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CHI
2007
ACM
16 years 6 months ago
Project massive: self-regulation and problematic use of online gaming
A longitudinal design was employed to collect three waves of survey data over a 14 month period from 2790 online gamers. Respondents were asked questions about their gaming activi...
A. Fleming Seay, Robert E. Kraut
CHI
2007
ACM
16 years 6 months ago
Selection-based note-taking applications
The increasing integration of education and technology has led to the development of a range of note-taking applications. Our project's goal is to provide empirical data to g...
Aaron Bauer, Kenneth R. Koedinger
CHI
2006
ACM
16 years 6 months ago
"Alone together?": exploring the social dynamics of massively multiplayer online games
Massively Multiplayer Online Games (MMOGs) routinely attract millions of players but little empirical data is available to assess their players' social experiences. In this p...
Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, Ro...
SIGMOD
2007
ACM
156views Database» more  SIGMOD 2007»
16 years 6 months ago
JouleSort: a balanced energy-efficiency benchmark
The energy efficiency of computer systems is an important concern in a variety of contexts. In data centers, reducing energy use improves operating cost, scalability, reliability,...
Suzanne Rivoire, Mehul A. Shah, Parthasarathy Rang...
WMCSA
2009
IEEE
16 years 25 days ago
BALANCE: towards a usable pervasive wellness application with accurate activity inference
Technology offers the potential to objectively monitor people‘s eating and activity behaviors and encourage healthier lifestyles. BALANCE is a mobile phone-based system for long...
Tamara Denning, Adrienne H. Andrew, Rohit Chaudhri...