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AIIDE
2008
13 years 9 months ago
Dynamic Expansion of Behaviour Trees
Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cum...
Gonzalo Flórez Puga, Marco Antonio Gó...
AUIC
2006
IEEE
14 years 1 months ago
Persuasive interaction for collectivist cultures
Persuasive technology is defined as “any interactive product designed to change attitudes or behaviours by making desired outcomes easier to achieve”. It can take the form of...
Rilla Khaled, Robert Biddle, James Noble, Pippin B...
JOCN
2010
99views more  JOCN 2010»
13 years 5 months ago
Right-lateralized Brain Oscillations in Human Spatial Navigation
■ During spatial navigation, lesion and functional imaging studies suggest that the right hemisphere has a unique functional role. However, studies of direct human brain recordi...
Joshua Jacobs, Igor O. Korolev, Jeremy B. Caplan, ...
PUC
2010
118views more  PUC 2010»
13 years 5 months ago
Designing playful interactions for social interaction and physical play
This paper describes three design values that we apply for designing playful interactions. Interactive play objects can stimulate social interaction and physical play by providing ...
Tilde Bekker, Janienke Sturm, Berry Eggen
SPEECH
2010
225views more  SPEECH 2010»
13 years 5 months ago
Automatic recognition of regional phonological variation in conversational interaction
One key aspect of face-to-face communication concerns the differences that may exist between speakers’ native regional accents. This paper focuses on the characterization of re...
Vincent Aubanel, Noël Nguyen