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GAMEON
2000
14 years 11 months ago
RC++ A Rule Based Language for Game AI
"Game AI" is the high-level control code for computer entertainment applications. Games are diverse, and the nature of game AI reflects this diversity. However, game AI,...
Ian Wright, James A. R. Marshall
DAC
2005
ACM
15 years 10 months ago
A lattice-based framework for the classification and design of asynchronous pipelines
This paper presents a unifying framework for the modeling of asynchronous pipeline circuits. A pipeline protocol is captured in a graph-based model which defines the partial order...
Peggy B. McGee, Steven M. Nowick
ICDAR
2009
IEEE
15 years 4 months ago
Impact of Alphabet Knowledge on Online Writer Identification
Character prototype approaches for writer identification produces a consistent set of templates that are used to model the handwriting styles of writers, thereby allowing high acc...
Guo Xian Tan, Christian Viard-Gaudin, Alex C. Kot
ACMACE
2009
ACM
15 years 4 months ago
Classifying input for active games
Active games are video games that involve physical activity. Active games capture input via a variety of devices such as accelerometers, cameras, pressure sensors and exercise equ...
Tadeusz Stach, T. C. Nicholas Graham, Matthew Breh...
ICSOC
2007
Springer
15 years 3 months ago
Architectural Decisions and Patterns for Transactional Workflows in SOA
Abstract. An important architectural style for constructing enterprise applications is to use transactional workflows in SOA. In this setting, workflow activities invoke distribute...
Olaf Zimmermann, Jonas Grundler, Stefan Tai, Frank...