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WMTE
2005
IEEE
15 years 9 months ago
Supporting Activity Awareness for Teams-Games-Tournaments with GSM Network
The Internet can be used to promote collaborative learning among students. However, since the web-based collaborative learning environment relies entirely on the availability of c...
Chen-Chung Liu, Shu-Yuan Tao, Jinu-Ning Nee, Baw-J...
DSRT
2000
IEEE
15 years 8 months ago
Scheduling for Very Large Virtual Environments and Networked Games Using Visibility and Priorities
The problem of network bundwidth limitutions is encountered in ulmost uny distributed virtuul environment or networkedgume. In U typicul client-serversetup, where the virtuul worl...
Chris Faisstnauer, Dieter Schmalstieg, Werner Purg...
VL
1996
IEEE
130views Visual Languages» more  VL 1996»
15 years 8 months ago
Seeing Systolic Computations in a Video Game World
ToonTalkTM is a general-purpose concurrent programming system in which the source code is animated and the programming environment is like a me. Every abstract computational aspec...
Kenneth M. Kahn
HCI
2009
15 years 1 months ago
Statistics-Based Cognitive Human-Robot Interfaces for Board Games - Let's Play!
Abstract. The archetype of many novel research activities is called cognition. Although separate definitions exist to define a technical cognitive system, it is typically character...
Frank Wallhoff, Alexander Bannat, Jürgen Gast...
IWMMDBMS
1996
67views more  IWMMDBMS 1996»
15 years 5 months ago
Reducing Initial Latency in a Multimedia Storage System
A multimedia server delivers presentations (e.g., videos, movies, games), providing high bandwidth and continuous real-time delivery. In this paper we present techniques for reduc...
Edward Y. Chang, Hector Garcia-Molina