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DIGRA
2003
Springer
14 years 2 months ago
Ka as shomin-geki: Problematizing videogame studies
The paper addresses limitations of strictly interactive theories of videogame genre, proposes a supplementary, historicist inter-media alternative, and interprets the videogame Ka...
William Huber
CA
1998
IEEE
14 years 1 months ago
Active Voodoo Dolls: A Vision Based Input Device for Nonrigid Control
A vision based technique for nonrigid control is presented that can be used for animation and video game applications. The user grasps a soft, squishable object in front of a came...
John Isidoro, Stan Sclaroff
CORR
2011
Springer
215views Education» more  CORR 2011»
13 years 18 days ago
Lasserre Hierarchy, Higher Eigenvalues, and Approximation Schemes for Quadratic Integer Programming with PSD Objectives
We present an approximation scheme for optimizing certain Quadratic Integer Programming problems with positive semidefinite objective functions and global linear constraints. Thi...
Venkatesan Guruswami, Ali Kemal Sinop
COMSIS
2004
80views more  COMSIS 2004»
13 years 8 months ago
The End of Software Engineering and the Start of Economic-Cooperative Gaming
"Software engineering" was introduced as a model for the field of software development in 1968. This paper reconsiders that model in the light of four decades of experie...
Alistair Cockburn
ICSE
2010
IEEE-ACM
13 years 6 months ago
Synthesized essence: what game jams teach about prototyping of new software products
The development of video games comprises engineering teams within various disciplines, e.g., software engineering, game production, and creative arts. Game jams are a promising ap...
Juergen Musil, Angelika Schweda, Dietmar Winkler, ...