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» Using Design Patterns for Refactoring Real-World Models
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UIST
1993
ACM
13 years 11 months ago
VB2: An Architecture for Interaction in Synthetic Worlds
This paper describes the VB2 architecture for the construction of three-dimensional interactive applications. The system's state and behavior are uniformly represented as a n...
Enrico Gobbetti, Jean-Francis Balaguer, Daniel Tha...
SIGSOFT
2007
ACM
14 years 8 months ago
CTG: a connectivity trace generator for testing the performance of opportunistic mobile systems
The testing of the performance of opportunistic communication protocols and applications is usually done through simulation as i) deployments are expensive and should be left to t...
Roberta Calegari, Mirco Musolesi, Franco Raimondi,...
EOR
2007
165views more  EOR 2007»
13 years 7 months ago
Adaptive credit scoring with kernel learning methods
Credit scoring is a method of modelling potential risk of credit applications. Traditionally, logistic regression, linear regression and discriminant analysis are the most popular...
Yingxu Yang
ICPR
2006
IEEE
14 years 8 months ago
Bayesian Imitation of Human Behavior in Interactive Computer Games
Modern interactive computer games provide the ability to objectively record complex human behavior, offering a variety of interesting challenges to the pattern-recognition communi...
Bernard Gorman, Christian Bauckhage, Christian Thu...
OOPSLA
2004
Springer
14 years 21 days ago
Hard real-time: C++ versus RTSJ
In the domain of hard real-time systems, which language is better: C++ or the Real-Time Specification for Java (RTSJ)? Although standard Java provides a more productive programmin...
Daniel L. Dvorak, William K. Reinholtz