It is usually hard to control the network conditions affecting public online game servers when studying the impact of latency, loss and jitter on user experience. This leads to a ...
In this paper we report on our work to enable “laid-back” social interactions using television as a primary interaction medium and mobile devices that participate as a seconda...
Kris Luyten, Kristof Thys, Steven Huypens, Karin C...
We study network load games, a class of routing games in networks which generalize selfish routing games on networks consisting of parallel links. In these games, each user aims t...
Ioannis Caragiannis, Clemente Galdi, Christos Kakl...
We propose a practical application of wearable computing and augmented reality which enhances the game of billiards. A vision algorithm is implemented which operates in interactiv...
Tony Jebara, Cyrus Eyster, Joshua Weaver, Thad Sta...
This paper describes the DEEP project (Dialogs taking into account Experience, Emotions and Personality, adapted to computer games), which started in June 2006. The aim of the proj...