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» Showing Users the Way: Signs in Virtual Worlds
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VR
2008
IEEE
156views Virtual Reality» more  VR 2008»
14 years 9 months ago
An Empirical Study of Hear-Through Augmented Reality: Using Bone Conduction to Deliver Spatialized Audio
Augmented reality (AR) is the mixing of computer-generated stimuli with real-world stimuli. In this paper, we present results from a controlled, empirical study comparing three wa...
Robert W. Lindeman, Haruo Noma, Paulo Gonça...
MM
2009
ACM
144views Multimedia» more  MM 2009»
15 years 4 months ago
Peer-assisted view-dependent progressive mesh streaming
Progressive mesh streaming is increasingly used in 3D networked applications, such as online games, virtual worlds, and digital museums. To scale such applications to a large numb...
Wei Cheng, Dan Liu, Wei Tsang Ooi
JCDL
2004
ACM
198views Education» more  JCDL 2004»
15 years 2 months ago
Finding authoritative people from the web
Today’s web is so huge and diverse that it arguably reflects the real world. For this reason, searching the web is a promising approach to find things in the real world. This ...
Masanori Harada, Shin-ya Sato, Kazuhiro Kazama
FDG
2009
ACM
15 years 4 months ago
Exertion in networked games
Physical play familiar from sports activities is a favorite pastime across all cultures and has been attributed with many social, mental and physical health benefits. However, the...
Florian Mueller
SAC
2010
ACM
14 years 9 months ago
TransPeer: adaptive distributed transaction monitoring for Web2.0 applications
In emerging Web2.0 applications such as virtual worlds or social networking websites, the number of users is very important (tens of thousands), hence the amount of data to manage...
Idrissa Sarr, Hubert Naacke, Stéphane Gan&c...