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MIG
2009
Springer
16 years 1 months ago
Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions
Abstract. Despite the large success of games grounded on movement-based interactions the current state of full body motion capture technologies still prevents the exploitation of p...
Ronan Boulic, Daniel Raunhardt
ACMACE
2009
ACM
16 years 1 months ago
Exposure effect on experience and visual perception in stereoscopic visual presentations
The advent of new technologies in cinema, theatre and virtual reality together with increasing demands for new content, are pushing the boundaries of filmmaking and storytelling t...
Wendy Ann Mansilla, Andrew Perkis, Touradj Ebrahim...
ACMACE
2009
ACM
16 years 1 months ago
Classifying input for active games
Active games are video games that involve physical activity. Active games capture input via a variety of devices such as accelerometers, cameras, pressure sensors and exercise equ...
Tadeusz Stach, T. C. Nicholas Graham, Matthew Breh...
ACMACE
2009
ACM
16 years 1 months ago
Instantaneous saccade driven eye gaze interaction
In this paper, we introduce and evaluate a new Instantaneous Saccade (IS) selection scheme for eye gaze driven interfaces where the speed of the target selection is of utmost impo...
Oleg V. Komogortsev, Young Sam Ryu, Do Hyong Koh, ...
EICS
2009
ACM
16 years 1 months ago
A responsibility-based pattern language for usability-supporting architectural patterns
Usability-supporting architectural patterns (USAPs) were developed as a way to explicitly connect the needs of architecturally-sensitive usability concerns to the design of softwa...
Bonnie E. John, Len Bass, Elspeth Golden, Pia Stol...
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