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NETGAMES
2004
ACM
15 years 9 months ago
Accuracy in dead-reckoning based distributed multi-player games
Distributed multi-player games use dead reckoning vectors to intimate other (at a distance) participating players about the movement of any entity by a controlling player. The dea...
Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, ...
NORDICHI
2004
ACM
15 years 9 months ago
Facilitating user interface adaptation to mobile devices
One vision of a context-aware pervasive networking environment promises the user a seamless access to surrounding services using her personal mobile device. This requires that the...
Pertti Repo
PDC
2004
ACM
15 years 9 months ago
From small scale to large scale user participation: a case study of participatory design in e-government systems
Most experiments with participative design are with small scale, stand alone and not very strategic applications of ICT in organizations. However, modern ICT applications are incr...
Anne-Marie Oostveen, Peter Van den Besselaar
GROUP
2003
ACM
15 years 9 months ago
Using cursor prediction to smooth telepointer jitter
Telepointers are an important type of embodiment in real-time distributed groupware. Telepointers can increase the presence of remote participants and can provide considerable awa...
Carl Gutwin, Jeff Dyck, Jennifer Burkitt
ICMCS
2000
IEEE
115views Multimedia» more  ICMCS 2000»
15 years 8 months ago
Common Time Reference for Interactive Multimedia Applications
A delay of about 100 ms gives human communicators the feeling of live interaction. Since in a global network the propagation delay alone is about 100 ms, every other delay compone...
Mario Baldi, Yoram Ofek