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SIGMOD
2007
ACM
153views Database» more  SIGMOD 2007»
14 years 7 months ago
Scaling games to epic proportion
We introduce scalability for computer games as the next frontier for techniques from data management. A very important aspect of computer games is the artificial intelligence (AI)...
Walker M. White, Alan J. Demers, Christoph Koch, J...
EDUTAINMENT
2006
Springer
13 years 11 months ago
Haptic Puppetry for Interactive Games
In interactive computer games and computer animation, intuitively controlling the motion of an articulated character is considered as a difficult task. One of the reasons is that, ...
Sujeong Kim, Xinyu Zhang, Young J. Kim
DIGRA
2005
Springer
14 years 28 days ago
CameraBots: Cinematography for Games with Non-Player Characters as Camera Operators
Cinematography describes principles and techniques pertaining to the effective use of cameras to film live action. The correct application of these principles and techniques produ...
James Kneafsey, Hugh McCabe
FPLAY
2008
13 years 9 months ago
A framework for games literacy and understanding games
Based on research that studied the challenges and difficulties faced by students taking games studies and game design courses, we propose that, while many students enrolled in gam...
José Pablo Zagal
EDUTAINMENT
2007
Springer
14 years 1 months ago
Interactive Composition of 3D Faces for Virtual Characters
As many 3D on-line games appear, there is an increased need for simple and efficient techniques to create many new faces. This paper presents a new algorithm to composite 3D faces ...
Haeyoung Lee, Sungyeol Lee