Sciweavers

139 search results - page 22 / 28
» Game space design foundations for trans-reality games
Sort
View
GRAPHICSINTERFACE
2007
15 years 7 months ago
A GPU based interactive modeling approach to designing fine level features
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level features on subdivision surfaces. Displacement mapping is a technique for addi...
Xin Huang, Sheng Li, Guoping Wang
HICSS
2007
IEEE
86views Biometrics» more  HICSS 2007»
16 years 12 days ago
Digital Consumer Networks and Producer-Consumer Collaboration: Innovation and Product Development in the Digital Entertainment I
This paper examines new forms of collaboration between producers and consumers that are emerging in the digital entertainment space. Taking the case of the video-game industry, we...
Reina Y. Arakji, Karl Reiner Lang
IJNSEC
2008
119views more  IJNSEC 2008»
15 years 6 months ago
Pass-Go: A Proposal to Improve the Usability of Graphical Passwords
Inspired by an old Chinese game, Go, we have designed a new graphical password scheme, Pass-Go, in which a user selects intersections on a grid as a way to input a password. While...
Hai Tao, Carlisle Adams
HT
2003
ACM
15 years 11 months ago
HyperReal: a hypermedia model for mixed reality
This paper describes a generic hypermedia model that is used as a framework for building context aware and mixed reality applications. It can handle different media elements, and ...
Luís Romero, Nuno Correia
AMEC
2003
Springer
15 years 11 months ago
Choosing Samples to Compute Heuristic-Strategy Nash Equilibrium
Auctions define games of incomplete information for which it is often too hard to compute the exact Bayesian-Nash equilibrium. Instead, the infinite strategy space is often popu...
William E. Walsh, David C. Parkes, Rajarshi Das