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» Game Engineering for a Multiprocessor Architecture
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ASPLOS
1994
ACM
15 years 8 months ago
Interleaving: A Multithreading Technique Targeting Multiprocessors and Workstations
There is an increasing trend to use commodity microprocessors as the compute engines in large-scale multiprocessors. However, given that the majority of the microprocessors are so...
James Laudon, Anoop Gupta, Mark Horowitz
AIIDE
2008
15 years 6 months ago
Automatically Generating Summary Visualizations from Game Logs
In this paper we describe a system called ViGLS (Visualization of Game Log Summaries) that generates summaries of gameplay sessions from game logs. ViGLS automatically produces vi...
Yun-Gyung Cheong, Arnav Jhala, Byung-Chull Bae, R....
GLOBECOM
2009
IEEE
15 years 11 months ago
Modeling and Characterizing User Experience in a Cloud Server Based Mobile Gaming Approach
—With the evolution of mobile devices and networks, and the growing trend of mobile Internet access, rich, multi-player gaming using mobile devices, similar to PC-based Internet ...
Shaoxuan Wang, Sujit Dey
JPDC
2007
167views more  JPDC 2007»
15 years 4 months ago
On the design of high-performance algorithms for aligning multiple protein sequences on mesh-based multiprocessor architectures
In this paper, we address the problem of multiple sequence alignment (MSA) for handling very large number of proteins sequences on mesh-based multiprocessor architectures. As the ...
Diana H. P. Low, Bharadwaj Veeravalli, David A. Ba...
VEE
2009
ACM
107views Virtualization» more  VEE 2009»
15 years 11 months ago
Architectural support for shadow memory in multiprocessors
Runtime monitoring support serves as a foundation for the important tasks of providing security, performing debugging, and improving performance of applications. Often runtime mon...
Vijay Nagarajan, Rajiv Gupta