Sciweavers

106 search results - page 20 / 22
» A computer game using galvanic skin response
Sort
View
STOC
2006
ACM
122views Algorithms» more  STOC 2006»
15 years 9 months ago
Fast convergence to Wardrop equilibria by adaptive sampling methods
We study rerouting policies in a dynamic round-based variant of a well known game theoretic traffic model due to Wardrop. Previous analyses (mostly in the context of selfish routi...
Simon Fischer, Harald Räcke, Berthold Vö...
SIGGRAPH
2010
ACM
15 years 1 months ago
A deformation transformer for real-time cloth animation
Achieving interactive performance in cloth animation has significant implications in computer games and other interactive graphics applications. Although much progress has been m...
Wei-Wen Feng, Yizhou Yu, Byung-Uck Kim
IUI
2003
ACM
15 years 2 months ago
Self-adaptive multimodal-interruption interfaces
This work explores the use of ambient displays in the context of interruption. A multimodal interface was created to communicate with users by using two ambient channels for inter...
Ernesto Arroyo, Ted Selker
ICPP
2008
IEEE
15 years 3 months ago
Implementing and Exploiting Inevitability in Software Transactional Memory
—Transactional Memory (TM) takes responsibility for concurrent, atomic execution of labeled regions of code, freeing the programmer from the need to manage locks. Typical impleme...
Michael F. Spear, Michael Silverman, Luke Dalessan...
NEUROSCIENCE
2001
Springer
15 years 1 months ago
Role of the Cerebellum in Time-Critical Goal-Oriented Behaviour: Anatomical Basis and Control Principle
The Brain is a slow computer yet humans can skillfully play games such as tennis where very fast reactions are required. Of particular interest is the evidence for strategic thinki...
Guido Bugmann