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NETGAMES
2004
ACM
15 years 9 months ago
Realizing bullet time effect in multiplayer games with local perception filters
Local perception filters exploit the limitations of human perception to reduce the effects of network latency in multiplayer computer games. Because they allow temporal distorti...
Jouni Smed, Henrik Niinisalo, Harri Hakonen
UIST
2004
ACM
15 years 9 months ago
Automatic projector calibration with embedded light sensors
Projection technology typically places several constraints on the geometric relationship between the projector and the projection surface to obtain an undistorted, properly sized ...
Johnny C. Lee, Paul H. Dietz, Dan Maynes-Aminzade,...
CDVE
2004
Springer
109views Visualization» more  CDVE 2004»
15 years 9 months ago
Interest Management for Collaborative Environments Through Dividing Their Shared State
Not all participants in a collaborative virtual environment (CVE) need to be informed of every other participant’s activities. The technique used for filtering irrelevant message...
Michal Masa, Jiri Zara
CIKM
2004
Springer
15 years 9 months ago
Evaluating window joins over punctuated streams
We explore join optimizations in the presence of both timebased constraints (sliding windows) and value-based constraints (punctuations). We present the first join solution named...
Luping Ding, Elke A. Rundensteiner
COCO
2004
Springer
104views Algorithms» more  COCO 2004»
15 years 9 months ago
Quantum Arthur-Merlin Games
This paper studies quantum Arthur–Merlin games, which are Arthur–Merlin games in which Arthur and Merlin can perform quantum computations and Merlin can send Arthur quantum in...
Chris Marriott, John Watrous