Entertainment Computing
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Author |
: Ryohei Nakatsu |
Publisher |
: Springer |
Total Pages |
: 538 |
Release |
: 2013-04-17 |
ISBN-10 |
: 9780387356600 |
ISBN-13 |
: 0387356606 |
Rating |
: 4/5 (00 Downloads) |
Synopsis Entertainment Computing by : Ryohei Nakatsu
This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.
Author |
: Ralf Dörner |
Publisher |
: Springer |
Total Pages |
: 549 |
Release |
: 2016-10-05 |
ISBN-10 |
: 9783319461526 |
ISBN-13 |
: 3319461524 |
Rating |
: 4/5 (26 Downloads) |
Synopsis Entertainment Computing and Serious Games by : Ralf Dörner
The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.
Author |
: Paolo Ciancarini |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 146 |
Release |
: 2008-07-17 |
ISBN-10 |
: 9780387097008 |
ISBN-13 |
: 0387097007 |
Rating |
: 4/5 (08 Downloads) |
Synopsis New Frontiers for Entertainment Computing by : Paolo Ciancarini
This book constitutes the refereed proceedings of the 1st IFIP Entertainment Computing Symposium held in Milan, Italy on September 7-10, 2008. The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems modeling and optimization; information systems; computers and society; computer systems technology; security and protection in information processing systems; artificial intelligence; and human-computer interaction. Proceedings and post-proceedings of refereed international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research. The principal aim of the IFIP series is to encourage education and the dissemination and exchange of information about all aspects of computing.
Author |
: Matthias Rauterberg |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 622 |
Release |
: 2004-08-23 |
ISBN-10 |
: 9783540229476 |
ISBN-13 |
: 3540229477 |
Rating |
: 4/5 (76 Downloads) |
Synopsis Entertainment Computing - ICEC 2004 by : Matthias Rauterberg
The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-related industries such as the video and computer game industries have been growing rapidly in the last 10 years, and today the entertainment computing bu- ness outperforms the turnover of the movie industry. Entertainment robots are drawing theattentionofyoungpeople. TheeventcalledRoboCuphasbeenincreasingthenumber of participants year by year. Entertainment technologies cover a broad range of pr- ucts and services: movies, music, TV (including upcoming interactive TV), VCR, VoD (including music on demand), computer games, game consoles, video arcades, g- bling machines, the Internet (e. g. , chat rooms, board and card games, MUD), intelligent toys, edutainment, simulations, sport, theme parks, virtual reality, and upcoming service robots. The?eldofentertainmentcomputingfocusesonusers’growinguseofentertainment technologies at work, in school and at home, and the impact of this technology on their behavior. Nearly every working and living place has computers, and over two-thirds of childreninindustrializedcountrieshavecomputersintheirhomesaswell.
Author |
: Matthias Rauterberg |
Publisher |
: Springer |
Total Pages |
: 440 |
Release |
: 2006-10-01 |
ISBN-10 |
: 9783540452614 |
ISBN-13 |
: 3540452613 |
Rating |
: 4/5 (14 Downloads) |
Synopsis Entertainment Computing - ICEC 2006 by : Matthias Rauterberg
This book constitutes the refereed proceedings of the 5th International Conference on Entertainment Computing, ICEC 2006. The 17 revised full papers, 17 revised short papers and 28 poster papers presented together with one keynote paper were carefully reviewed and selected. The papers are organized in topical sections on agents, cultural and psychological metrics, transforming broadcast experience, culture, place, play, display technology, authoring tools, object tracking, edutainment, and network games.
Author |
: Jannicke Baalsrud Hauge |
Publisher |
: Springer Nature |
Total Pages |
: 549 |
Release |
: 2021-10-31 |
ISBN-10 |
: 9783030893941 |
ISBN-13 |
: 3030893944 |
Rating |
: 4/5 (41 Downloads) |
Synopsis Entertainment Computing – ICEC 2021 by : Jannicke Baalsrud Hauge
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.
Author |
: Scott M. Stevens |
Publisher |
: Springer |
Total Pages |
: 253 |
Release |
: 2008-11-01 |
ISBN-10 |
: 9783540892229 |
ISBN-13 |
: 3540892222 |
Rating |
: 4/5 (29 Downloads) |
Synopsis Entertainment Computing - ICEC 2008 by : Scott M. Stevens
The 7th International Conference on Entertainment Computing, under the auspices of the International Federation for Information Processing (IFIP), was held September 25–27, 2008 in Pittsburgh, Pennsylvania. Based on the very successful first international workshop (IWEC 2002) and the following international conferences (ICEC 2003 through ICEC 2007), ICEC 2008 was an international forum for the exchange of experience and knowledge amongst researchers and developers in the field of entertainment computing. ICEC is the longest established and most prestigious conference in the field of entertainment computing. The conference provides an interdisciplinary forum for advanced research in entertainment computing, broadly defined. ICEC is truly international with leading experts from 14 nations representing academia and industry attending this year’s conference. These leaders presented their newest research, insights, products and demonstrations. Although the field of entertainment computing is thought of as new, in fact modern digital computer games go back over 45 years with games such as Spacewar developed in 1961. This is not to say entertainment computing is limited to computer games. As evidenced by papers in this volume, entertainment computing covers virtually every aspect of today’s recreational diversions.
Author |
: Fumio Kishino |
Publisher |
: Springer |
Total Pages |
: 562 |
Release |
: 2005-09-28 |
ISBN-10 |
: 9783540320548 |
ISBN-13 |
: 3540320547 |
Rating |
: 4/5 (48 Downloads) |
Synopsis Entertainment Computing - ICEC 2005 by : Fumio Kishino
First of all, we appreciate the hard work of all the authors who contributed to ICEC 2005 by submitting their papers. ICEC 2005 attracted 95 technical paper submissions, 8 poster submissions and 7 demo submissions, in total 110. This number is nearly equal to ICEC 2004. Based on a thorough review and selection process carried out by 76 international experts from academia and industry as members of the senior and international program committees, a high-quality program was compiled. The program committee consisted of experts from all over the world: 1 from Austria, 3 from Bulgaria, 2 from Canada, 4 from China, 1 from Finland, 4 from France, 10 from Germany, 1 from Greece, 1 from Ireland, 1 from Israel, 1 from Italy, 26 from Japan, 1 from Korea, 4 from The Netherlands, 1 from New Zealand, 1 from Norway, 1 from Singapore, 1 from Thailand, 4 from the UK, and 8 from the USA. In this number, reviewers are included. The final decision was made at the senior program committee meeting based on three reviewers' feedback, available online via the conference management tool. Through earnest and fair discussion at the meeting, 25 technical papers were accepted as long papers and 32 technical papers were accepted as short papers from 95 submitted technical papers. Moreover, 3 poster papers and 5 demo papers were accepted.
Author |
: Nuno J. Nunes |
Publisher |
: Springer Nature |
Total Pages |
: 471 |
Release |
: 2021-01-04 |
ISBN-10 |
: 9783030657369 |
ISBN-13 |
: 3030657361 |
Rating |
: 4/5 (69 Downloads) |
Synopsis Entertainment Computing – ICEC 2020 by : Nuno J. Nunes
This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi’an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic. The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation.
Author |
: Lizhuang Ma |
Publisher |
: Springer |
Total Pages |
: 506 |
Release |
: 2007-08-26 |
ISBN-10 |
: 9783540748731 |
ISBN-13 |
: 3540748733 |
Rating |
: 4/5 (31 Downloads) |
Synopsis Entertainment Computing - ICEC 2007 by : Lizhuang Ma
This book constitutes the refereed proceedings of the 6th International Conference on Entertainment Computing, ICEC 2007. The papers are organized in topical sections on augmented, virtual and mixed reality, computer games, image processing, mesh and modeling, digital storytelling and interactive systems, sound, music and creative environments, video processing, rendering, computer animation and networks, game based interfaces, as well as robots and cyber pets.