2015
DOI: 10.1007/978-3-319-17632-1
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A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games

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Cited by 24 publications
(43 citation statements)
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“…It should be noted that there are several abstractions of simulation possible within a computing device, for example, (in general) the micro instructions of the CPU simulate instructions of the CPU, which in turn simulate assembly or higher level languages, which in turn simulate the operating system of a computer, and which in turn can simulate the software engine simulating a VE. If a technology can provide for one or more ( MANY ) “data spaces,” then the loaded state in MANY data spaces can possibly constitute a VE. It is possible to have MANY environments nested in other environments (e.g., multiple software running on the OS); a virtual world is a specialization of MANY VEs.…”
Section: Methodology and Scopementioning
confidence: 99%
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“…It should be noted that there are several abstractions of simulation possible within a computing device, for example, (in general) the micro instructions of the CPU simulate instructions of the CPU, which in turn simulate assembly or higher level languages, which in turn simulate the operating system of a computer, and which in turn can simulate the software engine simulating a VE. If a technology can provide for one or more ( MANY ) “data spaces,” then the loaded state in MANY data spaces can possibly constitute a VE. It is possible to have MANY environments nested in other environments (e.g., multiple software running on the OS); a virtual world is a specialization of MANY VEs.…”
Section: Methodology and Scopementioning
confidence: 99%
“…Software running in a computer (e.g., a virtual world engine) will run according to ST but can simulate another abstraction of time, called VT, for its loaded state (e.g., a VE). VT can be simulated by establishing an epoch for VT (e.g., zero or ST when the state was loaded) plus an offset.…”
Section: Grounded Theorymentioning
confidence: 99%
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