Sciweavers

408 search results - page 77 / 82
» The NERO Video Game
Sort
View
JUCS
2008
134views more  JUCS 2008»
13 years 7 months ago
Gaze-based Interaction for Virtual Environments
Abstract We present an alternative interface that allows users to perceive new sensations in virtual environments. Gaze-based interaction in virtual environments creates the feelin...
Jorge Jimenez, Diego Gutierrez, Pedro Latorre
SIGMETRICS
2008
ACM
13 years 7 months ago
DRAM is plenty fast for wirespeed statistics counting
Per-flow network measurement at Internet backbone links requires the efficient maintanence of large arrays of statistics counters at very high speeds (e.g. 40 Gb/s). The prevailin...
Bill Lin, Jun (Jim) Xu
TOG
2008
156views more  TOG 2008»
13 years 7 months ago
Real-time motion retargeting to highly varied user-created morphologies
Character animation in video games--whether manually keyframed or motion captured--has traditionally relied on codifying skeletons early in a game's development, and creating...
Chris Hecker, Bernd Raabe, Ryan W. Enslow, John De...
TOG
2002
167views more  TOG 2002»
13 years 7 months ago
Interactive control of avatars animated with human motion data
Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, howeve...
Jehee Lee, Jinxiang Chai, Paul S. A. Reitsma, Jess...
TON
2002
99views more  TON 2002»
13 years 7 months ago
Beyond folklore: observations on fragmented traffic
Fragmented IP traffic is a poorly understood component of the overall mix of traffic on the Internet. Many assertions about the nature and extent of fragmented traffic are anecdota...
Colleen Shannon, David Moore, Kimberly C. Claffy