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NETGAMES
2004
ACM
15 years 10 months ago
Accuracy in dead-reckoning based distributed multi-player games
Distributed multi-player games use dead reckoning vectors to intimate other (at a distance) participating players about the movement of any entity by a controlling player. The dea...
Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, ...
163
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COGSCI
2002
103views more  COGSCI 2002»
15 years 4 months ago
Perceiving temporal regularity in music
We address how listeners perceive temporal regularity in music performances, which are rich in temporal irregularities. A computational model is described in which a small system ...
Edward W. Large, Caroline Palmer
INFOCOM
2006
IEEE
15 years 10 months ago
Mobile Emulab: A Robotic Wireless and Sensor Network Testbed
Abstract— Simulation has been the dominant research methodology in wireless and sensor networking. When mobility is added, real-world experimentation is especially rare. However,...
David Johnson, Tim Stack, Russ Fish, Daniel Montra...
DIGRA
2005
Springer
15 years 10 months ago
Theory as Game: Designing the Game Game
Is there a way to analyze games by the means of a game? Is there a way to brainstorm game ideas and design solutions through theory? Finnish scholar and game designer Aki Järvine...
Aki Järvinen
CONEXT
2009
ACM
15 years 5 months ago
Detecting network neutrality violations with causal inference
We present NANO, a system that detects when ISPs apply policies that discriminate against specific classes of applications, users, or destinations. Existing systems for detecting ...
Muhammad Mukarram Bin Tariq, Murtaza Motiwala, Nic...