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» Rhythms of gaming bodies
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CSCW
2007
ACM
13 years 9 months ago
Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds
To date the most popular and sophisticated types of virtual worlds can be found in the area of video gaming, especially in the genre of Massively Multiplayer Online Role Playing Ga...
Robert J. Moore, Nicolas Ducheneaut, Eric Nickell
GI
2004
Springer
14 years 3 months ago
Olympic Run
: Most game interfaces restrict the player to a place in front of the computer screen. In mixed reality applications the point of interaction seems to be moving away from technical...
Martin Faust, Daniel Cermak-Sassenrath
CHI
2010
ACM
14 years 2 months ago
Where is my team: supporting situation awareness with tactile displays
A group of friends visiting a crowded and noisy music festival is an example of a situation where knowing the location of other people is important, but where external factors, su...
Martin Pielot, Oliver Krull, Susanne Boll
CORR
2006
Springer
110views Education» more  CORR 2006»
13 years 9 months ago
The topology of covert conflict
Often an attacker tries to disconnect a network by destroying nodes or edges, while the defender counters using various resilience mechanisms. Examples include a music industry bod...
Shishir Nagarja
JVCA
2006
102views more  JVCA 2006»
13 years 9 months ago
Real-time locomotion control by sensing gloves
Sensing gloves are often used as an input device for virtual 3D games. We propose a new method to control characters such as humans or animals in real-time by using sensing gloves....
Taku Komura, Wai-Chun Lam