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136
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ICDE
2009
IEEE
121views Database» more  ICDE 2009»
15 years 10 months ago
Scalability for Virtual Worlds
— Networked virtual environments (net-VEs) are the next wave of digital entertainment, with Massively Multiplayer Online Games (MMOs) a very popular instance. Current MMO archite...
Nitin Gupta 0003, Alan J. Demers, Johannes Gehrke,...
123
Voted
CIG
2005
IEEE
15 years 9 months ago
A Generic Approach for Generating Interesting Interactive Pac-Man Opponents
This paper follows on from our previous work focused on formulating an efficient generic measure of user’s satisfaction (‘interest’) when playing predator/prey games. Viewin...
Georgios N. Yannakakis, John Hallam
155
Voted
CSCW
2004
ACM
15 years 3 months ago
CSCW at play: 'there' as a collaborative virtual environment
Video games are of increasing importance, both as a cultural phenomenon and as an application of collaborative technology. In particular, many recent online games feature persiste...
Barry Brown, Marek Bell
144
Voted
CHI
2002
ACM
16 years 4 months ago
Effects of four computer-mediated communications channels on trust development
When virtual teams need to establish trust at a distance, it is advantageous for them to use rich media to communicate. We studied the emergence of trust in a social dilemma game ...
Nathan Bos, Judith S. Olson, Darren Gergle, Gary M...
129
Voted
ATAL
2004
Springer
15 years 9 months ago
Temptation and Contribution in C2C Transactions: Implications for Designing Reputation Management Systems
: A reputation management system can promote trust in transactions in an online consumer-to-consumer (C2C) market. We model a C2C market by employing an agent-based approach. To di...
Hitoshi Yamamoto, Kazunari Ishida, Toshizumi Ohta