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The use of game as a construct is part of our ongoing attempt to find ways at creating a computer-generated learning environment for children that will be both engaging and motivational.
We study the e ects of agent turnover and agent movement on equilibrium selection in spatial coordination games with Pareto domi- nant and risk dominant Nash equilibria. Our primary interest is in u...
The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to in...
Undoubtedly the biggest success amongst the recent games console releases has been the launch of the Nintendo Wii. This is arguably due to its most innovative attribute—the wireless controller or “Wii...
One of the main challenges encountered by interactive graphics programmers involves presenting high-quality scenes while retaining real-time frame rates on the hardware. To achieve this, level-of-deta...
A novel way of playing games called ambient gaming is defined and described. Growing out of ideas in ambient music, ambient gaming is defined as “ignorable as it is interesting” after Brian Eno's desc...
Multiplayer online games (MOGs) have become increasingly popular because of the opportunity they provide for collaboration, communication, and interaction. However, compared with ordinary human commun...
Computer games and interactive entertainment have gained much attention recently in the domain of digital media. They are now being applied or used in many areas such as entertainment, education, trai...
Location-based games not only offer new experiences for the players, but also present new challenges for researchers in terms of analyzing player behaviour. Whilst many ethnographical studies have pre...
Multiplayer online games with support for high user numbers must provide mechanisms to support an increasing amount of players by using additional resources. This paper provides a comprehensive analys...
Networking for Computer Games     Networking  Computer Games       2009/9/3
Networking has become the main selling point for computer games: commercial games are expected to support multiplaying and the online game sites aim at supporting an ever increasing number of users. A...
This paper presents the design, development, and test results of a tool for adjusting properties of emergent environment maps automatically according to a given scenario. Adjusting properties for a sc...
Bots for real-time strategy (RTS) games may be very challenging to implement. A bot controls a number of units that will have to navigate in a partially unknown environment, while at the same time avo...
There is an attention shift within the gaming industry toward more natural (long-term) behavior of nonplaying characters (NPCs). Multiagent system research offers a promising technology to implement c...
Artificial intelligence (AI) in computer games covers the behaviour and decision-making process of game-playing opponents (also known as nonplayer character or NPC). Current generations of computer an...

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