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IEEEAMS
2003
IEEE
14 years 1 months ago
An Active Self-Optimizing Multiplayer Gaming Architecture
Venkatraman Ramakrishna, Max Robinson, Kevin Eusti...
MIG
2010
Springer
13 years 7 months ago
Active Geometry for Game Characters
Damien Rohmer, Stefanie Hahmann, Marie-Paule Cani
IWEC
2003
13 years 10 months ago
Emotional effects of shooting activities: 'real' versus 'virtual' actions and targets
: The results of an empirical study are presented to investigate the relationship between different action types (real versus virtual shooting) and different target types (real ver...
Matthias Rauterberg
CHI
2009
ACM
14 years 3 months ago
O' game, can you feel my frustration?: improving user's gaming experience via stresscam
One of the major challenges of video game design is to have appropriate difficulty levels for users in order to maximize the entertainment value of the game. Game players may lose...
Chang Yun, Dvijesh Shastri, Ioannis Pavlidis, Zhig...