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» The Role of Augmented Reality within Ambient Intelligence
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CIG
2006
IEEE
13 years 10 months ago
Using Wearable Sensors for Real-Time Recognition Tasks in Games of Martial Arts - An Initial Experiment
Abstract-- Beside their stunning graphics, modern entertainment systems feature ever-higher levels of immersive userinteraction. Today, this is mostly achieved by virtual (VR) and ...
Ernst A. Heinz, Kai S. Kunze, Matthias Gruber, Dav...
EUSAI
2004
Springer
13 years 11 months ago
Shaping the Ambience of Homes with Domestic Hypermedia
We currently witness a massive digitization of domestic materials e.g. photos, music, calendars, recipes, notes, messages. This digitization provides new conditions for how we inte...
Marianne Graves Petersen, Kaj Grønbæk
ATAL
2006
Springer
13 years 10 months ago
Balancing the needs of players and spectators in agent-based commentary systems
We describe an agent-based commentary system for computer games which produces real-time and post-game commentary for spectators. Our system adopts an embodied approach in which r...
Dan Fielding, Brian Logan, Steve Benford
FLAIRS
2000
13 years 7 months ago
Actively Supporting Collaboration in Virtual Learning Environments
Collaboration between peers is an important aspect of the learning process and can considerably augment learning in studying complex domains. To ensure that peer collaboration occ...
Adrian Gordon, Lynne E. Hall
NOSSDAV
2010
Springer
13 years 11 months ago
Second life: a social network of humans and bots
Second Life (SL) is a virtual world where people interact and socialize through virtual avatars. Avatars behave similarly to their human counterparts in real life and naturally de...
Matteo Varvello, Geoffrey M. Voelker