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» Game Engineering for a Multiprocessor Architecture
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ASPLOS
1994
ACM
13 years 11 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
13 years 9 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
14 years 2 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»
13 years 7 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»
14 years 2 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