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AIIDE
2009
13 years 8 months ago
Using Semantics to Improve the Design of Game Worlds
Design of game worlds is becoming more and more laborintensive because of the increasing demand and complexity of content. This is being partially addressed by developing semi-aut...
Tim Tutenel, Ruben Michaël Smelik, Rafael Bid...
GECCO
2007
Springer
187views Optimization» more  GECCO 2007»
14 years 1 months ago
Defining implicit objective functions for design problems
In many design tasks it is difficult to explicitly define an objective function. This paper uses machine learning to derive an objective in a feature space based on selected examp...
Sean Hanna
HICSS
2003
IEEE
153views Biometrics» more  HICSS 2003»
14 years 1 months ago
Automatic Mediation between Incompatible Component Interaction Styles
Incompatibility of component interaction styles is identified as a major obstacle to interoperability when using off-the-shelf components or dealing with legacy software in compos...
Klaus-Peter Löhr
BMCBI
2006
128views more  BMCBI 2006»
13 years 7 months ago
An interactive tool for visualization of relationships between gene expression profiles
Background: Application of phenetic methods to gene expression analysis proved to be a successful approach. Visualizing the results in a 3-dimentional space may further enhance th...
Peter Ruzanov, Steven J. M. Jones
PUC
2010
121views more  PUC 2010»
13 years 6 months ago
Expressing and interpreting emotional movements in social games with robots
This paper provides a framework for recording, analyzing and modeling of 3 dimensional emotional movements for embodied game applications. To foster embodied interaction, we need i...
Emilia I. Barakova, Tino Lourens