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93
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ISMAR
2005
IEEE
15 years 6 months ago
Synchronizing 3D Movements for Quantitative Comparison and Simultaneous Visualization of Actions
In our poster presentation at ISMAR’04 [11], we proposed the idea of an AR training solution including capture and 3D replays of subtle movements. The crucial part missing for r...
Tobias Sielhorst, Tobias Blum, Nassir Navab
84
Voted
QEST
2005
IEEE
15 years 6 months ago
QBDs with Marked Time Epochs: a Framework for Transient Performance Measures
A framework to assess transient performance measures is introduced by generalizing the theory of the quasi Birthand-Death (QBD) paradigm to QBDs with marked time epochs (QBDm ). T...
Benny Van Houdt, Chris Blondia
MIDDLEWARE
2004
Springer
15 years 5 months ago
Kernel-middleware interaction to support adaptation in pervasive computing environments
In pervasive computing environments, conditions are highly variable and resources are limited. In order to meet the needs of applications, systems must adapt dynamically to changi...
Farshad A. Samimi, Philip K. McKinley, Seyed Masou...
86
Voted
HUC
2004
Springer
15 years 5 months ago
The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game
We present a study of people’s use of positional information as part of a collaborative location-based game. The game exploits self-reported positioning in which mobile players m...
Steve Benford, Will Seager, Martin Flintham, Rob A...
CHI
2004
ACM
16 years 22 days ago
The usability of massively multiplayer online roleplaying games: designing for new users
This study examines the usability challenges faced by new players of massively multiplayer online role-playing games (MMORPGs), one of the fastest-growing segments of the video ga...
Steve Cornett