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SAC
2009
ACM
15 years 11 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
184
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EMSOFT
2009
Springer
15 years 11 months ago
Serving embedded content via web applications: model, design and experimentation
Embedded systems such as smart cards or sensors are now widespread, but are often closed systems, only accessed via dedicated terminals. A new trend consists in embedding Web serv...
Simon Duquennoy, Gilles Grimaud, Jean-Jacques Vand...
FPL
2009
Springer
107views Hardware» more  FPL 2009»
15 years 11 months ago
An FPGA based verification platform for HyperTransport 3.x
In this paper we present a verification platform designed for HyperTransport 3.x (HT3) applications. HyperTransport 3.x is a very low latency and high bandwidth chip-tochip interc...
Heiner Litz, Holger Fröning, Maximilian Th&uu...
AGENTS
2001
Springer
15 years 11 months ago
Matchmaking for autonomous agents in electronic marketplaces
Matchmaking is the process of mediating demand and supply based on profile information. Matchmaking plays a crucial role in agent-based electronic marketplaces: the problem to be ...
Daniel Veit, Jörg P. Müller, Martin Schn...
CCO
2001
Springer
161views Combinatorics» more  CCO 2001»
15 years 11 months ago
Branch, Cut, and Price: Sequential and Parallel
Branch, cut, and price (BCP) is an LP-based branch and bound technique for solving large-scale discrete optimization problems (DOPs). In BCP, both cuts and variables can be generat...
Laszlo Ladányi, Ted K. Ralphs, Leslie E. Tr...
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