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126
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FDG
2009
ACM
15 years 10 months ago
Perspectives, frame rates and resolutions: it's all in the game
Hardware and platform limitations restrict the display settings for most computer games, forcing a tradeoff between frame rate and resolution to achieve acceptable performance. Pr...
Mark Claypool, Kajal T. Claypool
132
Voted
MM
2010
ACM
167views Multimedia» more  MM 2010»
15 years 3 months ago
Improving online gaming quality using detour paths
We study the problem of improving the user perceived quality of online games in which multiple players form a game session and exchange game-state updates over an overlay network....
Cong Ly, Cheng-Hsin Hsu, Mohamed Hefeeda
111
Voted
CSL
2002
Springer
15 years 3 months ago
Designs, Disputes and Strategies
Ludics has been proposed by Girard as an abstract general approach to proof theory. We explain how its basic notions correspond to those of the "innocent strategy" apprao...
Claudia Faggian, Martin Hyland
101
Voted
VR
2007
IEEE
15 years 10 months ago
Muddleware for Prototyping Mixed Reality Multiuser Games
We present Muddleware, a communication platform designed for mixed reality multi-user games for mobile, lightweight clients. An approach inspired by Tuplespaces, which provides de...
Dieter Wagner, Dieter Schmalstieg
120
Voted
ACII
2007
Springer
15 years 10 months ago
Does Body Movement Engage You More in Digital Game Play? and Why?
In past years, computer game designers have tried to increase player engagement by improving the believability of characters and environment. Today, the focus is shifting toward im...
Nadia Bianchi-Berthouze, Whan Woong Kim, Darshak P...