Sciweavers

4803 search results - page 64 / 961
» Game Design Patterns
Sort
View
ISSE
2006
15 years 3 months ago
Pattern Componentization: The Factory Example
Can Design Patterns be turned into reusable components? To help answer this question, we have performed a systematic study of the standard design patterns. One of the most ing is ...
Karine Arnout, Bertrand Meyer
ICAPR
2005
Springer
15 years 8 months ago
Recognition Tasks Are Imitation Games
There is need for more formal specification of recognition tasks. Currently, it is common to use labeled training samples to illustrate the task to be performed. The mathematical ...
Richard Zanibbi, Dorothea Blostein, James R. Cordy
CHI
2011
ACM
14 years 6 months ago
Placing a value on aesthetics in online casual games
Game designers frequently invest in aesthetic improvements such as music, sound effects, and animations. However, their exact value for attracting and retaining players remains un...
Erik Andersen, Yun-En Liu, Rich Snider, Roy Szeto,...
CHI
2009
ACM
15 years 10 months ago
O' game, can you feel my frustration?: improving user's gaming experience via stresscam
One of the major challenges of video game design is to have appropriate difficulty levels for users in order to maximize the entertainment value of the game. Game players may lose...
Chang Yun, Dvijesh Shastri, Ioannis Pavlidis, Zhig...
GAMEON
2003
15 years 4 months ago
An Actor Architecture to Develop Games for Blind Children
In this article, we are interested in providing a framework to develop games for visually impaired or blind children. In this context, we propose a tool set to ease the creation o...
Cyrille Bertelle, Antoine Dutot, Sylvain Lerebourg...