We describe a method for the fully automatic learning of hierarchical finite state translation models. The input to the method is transcribed speech utterances and their correspon...
We present a rhythm-based method for the automatic generation of levels for 2D platformers, where the rhythm is that which the player feels with his hands while playing. Levels ar...
Gillian Smith, Mike Treanor, Jim Whitehead, Michae...
A semi-automatic approach is presented that enables the generation of a high-quality 3D model of a static object from an image sequence that was taken by a moving, uncalibrated co...
Chia-Jung Chan This paper presents a development of our comic generation system that automatically summarizes players' actions and interactions in the virtual world. The featu...
Adaptation is of utmost importance in systems developed by assembling reusable software services accessed through their public interfaces. This process aims at solving, as automat...