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113
Perfecting the Table Games Dealer: Improving Initial Table Games Dealer Training Curriculum to Create More Versatile Gaming Employees
, 2012
"... This Professional Paper is brought to you for free and open access by Digital Scholarship@UNLV. It has been accepted for inclusion in UNLV Theses/ Dissertations/Professional Papers/Capstones by an authorized administrator of Digital Scholarship@UNLV. For more information, please contact ..."
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This Professional Paper is brought to you for free and open access by Digital Scholarship@UNLV. It has been accepted for inclusion in UNLV Theses/ Dissertations/Professional Papers/Capstones by an authorized administrator of Digital Scholarship@UNLV. For more information, please contact
Versatile walk engine
- Journal of Game Development
, 2004
"... Walking is one of the most characteristic motions of humans: the walking animation is indispensable for any game featuring humans or human-like characters. We propose an efficient walk engine for the reactive animation of biped characters of any size and proportions. The movement can be controlled b ..."
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Cited by 9 (1 self)
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Walking is one of the most characteristic motions of humans: the walking animation is indispensable for any game featuring humans or human-like characters. We propose an efficient walk engine for the reactive animation of biped characters of any size and proportions. The movement can be controlled
Meshless deformations based on shape matching
- ACM TRANS. GRAPH
, 2005
"... We present a new approach for simulating deformable objects. The underlying model is geometrically motivated. It handles pointbased objects and does not need connectivity information. The approach does not require any pre-processing, is simple to compute, and provides unconditionally stable dynamic ..."
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Cited by 169 (12 self)
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. Since points are always drawn towards well-defined locations, the overshooting problem of explicit integration schemes is eliminated. The versatility of the approach in terms of object representations that can be handled, the efficiency in terms of memory and computational complexity
Versatile Tuning of Humanoid Agent Activity
- Computer Graphics Forum
, 2000
"... In this paper, we present an integration framework for heterogeneous motion generators. The objective is to outline issues that are currently easily solved in professional post-processing systems used in film and game production but which cannot be transposed as is to real-time systems with autono ..."
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Cited by 4 (2 self)
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In this paper, we present an integration framework for heterogeneous motion generators. The objective is to outline issues that are currently easily solved in professional post-processing systems used in film and game production but which cannot be transposed as is to real-time systems
Achieving Oblivious Transfer Using Weakened Security Assumptions (Extended Abstract)
, 1988
"... ) Claude Cr'epeau Department of Computer Science MIT Joe Kilian y Mathematics Department MIT Abstract A useful paradigm in studying cryptographic scenarios is that of protocol minimalism. That is, given a cryptographic model, one wishes to determine the simplest protocols one needs in order ..."
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Cited by 134 (12 self)
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. Oblivious transfer protocols, first introduced by Rabin [R], are conceptually very simple, yet can be used to implement a wide variety of protocols([EGL],[BCR1],[K]). The versatility of these games amply motivates a wider study of the power of simple two-party games. In this paper, we present some general
On winning strategies in Ehrenfeucht-Fraïssé games
- Theoretical Computer Science
, 1997
"... We present a powerful and versatile new sufficient condition for the second player (the ..."
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Cited by 15 (3 self)
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We present a powerful and versatile new sufficient condition for the second player (the
A Versatile and Robust Model for Geometrically Complex
"... Why deformable bodies? Looks more real than rigid bodies Most objects in the real world deform, true rigid bodies don’t physically exist Open up new possibilities in gaming experiences GeForce 8800 can handle the computations necessary for deformable body simulation entirely on the GPU Simulation Co ..."
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Why deformable bodies? Looks more real than rigid bodies Most objects in the real world deform, true rigid bodies don’t physically exist Open up new possibilities in gaming experiences GeForce 8800 can handle the computations necessary for deformable body simulation entirely on the GPU Simulation
Bluewand — A versatile remote control and pointing device
"... Abstract. The Bluewand is a small, pen-like device that can be used to control Bluetooth enabled devices by hand-movements. A 6-axis accelerometer and gyroscope system detects the device’s full orientation and movement in space. A Bluetooth wireless link transmits this data to any cooperating device ..."
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Cited by 1 (0 self)
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device which then executes associated commands or further interprets the device’s movements. Possible applications include remote control of various consumer electronics (TV-set, cell-phone, MP3-player), access control to machines and buildings, a virtual laser pointer, and mobile gaming. Bluewand
Versatile, high-quality motions and behavior control of humanoid soccer robots
"... Abstract — Many different and high-quality humanoid motions have been developed based on a tailored, 55cm tall humanoid robot kinematics and design using 21 servo motors and inertial sensors for stabilization. These include fast forward walking of about 1.5 km/h in permanent operation, multidirectio ..."
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Cited by 4 (2 self)
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are controlled by hierarchical state machine executed on an onboard Pocket PC. Information about the current state of the dynamic environment in a soccer game is obtained from two directed cameras with wide and narrow angles. During RoboCup 2006 the robot demonstrated the fastest walking of all kid- and teen
The UbER-Badge, A Versatile Platform at the Juncture Between Wearable and Social Computing
- IN FERSHA, A., HORTNER, H., KOSTIS, G. (EDS), ADVANCES IN PERVASIVE COMPUTING, OESTERREICHISCHE COMPUTER GESELLSCHAFT
, 2004
"... We present the design of a new badge platform for facilitating interaction in large groups of people. We have built this device to be very flexible in order to host a wide variety of interactions in the areas where wearable and social computing converge, from game environments to meetings and conven ..."
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Cited by 15 (5 self)
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We present the design of a new badge platform for facilitating interaction in large groups of people. We have built this device to be very flexible in order to host a wide variety of interactions in the areas where wearable and social computing converge, from game environments to meetings
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113