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DIGRA
2005
Springer
14 years 3 months ago
Push. Play: An Examination of the Gameplay Button
At the center of the video game experience is the interface. Before a player grabs the first powerup or meets the first obstacle, the would-be-adventurer must accept the limitatio...
Stephen Griffin
CONCUR
2005
Springer
14 years 3 months ago
Games Where You Can Play Optimally Without Any Memory
Abstract. Reactive systems are often modelled as two person antagonistic games where one player represents the system while his adversary represents the environment. Undoubtedly, t...
Hugo Gimbert, Wieslaw Zielonka
SIGECOM
2006
ACM
142views ECommerce» more  SIGECOM 2006»
14 years 3 months ago
Computing the optimal strategy to commit to
In multiagent systems, strategic settings are often analyzed under the assumption that the players choose their strategies simultaneously. However, this model is not always realis...
Vincent Conitzer, Tuomas Sandholm
CHI
2006
ACM
14 years 10 months ago
Exploring user experience in "blended reality": moving interactions out of the screen
Video game players often learn to map their physical actions (e.g., pressing buttons) onto their on-screen avatars' actions (e.g., wielding swords) in order to play. We explo...
David F. Huynh, Yan Xu, Shuo Wang
CASCON
2008
106views Education» more  CASCON 2008»
13 years 11 months ago
Using economic models to allocate resources in database management systems
Resource allocation in database management systems is a performance management process in which an autonomic DBMS makes resource allocation decisions based on properties like work...
Mingyi Zhang, Patrick Martin, Wendy Powley, Paul B...