Emília Pietriková

Dr. Emília Pietriková

orcid

Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
1 June 2015
Verified
Conference Paper
Closed access
SCSergej Chodarev
Sergej Chodarev
EPEmília Pietriková
Emília Pietriková
JKJan Kollar
Jan Kollar
Detection of clones - repeating fragments in source code - is an important task for ensuring maintainability of software systems. This paper presents an algorithm for clone detection based on comparing parts of abstract syntax tree of programs and finding repeating patterns. The algorithm is implemented in the prototype tool that allows to detect clones in programs written in Haskell programming language. The main contribution is believed to be proposal and experimental verification of the new technique for identifying exact and syntactical clones in Haskell code.

1 January 2017 in Computing and Informatics
Verified
Journal Article
Closed access
ECEva Chovancová
Eva Chovancová
NÁNorbert Ádám
Norbert Ádám
ABAnton Baláž
Anton Baláž
EPEmília Pietriková
Emília Pietriková
PFPeter Fecilak
Peter Fecilak
MCMartin Chovanec
Martin Chovanec

1 March 2016 in Acta Electrotechnica et Informatica
Verified
Journal Article
Closed access
EPEmília Pietriková
Emília Pietriková
SCSergej Chodarev
Sergej Chodarev

18 August 2023
Verified
Book Chapter
Open access
PDF file
Branislav SobotaBranislav Sobota
Branislav Sobota
EPEmília Pietriková
Emília Pietriková
This chapter explores the essential role of game and graphics rendering engines in creating computer games and their applications in education. Starting with a brief discussion on the importance of visualization in game development, we analyze popular game engines, including CryEngine, Irrlicht, Unreal Engine, Unity, and Godot, and graphics rendering engines (cores), including OpenSceneGraph (OSG) and Object-Oriented Graphics Rendering Engine (OGRE). Each engines unique features and pedagogical potentials are discussed, with emphasis on Unity, Godot, and Unreal Engines interactive and step-by-step tutorials. This analysis reflects the adaptability of game engines to different teaching styles and provides insights into their effectiveness as tools for teaching game development and computer science. The chapter aims to highlight game engines role in game creation and education by exploring these topics.

1 December 2015 in Acta Electrotechnica et Informatica
Verified
Journal Article
Open access
EPEmília Pietriková
Emília Pietriková

5 September 2016
Verified
Conference Paper
Closed access
EPEmília Pietriková
Emília Pietriková
JJJan Juhar
Jan Juhar
JSJana Stastna
Jana Stastna
This work describes an environment supporting learning by creating computer games in programming courses. The environment consists of guidelines for student assignments (instructions for computer game creation - the key motivator). In order to submit assignments regularly, the environment is connected to Git version control system. Moreover, assignments are regularly assessed by the platform called Arena. The aim is to provide feedback as soon as possible, so there is enough space for bug fixing and personal improvement. In addition to ongoing assessment, Arena provides a web interface for writing code and displaying test results immediately, which is used mainly during exams. The main contribution is believed to be an increase of student motivation, enhancement of student engagement and effectiveness of assessment process, so it is fast and fair.