Entertainment Computing Icec 2012
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Author |
: Marc Herrlich |
Publisher |
: Springer |
Total Pages |
: 629 |
Release |
: 2012-08-30 |
ISBN-10 |
: 9783642335426 |
ISBN-13 |
: 364233542X |
Rating |
: 4/5 (26 Downloads) |
Synopsis Entertainment Computing - ICEC 2012 by : Marc Herrlich
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.
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 |
: Yusuf Pisan |
Publisher |
: Springer |
Total Pages |
: 256 |
Release |
: 2014-09-24 |
ISBN-10 |
: 9783662452127 |
ISBN-13 |
: 366245212X |
Rating |
: 4/5 (27 Downloads) |
Synopsis Entertainment Computing - ICEC 2014 by : Yusuf Pisan
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.
Author |
: Günter Wallner |
Publisher |
: Springer |
Total Pages |
: 296 |
Release |
: 2016-09-19 |
ISBN-10 |
: 9783319461007 |
ISBN-13 |
: 3319461001 |
Rating |
: 4/5 (07 Downloads) |
Synopsis Entertainment Computing - ICEC 2016 by : Günter Wallner
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.
Author |
: Esteban Clua |
Publisher |
: Springer |
Total Pages |
: 417 |
Release |
: 2018-09-05 |
ISBN-10 |
: 9783319994260 |
ISBN-13 |
: 3319994263 |
Rating |
: 4/5 (60 Downloads) |
Synopsis Entertainment Computing – ICEC 2018 by : Esteban Clua
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.
Author |
: Konstantinos Chorianopoulos |
Publisher |
: Springer |
Total Pages |
: 594 |
Release |
: 2015-09-24 |
ISBN-10 |
: 9783319245898 |
ISBN-13 |
: 3319245899 |
Rating |
: 4/5 (98 Downloads) |
Synopsis Entertainment Computing - ICEC 2015 by : Konstantinos Chorianopoulos
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.
Author |
: Nagisa Munekata |
Publisher |
: Springer |
Total Pages |
: 518 |
Release |
: 2017-08-23 |
ISBN-10 |
: 9783319667157 |
ISBN-13 |
: 3319667157 |
Rating |
: 4/5 (57 Downloads) |
Synopsis Entertainment Computing – ICEC 2017 by : Nagisa Munekata
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.
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 |
: Barbara Göbl |
Publisher |
: Springer Nature |
Total Pages |
: 456 |
Release |
: 2022-10-24 |
ISBN-10 |
: 9783031202124 |
ISBN-13 |
: 3031202120 |
Rating |
: 4/5 (24 Downloads) |
Synopsis Entertainment Computing – ICEC 2022 by : Barbara Göbl
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.
Author |
: Aboul Ella Hassanien |
Publisher |
: Springer |
Total Pages |
: 422 |
Release |
: 2014-11-01 |
ISBN-10 |
: 9783319109787 |
ISBN-13 |
: 3319109782 |
Rating |
: 4/5 (87 Downloads) |
Synopsis Brain-Computer Interfaces by : Aboul Ella Hassanien
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.