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CSCW
2006
ACM
15 years 10 months ago
Strangers and friends: collaborative play in world of warcraft
We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe...
Bonnie A. Nardi, Justin Harris
ASSETS
2008
ACM
15 years 9 months ago
Technology for just-in-time in-situ learning of facial affect for persons diagnosed with an autism spectrum disorder
Many first-hand accounts from individuals diagnosed with autism spectrum disorders (ASD) highlight the challenges inherent in processing high-speed, complex, and unpredictable soc...
Miriam Madsen, Rana El Kaliouby, Matthew Goodwin, ...
CSCW
2011
ACM
15 years 2 months ago
Peer interaction effectively, yet infrequently, enables programmers to discover new tools
Computer users rely on software tools to work effectively and efficiently, but it is difficult for users to be aware of all the tools that might be useful to them. While there a...
Emerson R. Murphy-Hill, Gail C. Murphy
CNSR
2005
IEEE
210views Communications» more  CNSR 2005»
15 years 9 months ago
A Framework for Self-Management of Hybrid Wireless Networks Using Autonomic Computing Principles
The dramatic increase in the number of mobile subscribers has put a significant resource and service provisioning strain on current cellular networks in particular in terms of mu...
Chong Shen, Dirk Pesch, James Irvine
PEWASUN
2007
ACM
15 years 8 months ago
Worst-case lifetime computation of a wireless sensor network by model-checking
Wireless Sensor Network (WSN) technology is now mature enough to be used in numerous application domains. However, due to the restricted amount of energy usually allocated to each...
Laurent Mounier, Ludovic Samper, Wassim Znaidi