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Context sensitive actions may be perceived as dumbing down of the user interface, leaving the operator at a loss as to what to do when the computer decides to perform an unwanted action. Additionally non-automatic procedures may be hidden or obscured by the context sensitive interface causing an increase in user workload for operations the ...
Netcode is a blanket term most commonly used by gamers relating to networking in online games, often referring to synchronization issues between clients and servers.. Players often blame "bad netcode" when they experience lag or reverse state transitions when synchronization between players is lost.
In computing, DirectInput is a legacy [1] Microsoft API for collecting input from a computer user, via input devices such as the mouse, keyboard, or a gamepad.It also provides a system for action mapping, which allows the user to assign specific actions within a game to the buttons and axes of the input devices.
A computer keyboard is a built-in or peripheral input device modeled after the typewriter keyboard [1] [2] which uses an arrangement of buttons or keys to act as mechanical levers or electronic switches.
The sensitivity of an electronic device, such as a communications system receiver, or detection device, such as a PIN diode, is the minimum magnitude of input signal required to produce a specified output signal having a specified signal-to-noise ratio, or other specified criteria. In general, it is the signal level required for a particular ...
It was not until Irving Finkel organized a colloquium in 1990 that grew into the International Board Game Studies Association, Gonzalo Frasca popularized the term "ludology" (from the Latin word for game, ludus) in 1999, [4] the publication of the first issues of academic journals like Board Game Studies in 1998 and Game Studies in 2001, and the creation of the Digital Games Research ...
Keyboard expression is the ability of a keyboard musical instrument to change tone or other qualities of the sound in response to velocity, pressure or other variations in how the performer depresses the keys of the musical keyboard. Expression types include: Velocity sensitivity—how fast the key is pressed
The first research on the topic of how the ear hears different frequencies at different levels was conducted by Fletcher and Munson in 1933. Until recently, it was common to see the term Fletcher–Munson used to refer to equal-loudness contours generally, even though a re-determination was carried out by Robinson and Dadson in 1956, which became the basis for an ISO 226 standard.