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FDG
2009
ACM
16 years 20 days ago
Rhythm-based level generation for 2D platformers
We present a rhythm-based method for the automatic generation of levels for 2D platformers, where the rhythm is that which the player feels with his hands while playing. Levels ar...
Gillian Smith, Mike Treanor, Jim Whitehead, Michae...
IEEECGIV
2009
IEEE
15 years 3 months ago
General Shape Grammar Interpreter for Intelligent Designs Generations
Shape grammars play an important role in a new generation of tools for the analysis and design of products. In this work we present a general tool named Shape Grammar Interpreter (...
Tomas Trescak, Inmaculada Rodríguez, Marc E...
CCECE
2006
IEEE
16 years 6 days ago
Lazy Generation of Building Interiors in Realtime
Impenetrable doors are often quite common in virtual worlds. This is especially apparent in video games boasting large urban environments. Although there are often enterable build...
Evan Hahn, Prosenjit Bose, Anthony Whitehead
KAIS
2000
131views more  KAIS 2000»
15 years 6 months ago
Intentions in the Coordinated Generation of Graphics and Text from Tabular Data
To use graphics efficiently in an automatic report generation system, one has to model messages and how they go from the writer (intention) to the reader (interpretation). This pap...
Massimo Fasciano, Guy Lapalme
IMR
2004
Springer
15 years 11 months ago
Twelve Ways to Fool The Masses when Describing Mesh Generation Performance
Mesh generation for finite element analysis is far from a solved problem. Although several automatic meshing algorithms exist, other difficulties of setting up a problem for finit...
Timothy J. Tautges, David R. White, Robert W. Lela...