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AIIDE
2006
13 years 8 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
DATE
1999
IEEE
194views Hardware» more  DATE 1999»
13 years 11 months ago
CRUSADE: Hardware/Software Co-Synthesis of Dynamically Reconfigurable Heterogeneous Real-Time Distributed Embedded Systems
Dynamically reconfigurable embedded systems offer potential for higher performance as well as adaptability to changing system requirements at low cost. Such systems employ run-tim...
Bharat P. Dav
IJES
2006
110views more  IJES 2006»
13 years 7 months ago
Partitioning bin-packing algorithms for distributed real-time systems
Embedded real-time systems must satisfy not only logical functional requirements but also para-functional properties such as timeliness, Quality of Service (QoS) and reliability. W...
Dionisio de Niz, Raj Rajkumar
EMSOFT
2005
Springer
14 years 29 days ago
From statecharts to ESP: programming with events, states and predicates for embedded systems
Statecharts are probably the most popular mechanism for behavior modeling of embedded system components. Modeling a component involves using a mainstream language for features tha...
Vugranam C. Sreedhar, Maria-Cristina V. Marinescu
ARCS
2005
Springer
14 years 1 months ago
The Bio-Chemical Information Processing Metaphor as a Programming Paradigm for Organic Computing
All known life forms process information on a molecular level. This kind of chemical information processing is known to be robust, self-organizing, adaptive, decentralized, asynch...
Peter Dittrich