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JVCA
2002
157views more  JVCA 2002»
15 years 6 months ago
Planning characters' behaviour in interactive storytelling
In this paper, we describe a method for implementing the behaviour of artificial actors in the context of interactive storytelling. We have developed a fully implemented prototype...
Marc Cavazza, Fred Charles, Steven J. Mead
VR
2008
IEEE
173views Virtual Reality» more  VR 2008»
16 years 25 days ago
Rapid Creation of Large-scale Photorealistic Virtual Environments
The rapid and efficient creation of virtual environments has become a crucial part of virtual reality applications. In particular, civil and defense applications often require an...
Charalambos Poullis, Suya You, Ulrich Neumann
BMCBI
2008
182views more  BMCBI 2008»
15 years 6 months ago
MiMiR - an integrated platform for microarray data sharing, mining and analysis
Background: Despite considerable efforts within the microarray community for standardising data format, content and description, microarray technologies present major challenges i...
Chris Tomlinson, Manjula Thimma, Stelios Alexandra...
GECCO
2009
Springer
124views Optimization» more  GECCO 2009»
15 years 11 months ago
Reinforcement learning for games: failures and successes
We apply CMA-ES, an evolution strategy with covariance matrix adaptation, and TDL (Temporal Difference Learning) to reinforcement learning tasks. In both cases these algorithms se...
Wolfgang Konen, Thomas Bartz-Beielstein
CEC
2009
IEEE
16 years 1 months ago
On-line neuroevolution applied to The Open Racing Car Simulator
— The application of on-line learning techniques to modern computer games is a promising research direction. In fact, they can be used to improve the game experience and to achie...
Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi