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AIIDE
2008
13 years 10 months ago
Dynamic Expansion of Behaviour Trees
Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cum...
Gonzalo Flórez Puga, Marco Antonio Gó...
TOOLS
1999
IEEE
14 years 2 days ago
Employing Object Technology to Expose Fundamental Object Concepts
This paper reports on the utilisation of object technology in a university-level course on software development, specifically designed for distance learning, and now enrolling ove...
Mark Woodman, Robert Griffiths, Simon Holland, Hug...
EUROMICRO
1998
IEEE
14 years 1 days ago
Experiments with MHEG Player/Studio: An Interactive Hypermedia Visualization and Authoring System
With the growing needs of information sharing and exchange, MHEG-6(Multimedia Hypermedia information coding Expert Group - part 6) standard is defined so as to provide the interna...
Seungtaek Oh, Yung Yi, Seunghoon Jeong, Yanghee Ch...
ICCCN
1998
IEEE
14 years 1 days ago
Fast Recovery Protocol for Database and Link Failures in Mobile Networks
An important issue in the design of future Personal Communication Services (PCS) networks is the efficient management of location information. The current IS-41 standard P C S arc...
Govind Krishnamurthi, Stefano Chessa, Arun K. Soma...
ISCA
2010
IEEE
199views Hardware» more  ISCA 2010»
13 years 11 months ago
Use ECP, not ECC, for hard failures in resistive memories
As leakage and other charge storage limitations begin to impair the scalability of DRAM, non-volatile resistive memories are being developed as a potential replacement. Unfortunat...
Stuart E. Schechter, Gabriel H. Loh, Karin Straus,...