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.


Entertainment Computing - ICEC 2014

Entertainment Computing - ICEC 2014

Author: Yusuf Pisan

Publisher: Springer

Published: 2014-09-24

Total Pages: 256

ISBN-13: 366245212X

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This book constitutes the refereed proceedings of the 13th International Conference on Entertainment Computing, ICEC 2014, held in Sydney, Australia, in October 2013. The 20 full papers, 6 short papers and 8 posters presented were carefully reviewed and selected from 62 submissions. In addition to these papers, the program featured 3 demonstration papers, and 2 workshops. The papers cover various aspects of entertainment computing including authoring, development, use and evaluation of digital entertainment artefacts and processes.


Entertainment Computing - ICEC 2016

Entertainment Computing - ICEC 2016

Author: Günter Wallner

Publisher: Springer

Published: 2016-09-19

Total Pages: 296

ISBN-13: 3319461001

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This book constitutes the refereed proceedings of the 15th InternationalConference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016. The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of entertainment computing is reflected by the papers. They are organized in the following topical sections: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology.


Entertainment Computing – ICEC 2018

Entertainment Computing – ICEC 2018

Author: Esteban Clua

Publisher: Springer

Published: 2018-09-05

Total Pages: 417

ISBN-13: 3319994263

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This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems.


Entertainment Computing - ICEC 2015

Entertainment Computing - ICEC 2015

Author: Konstantinos Chorianopoulos

Publisher: Springer

Published: 2015-09-24

Total Pages: 594

ISBN-13: 3319245899

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This book constitutes the refereed proceedings of the 14th International Conference on Entertainment Computing, ICEC 2015, held in Trondheim, Norway, in September/October 2015. The 26 full papers, 6 short papers, 16 posters, 6 demos and 6 workshops/tutorial descriptions presented were carefully reviewed and selected from 106 submissions. The multidisciplinary nature of Entertainment Computing is reflected by the papers. They focus on computer games; serious games for learning; interactive games; design and evaluation methods for Entertainment Computing; digital storytelling; games for health and well-being; digital art and installations; artificial intelligence and machine learning for entertainment; interactive television and entertainment.


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 2021

Entertainment Computing – ICEC 2021

Author: Jannicke Baalsrud Hauge

Publisher: Springer Nature

Published: 2021-10-31

Total Pages: 549

ISBN-13: 3030893944

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This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.


Entertainment Computing – ICEC 2022

Entertainment Computing – ICEC 2022

Author: Barbara Göbl

Publisher: Springer Nature

Published: 2022-10-24

Total Pages: 456

ISBN-13: 3031202120

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This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022. The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.


Brain-Computer Interfaces

Brain-Computer Interfaces

Author: Aboul Ella Hassanien

Publisher: Springer

Published: 2014-11-01

Total Pages: 422

ISBN-13: 3319109782

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The success of a BCI system depends as much on the system itself as on the user’s ability to produce distinctive EEG activity. BCI systems can be divided into two groups according to the placement of the electrodes used to detect and measure neurons firing in the brain. These groups are: invasive systems, electrodes are inserted directly into the cortex are used for single cell or multi unit recording, and electrocorticography (EcoG), electrodes are placed on the surface of the cortex (or dura); noninvasive systems, they are placed on the scalp and use electroencephalography (EEG) or magnetoencephalography (MEG) to detect neuron activity. The book is basically divided into three parts. The first part of the book covers the basic concepts and overviews of Brain Computer Interface. The second part describes new theoretical developments of BCI systems. The third part covers views on real applications of BCI systems.


Entertainment Computing – ICEC 2023

Entertainment Computing – ICEC 2023

Author: Paolo Ciancarini

Publisher: Springer Nature

Published: 2023-12-15

Total Pages: 531

ISBN-13: 9819982480

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This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers and 5 short papers presented in this book were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. .