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IJVR
2007
108views more  IJVR 2007»
15 years 6 months ago
Design and Narrative Structure for the Virtual Human Scenarios
—This article describes the design of the two application scenarios of the Virtual Human project and its integration into the Virtual Human system. This includes overall concepts...
Stefan Göbel, Ido Aharon Iurgel, Markus R&oum...
GAMESEC
2010
139views Game Theory» more  GAMESEC 2010»
15 years 4 months ago
Design of Network Topology in an Adversarial Environment
We study the strategic interaction between a network manager whose goal is to choose (as communication infrastructure) a spanning tree of a network given as an undirected graph, an...
Assane Gueye, Jean C. Walrand, Venkat Anantharam
TEI
2010
ACM
100views Hardware» more  TEI 2010»
15 years 6 months ago
Coming to grips with the objects we grasp: detecting interactions with efficient wrist-worn sensors
The use of a wrist-worn sensor that is able to read nearby RFID tags and the wearer's gestures has been suggested frequently as a way to both detect the objects we interact w...
Eugen Berlin, Jun Liu, Kristof Van Laerhoven, Bern...
AUIC
2006
IEEE
16 years 17 days ago
Persuasive interaction for collectivist cultures
Persuasive technology is defined as “any interactive product designed to change attitudes or behaviours by making desired outcomes easier to achieve”. It can take the form of...
Rilla Khaled, Robert Biddle, James Noble, Pippin B...
GI
2008
Springer
15 years 7 months ago
Features of a Toolkit for open Human-Computer Interaction with Ambient Services
: For the deployment of ambient services it is unrealistic to base user-computer interaction on traditional mouse or keyboard. Replacing them with other proprietary devices just mo...
Andreas Lorenz