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PERCOM
2009
ACM
14 years 2 months ago
An Infrastructure for Interactive and Playful Learning in Augmented Toy Environments
In this paper we describe our approach to realize a pervasive (computing) learning environment for children based on augmented toys: traditional toys that are equipped with pervas...
Steve Hinske, Marc Langheinrich
EDUTAINMENT
2006
Springer
13 years 11 months ago
Haptic Puppetry for Interactive Games
In interactive computer games and computer animation, intuitively controlling the motion of an articulated character is considered as a difficult task. One of the reasons is that, ...
Sujeong Kim, Xinyu Zhang, Young J. Kim
AAAI
2012
11 years 10 months ago
Goal Recognition with Markov Logic Networks for Player-Adaptive Games
Goal recognition in digital games involves inferring players’ goals from observed sequences of low-level player actions. Goal recognition models support player-adaptive digital ...
Eun Y. Ha, Jonathan P. Rowe, Bradford W. Mott, Jam...
CSCW
2006
ACM
13 years 11 months ago
Strangers and friends: collaborative play in world of warcraft
We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe...
Bonnie A. Nardi, Justin Harris
DIMEA
2008
164views Multimedia» more  DIMEA 2008»
13 years 9 months ago
Lessons learned: game design for large public displays
This paper presents the design and deployment of Polar Defence, an interactive game for a large public display. We designed this display based on a model of "users" and ...
Matthias Finke, Anthony Tang, Rock Leung, Michael ...