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DRM
2006
Springer
14 years 19 days ago
Consumers, fans, and control: what the games industry can teach Hollywood about DRM
Through legislation and technology the film industry has been seeking to fully control usage of the bits it creates; their model is "restrictive" digital-rights manageme...
Susan Landau, Renée Stratulate, Doug Twille...
CODES
2008
IEEE
13 years 10 months ago
Application specific non-volatile primary memory for embedded systems
Memory subsystems have been considered as one of the most critical components in embedded systems and furthermore, displaying increasing complexity as application requirements div...
Kwangyoon Lee, Alex Orailoglu
EC
2010
133views ECommerce» more  EC 2010»
13 years 9 months ago
Interactive EC Control of Synthesized Timbre
Perhaps the biggest limitation of interactive EC is the fitness evaluation bottleneck, caused by slow user evaluation and leading to small populations and user fatigue. In this st...
James McDermott, Michael O'Neill, Niall J. L. Grif...
AFRIGRAPH
2004
ACM
14 years 2 months ago
Designing a VR interaction authoring tool using constructivist practices
This paper describes the process of designing an authoring tool for virtual environments, using constructivist principles. The focus of the tool is on helping novice designers wit...
Cara Winterbottom, Edwin H. Blake
SIGCSE
2002
ACM
126views Education» more  SIGCSE 2002»
13 years 8 months ago
Design patterns for games
Designing a two-person game involves identifying the game model to compute the best moves, the user interface (the "view") to play the game, and the controller to coordi...
Dung Zung Nguyen, Stephen B. Wong