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AIIDE
2009
14 years 11 months ago
Computational Support for Play Testing Game Sketches
Early-stage game prototypes need to be informative without requiring excessive commitments. Paper prototypes are frequently used as a way of trying out core mechanics while leavin...
Adam M. Smith, Mark J. Nelson, Michael Mateas
ACMACE
2007
ACM
15 years 2 months ago
Capture the flag: simulating a location-based mobile game using the wizard-of-oz method
We present a wizard of Oz framework for the simulation of locationbased mobile games. We explore briefly the methodological concept of Wizard of Oz and show, based on a case study...
Regina Bernhaupt, Stefan Jenisch, York Keyser, Man...
IJCAI
1993
14 years 11 months ago
Learning of Resource Allocation Strategies for Game Playing
Human chess players exhibit a large variation in the amount of time they allocate for each move. Yet, the problem of devising resource allocation strategies for game playing did n...
Shaul Markovitch, Yaron Sella
IWINAC
2007
Springer
15 years 4 months ago
Optimal Cue Combination for Saliency Computation: A Comparison with Human Vision
The computer model of visual attention derives an interest or saliency map from an input image in a process that encompasses several data combination steps. While several combinati...
Alexandre Bur, Heinz Hügli
CHI
2009
ACM
15 years 11 months ago
Usability, playability, and long-term engagement in computer games
Does usability affect long term user engagement in computer games, or are other factors more influential? This paper explores this issue, discussing an evaluation study that measu...
Alessandro Febretti, Franca Garzotto