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NETGAMES
2006
ACM
16 years 1 months ago
Hack-proof synchronization protocol for multi-player online games
Synchronization protocols based on “dead-reckoning” are vulnerable to a popular type of cheat called speed-hack. A speed-hack helps a cheater to gain unfair advantages by essen...
Yeung Siu Fung
AVSS
2005
IEEE
16 years 1 months ago
Multi-camera positioning to optimize task observability
The performance of computer vision systems for measurement, surveillance, reconstruction, gait recognition, and many other applications, depends heavily on the placement of camera...
Robert Bodor, Paul R. Schrater, Nikolaos Papanikol...
AVSS
2005
IEEE
16 years 1 months ago
VidMAP: video monitoring of activity with Prolog
This paper describes the architecture of a visual surveillance system that combines real time computer vision algorithms with logic programming to represent and recognize activiti...
Vinay D. Shet, David Harwood, Larry S. Davis
CIG
2005
IEEE
16 years 1 months ago
Combining Coaching and Learning to Create Cooperative Character Behavior
Abstract- We present a concept for developing cooperative characters (agents) for computer games that combines coaching by a human with evolutionary learning. The basic idea is to ...
Jörg Denzinger, Chris Winder
HICSS
2005
IEEE
191views Biometrics» more  HICSS 2005»
16 years 1 months ago
Knowledge Management and the Design of Distributed Cognition Systems
The society in which we live today is increasingly a knowledge society. Organizations are turning more and more to knowledge creation and management for the development of their c...
Sandra M. Richardson