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AIIDE
2006
13 years 9 months ago
Believable and Reactive Crowds in Next Generation Games
The creation of life-like believable characters is emerging as the central focus of next-generation game development and is viewed as critical to obtaining true mass-market appeal...
Paul Kruszewski
IPPS
2010
IEEE
13 years 5 months ago
Performance improvements of real-time crowd simulations
The current challenge for crowd simulations is the design and development of a scalable system that is capable of simulating the individual behavior of millions of complex agents ...
Guillermo Vigueras, Juan M. Orduña, Miguel ...
MOBISYS
2010
ACM
13 years 10 months ago
CrowdSearch: exploiting crowds for accurate real-time image search on mobile phones
Mobile phones are becoming increasingly sophisticated with a rich set of on-board sensors and ubiquitous wireless connectivity. However, the ability to fully exploit the sensing c...
Tingxin Yan, Vikas Kumar, Deepak Ganesan
SIGMOD
2004
ACM
173views Database» more  SIGMOD 2004»
14 years 8 months ago
Relaxed Currency and Consistency: How to Say "Good Enough" in SQL
Despite the widespread and growing use of asynchronous copies to improve scalability, performance and availability, this practice still lacks a firm semantic foundation. Applicati...
Hongfei Guo, Jonathan Goldstein, Per-Åke Lar...
ESA
2010
Springer
197views Algorithms» more  ESA 2010»
13 years 6 months ago
How to Allocate Goods in an Online Market?
Abstract. We study an online version of Fisher's linear case market. In this market there are m buyers and a set of n dividable goods to be allocated to the buyers. The utilit...
Yossi Azar, Niv Buchbinder, Kamal Jain