Advances in Computer Entertainment

Advances in Computer Entertainment

Author: Anton Nijholt

Publisher: Springer

Published: 2012-10-12

Total Pages: 620

ISBN-13: 3642342922

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This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.


Advances in Computer Entertainment

Advances in Computer Entertainment

Author: Dennis Reidsma

Publisher: Springer

Published: 2013-11-08

Total Pages: 692

ISBN-13: 3319031619

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This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI; and theory. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.


Advances in Computer Entertainment Technology

Advances in Computer Entertainment Technology

Author: Adrian David Cheok

Publisher: Springer

Published: 2018-03-02

Total Pages: 911

ISBN-13: 3319762702

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This book constitutes the refereed conference proceedings of the 14th International Conference on Advances in Computer Entertainment Technology, ACE 2017, held in London, UK, in December 2017. The 59 full papers presented were selected from a total of 229 submissions. ACE is by nature a multi-disciplinary conference, therefore attracting people across a wide spectrum of interests and disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. The main goal is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and applications. The chapter 'eSport vs irlSport' is open access under a CC BY 4.0 license via link.springer.com.


Advances in Computing

Advances in Computing

Author: Jairo E. Serrano C.

Publisher: Springer

Published: 2018-09-17

Total Pages: 527

ISBN-13: 3319989987

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This book constitutes the refereed proceedings of the 13th Colombian Conference on Computing, CCC 2018, held in Cartagena, Colombia, in September 2018. The 46 revised full papers presented were carefully reviewed and selected from 194 submissions. The papers deal with the following topics: information and knowledge management, software engineering and IT architectures, educational informatics, intelligent systems and robotics, human-computer interaction, distributed systems and large-scale architectures, image processing, computer vision and multimedia, security of the information, formal methods, computational logic, and theory of computation.


Entertainment Computing – ICEC 2017

Entertainment Computing – ICEC 2017

Author: Nagisa Munekata

Publisher: Springer

Published: 2017-08-23

Total Pages: 518

ISBN-13: 3319667157

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This book constitutes the refereed proceedings of the 16th International Conference on Entertainment Computing, ICEC 2017, held in Tsukuba City, Japan, in September 2017. The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions.


Entertainment Computing -- ICEC 2009

Entertainment Computing -- ICEC 2009

Author: Stéphane Natkin

Publisher: Springer

Published: 2009-08-28

Total Pages: 357

ISBN-13: 3642040527

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This book constitutes the thoroughly refereed proceedings of the 8th International Conference on Entertainment Computing, ICEC 2009, held in Paris, France, in September 2009, under the auspices of IFIP. The 14 revised long papers, 19 short papers and 23 poster papers and demos presented were carefully reviewed and selected from 105 submissions for inclusion in the book. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science.


Transactions on Edutainment I

Transactions on Edutainment I

Author: Abdennour El Rhalibi

Publisher: Springer

Published: 2008-06-26

Total Pages: 315

ISBN-13: 3540697446

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This volume contains contributions from Edutainment 2008, the 3rd International Conference on E-Learning and Games. It serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies in the field.


Entertainment Computing - ICEC 2011

Entertainment Computing - ICEC 2011

Author: Junia Anacleto

Publisher: Springer Science & Business Media

Published: 2011-09-23

Total Pages: 492

ISBN-13: 3642244998

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This book constitutes the refereed proceedings of the 10th International Conference on Entertainment Computing, ICEC 2011, held in Vancouver, Canada, in October 2011, under the auspices of IFIP. The 20 revised long papers, 18 short papers and 24 poster papers and demos presented were carefully reviewed and selected from 94 initial submissions. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science. The papers are organized in topical sections on story, active games, player experience, camera and 3D, educational entertainment, game development, self and identity, social and mobile entertainment; plus the four categories: demonstrations, posters, workshosp, and tutorial.


Game Sound Technology and Player Interaction: Concepts and Developments

Game Sound Technology and Player Interaction: Concepts and Developments

Author: Grimshaw, Mark

Publisher: IGI Global

Published: 2010-09-30

Total Pages: 503

ISBN-13: 1616928301

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Game Sound Technology and Player Interaction: Concepts and Developments researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology. This compilation also applies beyond the realm of video games to other types of immersive sound, such as soundscape design, gambling machines, emotive and fantastical sound to name a few. The application for this research is wide-ranging, interdisciplinary, and of primary importance for academics and practitioners searching for the right sounds.


Entertainment Computing - ICEC 2012

Entertainment Computing - ICEC 2012

Author: Marc Herrlich

Publisher: Springer

Published: 2012-08-30

Total Pages: 629

ISBN-13: 364233542X

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This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life – interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.