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CHI
2005
ACM
14 years 8 months ago
Automating the detection of breaks in continuous user experience with computer games
This paper describes an approach towards automating the identification of design problems with three-dimensional mediated or gaming environments through the capture and query of u...
Tim Marsh, Kiyoung Yang, Cyrus Shahabi, Wee Ling W...
CHI
2004
ACM
14 years 8 months ago
Orchestrating a mixed reality game 'on the ground'
Successfully staging a mixed reality game in which online players are chased through a virtual city by runners located in the real world requires extensive orchestration work. An ...
Andy Crabtree, Steve Benford, Tom Rodden, Chris Gr...
NOSSDAV
2004
Springer
14 years 1 months ago
Low latency and cheat-proof event ordering for peer-to-peer games
We are developing a distributed architecture for massivelymultiplayer games. In this paper, we focus on designing a low-latency event ordering protocol, called NEO, for this archi...
Chris GauthierDickey, Daniel Zappala, Virginia Mar...
INFOCOM
2010
IEEE
13 years 6 months ago
Bargaining and Price-of-Anarchy in Repeated Inter-Session Network Coding Games
— Most of the previous work on network coding has assumed that the users are not selfish and always follow the designed coding schemes. However, recent results have shown that s...
Amir Hamed Mohsenian Rad, Jianwei Huang, Vincent W...
ICASSP
2009
IEEE
13 years 5 months ago
Tree configuration games for distributed stream mining systems
We consider the problem of configuring classifier trees in distributed stream mining system. The configuration involves selecting appropriate false-alarm detection tradeoffs for e...
Hyunggon Park, Deepak S. Turaga, Olivier Verscheur...