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SAC
2009
ACM
15 years 11 months ago
Aspect-oriented procedural content engineering for game design
Generally progressive procedural content in the context of 3D scene rendering is expressed as recursive functions where a finer level of detail gets computed on demand. Typical e...
Walter Cazzola, Diego Colombo, Duncan Harrison
ICCAD
2000
IEEE
149views Hardware» more  ICCAD 2000»
15 years 11 months ago
Dynamic Response Time Optimization for SDF Graphs
Synchronous Data Flow (SDF) is a well-known model of computation that is widely used in the control engineering and digital signal processing domains. Existing scheduling methods ...
Dirk Ziegenbein, Jan Uerpmann, Ralph Ernst
214
Voted
UMUAI
1998
157views more  UMUAI 1998»
15 years 6 months ago
Bayesian Models for Keyhole Plan Recognition in an Adventure Game
We present an approach to keyhole plan recognition which uses a dynamic belief (Bayesian) network to represent features of the domain that are needed to identify users’ plans and...
David W. Albrecht, Ingrid Zukerman, Ann E. Nichols...
ASPLOS
2011
ACM
14 years 10 months ago
NV-Heaps: making persistent objects fast and safe with next-generation, non-volatile memories
nt, user-defined objects present an attractive abstraction for working with non-volatile program state. However, the slow speed of persistent storage (i.e., disk) has restricted ...
Joel Coburn, Adrian M. Caulfield, Ameen Akel, Laur...
MIPS
2004
Springer
121views Multimedia» more  MIPS 2004»
16 years 5 days ago
Analysis of FEC Codes for Partially Reliable Media Broadcasting Schemes
With many multimedia delivery schemes a client does not necessarily receive a given media content entirely (e.g. router congestions can lead some information to be lost). Mechanism...
Christoph Neumann, Vincent Roca
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