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» Player adaptive entertainment computing
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CHI
2006
ACM
15 years 10 months ago
Exploring user experience in "blended reality": moving interactions out of the screen
Video game players often learn to map their physical actions (e.g., pressing buttons) onto their on-screen avatars' actions (e.g., wielding swords) in order to play. We explo...
David F. Huynh, Yan Xu, Shuo Wang
GECCO
2008
Springer
149views Optimization» more  GECCO 2008»
14 years 10 months ago
Real-time imitation-based adaptation of gaming behaviour in modern computer games
In the course of the recent complexification and sophistication of commercial computer games, the creation of competitive artificial players that are able to behave intelligentl...
Steffen Priesterjahn, Alexander Weimer, Markus Ebe...
CHI
2009
ACM
15 years 4 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...
CRYPTO
2006
Springer
99views Cryptology» more  CRYPTO 2006»
15 years 1 months ago
Scalable Secure Multiparty Computation
We present the first general protocol for secure multiparty computation which is scalable, in the sense that the amortized work per player does not grow, and in some natural settin...
Ivan Damgård, Yuval Ishai
81
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ACMACE
2006
ACM
15 years 3 months ago
AI-based world behaviour for emergent narratives
Research in Interactive Narrative has developed new approaches to the behaviour of virtual actors, but has dedicated little attention to the physical behaviour of the environment ...
Jean-Luc Lugrin, Marc Cavazza