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SIGECOM
2003
ACM
141views ECommerce» more  SIGECOM 2003»
14 years 1 months ago
Automated mechanism design for a self-interested designer
Often, an outcome must be chosen on the basis of the preferences reported by a group of agents. The key difficulty is that the agents may report their preferences insincerely to m...
Vincent Conitzer, Tuomas Sandholm
ACMACE
2009
ACM
14 years 2 months ago
Running or gaming
We developed Exertainer, a sensor-enabled, interactive running entertainment system to support advanced exercise applications. We designed Exertainer to be used in urban environme...
Miru Ahn, Sungjun Kwon, Byunglim Park, Kyungmin Ch...
LICS
2009
IEEE
14 years 2 months ago
Applications of Game Semantics: From Program Analysis to Hardware Synthesis
After informally reviewing the main concepts from game semantics and placing the development of the field in a historical context we examine its main applications. We focus in pa...
Dan R. Ghica
AUIC
2006
IEEE
14 years 2 months ago
Line drawing in virtual reality using a game pad
We describe a software interface for drawing in three dimensions using a game pad. The software runs in a walk-in, virtual-reality theatre and has been designed for walk-up usabil...
Henry Gardner, Duan Lifeng, Qing Wang, Guyin Zhou
SIGECOM
2005
ACM
105views ECommerce» more  SIGECOM 2005»
14 years 1 months ago
Towards truthful mechanisms for binary demand games: a general framework
The family of Vickrey-Clarke-Groves (VCG) mechanisms is arguably the most celebrated achievement in truthful mechanism design. However, VCG mechanisms have their limitations. They...
Ming-Yang Kao, Xiang-Yang Li, Weizhao Wang