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NOSSDAV
2005
Springer
14 years 1 months ago
MOPAR: a mobile peer-to-peer overlay architecture for interest management of massively multiplayer online games
In this paper we propose a fully distributed peer-to-peer (P2P) infrastructure supporting Networked Virtual Environment (NVE) applications, such as massively multiplayer online ga...
Anthony (Peiqun) Yu, Son T. Vuong
CHI
1997
ACM
13 years 12 months ago
Crowded Collaborative Virtual Environments
We introduce a framework for supporting crowds of participants in collaborative virtual environments (CVEs). The framework is realised as an extension to our previous spatial mode...
Steve Benford, Chris Greenhalgh, David Lloyd
HICSS
2003
IEEE
202views Biometrics» more  HICSS 2003»
14 years 1 months ago
Automated Coaching of Collaboration Based on Workspace Analysis: Evaluation and Implications for Future Learning Environments
This paper describes the design and evaluation of COLER, a computer mediated learning environment that includes a software coach to help students collaborate while solving Entity ...
María de los Angeles Constantino-Gonz&aacut...
ICPR
2010
IEEE
13 years 5 months ago
Online Learning with Self-Organizing Maps for Anomaly Detection in Crowd Scenes
Detecting abnormal behaviors in crowd scenes is quite important for public security and has been paid more and more attentions. Most previous methods use offline trained model to p...
Jie Feng, Chao Zhang, Pengwei Hao
ICAC
2007
IEEE
14 years 2 months ago
Autonomic Reactive Systems via Online Learning
— Reactive systems are those that maintain an ongoing interaction with their environment at a speed dictated by the latter. Examples of such systems include web servers, network ...
Sanjit A. Seshia