Mobile games are based on the physical movement of players in a game world, combining real world with virtual dimensions. As the real world defies control, the magic circle, the bo...
Understanding how pointing performance varies in real world computer use and over time can provide valuable insight about how systems should accommodate changes in pointing behavi...
d Abstract) David Kitchin, Evan Powell, and Jayadev Misra The University of Texas at Austin The real world is inherently concurrent and temporal. For simulating physical phenomena ...
Research in parallel simulation has been around for more than two decades. However, the number of papers reporting on its application to real world problems is limited. At the 200...
Recently, social text streams (e.g., blogs, web forums, and emails) have become ubiquitous with the evolution of the web. In some sense, social text streams are sensors of the rea...
People underestimate egocentric distances in head-mounted display virtual environments, as compared to estimates done in the real world. Our work investigates whether distances ar...
Ivelina V. Alexandrova, Paolina T. Teneva, Stephan...
Current user interface techniques such as WIMP or the desktop metaphor do not support real world tasks, because the focus of these user interfaces is only on human–computer inte...
Abstract. Trust-management systems address the authorization problem in distributed systems. They offer several advantages over other approaches, such as support for delegation and...
Hao Wang, Somesh Jha, Thomas W. Reps, Stefan Schwo...
Data exchange between embedded systems and other small or large computing devices increases. Since data in different data sources may refer to the same real world objects, data ca...
Maintaining knowledge of current position and orientation is frequently a problem for people in virtual environments. In this paper we present a toolset of techniques based on pri...