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SAC
2009
ACM
15 years 6 months ago
Aspect-oriented procedural content engineering for game design
Generally progressive procedural content in the context of 3D scene rendering is expressed as recursive functions where a finer level of detail gets computed on demand. Typical e...
Walter Cazzola, Diego Colombo, Duncan Harrison
GECCO
2008
Springer
179views Optimization» more  GECCO 2008»
15 years 3 months ago
Developing neural structure of two agents that play checkers using cartesian genetic programming
A developmental model of neural network is presented and evaluated in the game of Checkers. The network is developed using cartesian genetic programs (CGP) as genotypes. Two agent...
Gul Muhammad Khan, Julian Francis Miller, David M....
GROUP
2009
ACM
15 years 8 months ago
Emergent team coordination: from fire emergency response practice to a non-mimetic simulation game
We take the work practices of fire emergency responders as the basis for developing simulations to teach team coordination. We introduce non-mimetic simulation: economic operation...
Zachary O. Toups, Andruid Kerne, William A. Hamilt...
126
Voted
IJVR
2007
101views more  IJVR 2007»
15 years 1 months ago
Playful Geospatial Data Acquisition by Location-based Gaming Communities
—The success of Web 2.0 communities demonstrates that the users of an information service are willing to participate in the content creation process on a voluntary basis. In this...
Sebastian Matyas
IUI
2010
ACM
15 years 10 months ago
Evaluating the design of inclusive interfaces by simulation
We have developed a simulator to help with the design and evaluation of assistive interfaces. The simulator can predict possible interaction patterns when undertaking a task using...
Pradipta Biswas, Peter Robinson