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SIGCSE
2002
ACM
126views Education» more  SIGCSE 2002»
13 years 9 months ago
Design patterns for games
Designing a two-person game involves identifying the game model to compute the best moves, the user interface (the "view") to play the game, and the controller to coordi...
Dung Zung Nguyen, Stephen B. Wong
CORR
2011
Springer
194views Education» more  CORR 2011»
13 years 4 months ago
Approachability of Convex Sets in Games with Partial Monitoring
We provide a necessary and sufficient condition under which a convex set is approachable in a game with partial monitoring, i.e. where players do not observe their opponents’ mo...
Vianney Perchet
CORR
2012
Springer
286views Education» more  CORR 2012»
12 years 5 months ago
A Faster Algorithm for Solving One-Clock Priced Timed Games
One-clock priced timed games is a class of two-player, zero-sum, continuous-time games that was defined and thoroughly studied in previous works. We show that One-clock priced ti...
Thomas Dueholm Hansen, Rasmus Ibsen-Jensen, Peter ...
ITICSE
2005
ACM
14 years 3 months ago
Teaching software engineering through game design
Many projects currently used in Software Engineering curricula lack both the “fun factor” needed to engage students, as well as the practical realism of engineering projects t...
Kajal T. Claypool, Mark Claypool
CHI
2007
ACM
14 years 10 months ago
User-centered design gymkhana
The User-centered design (UCD) Gymkhana is a tool for human-computer interaction practitioners to demonstrate through a game the key user-centered design methods and how they inte...
Muriel Garreta Domingo, Magí Almirall Hill,...