analysis personalization and teaching strategies into the game. This article presents the effectiveness of agent-based approach in teaching strategies of Moodle gaming education resources.
PB  - Springer Int Publishing Ag, Cham
C3  - Agent and multi-agent systems: technology and applications, Kes-Amsta 2016
T1  - Intelligent Agents and Game-Based Learning Modules in a Learning Management System
VL  - 58
SP  - 233
EP  - 245
DO  - 10.1007/978-3-319-39883-9_19
ER  - 
@conference{
author = "Kuk, Kristijan and Rančić, Dejan and Pronić-Rančić, Olivera and Ranđelović, Dragan",
year = "2016",
abstract = "Many researchers have taken a great deal of effort to promote high quality game-based learning applications, such as educational games, animations, simulations, animated or interactive simulation mechanisms in learning management system (LMS), and so on. The Bloom's taxonomy strategy was successfully implemented as effective gaming model in two different game-based learning applications (puzzle and platformer games) that motivate and actively engage college students in order to make learning process more enjoyable. During using the game-based modules in LMS Moodle, special attention was paid both to the integration of game-play aspects and the relationship between learning styles and game genres. In this paper we shall describe the proposed approach and introduce an adaptation and personalization of player as student model based on game genres. We have analyzed learning styles and teaching strategies that match the game features which resulted in embedding the analysis personalization and teaching strategies into the game. This article presents the effectiveness of agent-based approach in teaching strategies of Moodle gaming education resources.",
publisher = "Springer Int Publishing Ag, Cham",
journal = "Agent and multi-agent systems: technology and applications, Kes-Amsta 2016",
title = "Intelligent Agents and Game-Based Learning Modules in a Learning Management System",
volume = "58",
pages = "233-245",
doi = "10.1007/978-3-319-39883-9_19"
}
Kuk, K., Rančić, D., Pronić-Rančić, O.,& Ranđelović, D.. (2016). Intelligent Agents and Game-Based Learning Modules in a Learning Management System. in Agent and multi-agent systems: technology and applications, Kes-Amsta 2016
Springer Int Publishing Ag, Cham., 58, 233-245.
https://doi.org/10.1007/978-3-319-39883-9_19
Kuk K, Rančić D, Pronić-Rančić O, Ranđelović D. Intelligent Agents and Game-Based Learning Modules in a Learning Management System. in Agent and multi-agent systems: technology and applications, Kes-Amsta 2016. 2016;58:233-245.
doi:10.1007/978-3-319-39883-9_19 .
Kuk, Kristijan, Rančić, Dejan, Pronić-Rančić, Olivera, Ranđelović, Dragan, "Intelligent Agents and Game-Based Learning Modules in a Learning Management System" in Agent and multi-agent systems: technology and applications, Kes-Amsta 2016, 58 (2016):233-245,
https://doi.org/10.1007/978-3-319-39883-9_19 . .
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Agent-Based Approach for Game-Based Learning Applications: Case Study in Agent-Personalized Trend in Engineering Education

Rančić, Dejan; Kuk, Kristijan; Pronić-Rančić, Olivera; Ranđelović, Dragan

(Springer-Verlag Berlin, Berlin, 2015)

TY  - CONF
AU  - Rančić, Dejan
AU  - Kuk, Kristijan
AU  - Pronić-Rančić, Olivera
AU  - Ranđelović, Dragan
PY  - 2015
UR  - http://jakov.kpu.edu.rs/handle/123456789/620
PB  - Springer-Verlag Berlin, Berlin
C3  - Agent and multi-agent systems: technologies and applications
T1  - Agent-Based Approach for Game-Based Learning Applications: Case Study in Agent-Personalized Trend in Engineering Education
VL  - 38
SP  - 453
EP  - 466
DO  - 10.1007/978-3-319-19728-9_38
ER  - 
@conference{
author = "Rančić, Dejan and Kuk, Kristijan and Pronić-Rančić, Olivera and Ranđelović, Dragan",
year = "2015",
publisher = "Springer-Verlag Berlin, Berlin",
journal = "Agent and multi-agent systems: technologies and applications",
title = "Agent-Based Approach for Game-Based Learning Applications: Case Study in Agent-Personalized Trend in Engineering Education",
volume = "38",
pages = "453-466",
doi = "10.1007/978-3-319-19728-9_38"
}
Rančić, D., Kuk, K., Pronić-Rančić, O.,& Ranđelović, D.. (2015). Agent-Based Approach for Game-Based Learning Applications: Case Study in Agent-Personalized Trend in Engineering Education. in Agent and multi-agent systems: technologies and applications
Springer-Verlag Berlin, Berlin., 38, 453-466.
https://doi.org/10.1007/978-3-319-19728-9_38
Rančić D, Kuk K, Pronić-Rančić O, Ranđelović D. Agent-Based Approach for Game-Based Learning Applications: Case Study in Agent-Personalized Trend in Engineering Education. in Agent and multi-agent systems: technologies and applications. 2015;38:453-466.
doi:10.1007/978-3-319-19728-9_38 .
Rančić, Dejan, Kuk, Kristijan, Pronić-Rančić, Olivera, Ranđelović, Dragan, "Agent-Based Approach for Game-Based Learning Applications: Case Study in Agent-Personalized Trend in Engineering Education" in Agent and multi-agent systems: technologies and applications, 38 (2015):453-466,
https://doi.org/10.1007/978-3-319-19728-9_38 . .
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