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ACMACE
2009
ACM
16 years 1 months ago
Towards tailoring player experience in physical Wii games: a case study on relaxation
In this study we construct an artificial neural network model of players’ relaxation preferences while playing a physical Wii game. Developed technology will assist game designe...
Patrick Jarnfelt, Sebbe Selvig, Dajana Dimovska
PG
2007
IEEE
16 years 23 days ago
Multilinear Motion Synthesis with Level-of-Detail Controls
Interactive animation systems often use a level-of-detail (LOD) control to reduce the computational cost by eliminating unperceivable details of the scene. Most methods employ a m...
Tomohiko Mukai, Shigeru Kuriyama
IJAR
2008
93views more  IJAR 2008»
15 years 6 months ago
Prototype based fuzzy classification in clinical proteomics
Proteomic profiling based on mass spectrometry is an important tool for studies at the protein and peptide level in medicine and health care. Thereby, the identification of releva...
Frank-Michael Schleif, Thomas Villmann, Barbara Ha...
CGF
2010
171views more  CGF 2010»
15 years 3 months ago
Efficient Mean-shift Clustering Using Gaussian KD-Tree
Mean shift is a popular approach for data clustering, however, the high computational complexity of the mean shift procedure limits its practical applications in high dimensional ...
Chunxia Xiao, Meng Liu
GIS
2008
ACM
15 years 7 months ago
Combining 3-D geovisualization with force feedback driven user interaction
We describe a prototype software system for investigating novel human-computer interaction techniques for 3-D geospatial data. This system, M4-Geo (Multi-Modal Mesh Manipulation o...
Adam Faeth, Michael Oren, Chris Harding