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172
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DIGRA
2003
Springer
15 years 11 months ago
Player Character Design Facilitating Emotional Depth in MMORPGs
How can we create computer games facilitating emotional depth in the playing experience? When entering into a persistent virtual game world the player leaves the body behind. It i...
Mirjam Eladhari, Craig A. Lindley
GPCE
2003
Springer
15 years 11 months ago
A Case for Test-Code Generation in Model-Driven Systems
A primary goal of generative programming and model-driven ent is to raise the level of abstraction at which designers and developers interact with the software systems they are bui...
Matthew J. Rutherford, Alexander L. Wolf
171
Voted
ICMI
2003
Springer
99views Biometrics» more  ICMI 2003»
15 years 11 months ago
Selective perception policies for guiding sensing and computation in multimodal systems: a comparative analysis
Intensive computations required for sensing and processing perceptual information can impose significant burdens on personal computer systems. We explore several policies for sel...
Nuria Oliver, Eric Horvitz
DATE
2010
IEEE
153views Hardware» more  DATE 2010»
15 years 11 months ago
Taming the component timing: A CBD methodology for real-time embedded systems
—The growing trend towards using component based design approach in embedded system development requires addressing newer system engineering challenges. These systems are usually...
Manoj G. Dixit, Pallab Dasgupta, S. Ramesh
HICSS
2002
IEEE
150views Biometrics» more  HICSS 2002»
15 years 10 months ago
Social Capital and Volunteerism in Virtual Communities: The Case of the Internet Chess Club
This paper considers the theory of social capital and volunteerism in an online gaming community, the Internet Chess Club (ICC). We discuss how increased social capital provides b...
Mark Ginsburg, Suzanne P. Weisband