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» Software design patterns for TinyOS
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IUI
2012
ACM
13 years 7 months ago
1F: one accessory feature design for gesture recognizers
One Feature (1F) is a simple and intuitive pruning strategy that reduces considerably the amount of computations required by Nearest-Neighbor gesture classifiers while still pres...
Radu-Daniel Vatavu
APAQS
2001
IEEE
15 years 3 months ago
Object-Oriented Program Behavior Analysis Based on Control Patterns
Code-patterns are statically recurring structure specific to a programming language. It can be parallel to aid in designing software systems for solving particular problems. Contr...
C.-C. Hwang, S.-K. Huang, D.-J. Chen, D. Chen
WER
2007
Springer
15 years 6 months ago
Analyzing Problem Frames together with Solution Patterns
The Problem Frames approach defines identifiable problem classes based on, among other things, their context and the characteristics of their domains, interfaces and requirements,...
Ellen Souza, Maria Lencastre, Renata Cristina Fara...
CHI
2010
ACM
15 years 28 days ago
Critical gameplay: software studies in computer gameplay
The computer game software with which we interact on a daily basis not only entertains us, it trains us into specific patterns. Critical Gameplay is a design practice which endeav...
Lindsay Grace
ECBS
2000
IEEE
97views Hardware» more  ECBS 2000»
15 years 4 months ago
Ensuring Structure and Behavior Correctness in Design Composition
The design of a large component-based software system typically involves the composition of different components. Instead of relying on a free composition of components, we advoca...
Jing Dong, Paulo S. C. Alencar, Donald D. Cowan