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GAMEON
2003
13 years 10 months ago
Automatic Acquisition of Actions for Animated Agents
The generation of animated human figures especially in crowd scenes has many applications in such domains as the special effects industry, computer games or for the simulation of ...
Adam Szarowicz, Marek Mittmann, Paolo Remagnino, J...
PRESENCE
2010
84views more  PRESENCE 2010»
13 years 7 months ago
Effects of P300-Based BCI Use on Reported Presence in a Virtual Environment
Brain–computer interfaces (BCIs) are becoming more and more popular as an input device for virtual worlds and computer games. Depending on their function, a major drawback is th...
Christoph Groenegress, Clemens Holzner, Christoph ...
CORR
2011
Springer
230views Education» more  CORR 2011»
13 years 3 months ago
Computational Rationalization: The Inverse Equilibrium Problem
Modeling the behavior of imperfect agents from a small number of observations is a difficult, but important task. In the singleagent decision-theoretic setting, inverse optimal co...
Kevin Waugh, Brian Ziebart, J. Andrew Bagnell
SODA
2010
ACM
190views Algorithms» more  SODA 2010»
14 years 6 months ago
One-Counter Markov Decision Processes
We study the computational complexity of some central analysis problems for One-Counter Markov Decision Processes (OC-MDPs), a class of finitely-presented, countable-state MDPs. O...
Tomas Brazdil, Vaclav Brozek, Kousha Etessami, Ant...
CVPR
2011
IEEE
13 years 13 days ago
Activity Recognition using Dynamic Subspace Angles
Cameras are ubiquitous everywhere and hold the promise of significantly changing the way we live and interact with our environment. Human activity recognition is central to under...
Octavia Camps, Mario Sznaier, Binlong Li, Teresa M...