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ACMACE
2005
ACM
15 years 3 months ago
Achieving fairness in multiplayer network games through automated latency balancing
Over the past few years, the prominence of multiplayer network gaming has increased dramatically in the Internet. The effect of network delay (lag) on multiplayer network gaming h...
Sebastian Zander, Ian Leeder, Grenville J. Armitag...
HOTOS
2009
IEEE
15 years 1 months ago
Simplifying Distributed System Development
Distributed systems are difficult to design and develop. The difficulties arise both in basic safety correctness properties, and in achieving high performance. As a result of this...
Maysam Yabandeh, Nedeljko Vasic, Dejan Kostic, Vik...
EICS
2009
ACM
15 years 4 months ago
Input evaluation of an eye-gaze-guided interface: Kalman filter vs. velocity threshold eye movement identification
This paper evaluates the input performance capabilities of Velocity Threshold (I-VT) and Kalman Filter (I-KF) eye movement detection models when employed for eye-gaze-guided inter...
Do Hyong Koh, Sandeep A. Munikrishne Gowda, Oleg V...
CSCW
2004
ACM
15 years 3 months ago
High-performance telepointers
Although telepointers are valuable for supporting real-time collaboration, they are rarely seen in commercial groupware applications that run on the Internet. One reason for their...
Jeff Dyck, Carl Gutwin, Sriram Subramanian, Chris ...
CODES
2007
IEEE
15 years 1 months ago
A computational reflection mechanism to support platform debugging in SystemC
System-level and Platform-based design, along with Transaction Level modeling (TLM) techniques and languages like SystemC, appeared as a response to the ever increasing complexity...
Bruno Albertini, Sandro Rigo, Guido Araujo, Cristi...