Entertainment Computing Icec 2015
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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 |
: 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 |
: 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 |
: 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 |
: 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 |
: 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 |
: 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 |
: Paolo Ciancarini |
Publisher |
: Springer Nature |
Total Pages |
: 531 |
Release |
: 2023-12-15 |
ISBN-10 |
: 9789819982486 |
ISBN-13 |
: 9819982480 |
Rating |
: 4/5 (86 Downloads) |
Synopsis Entertainment Computing – ICEC 2023 by : Paolo Ciancarini
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. .
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 |
: Lucio Tommaso De Paolis |
Publisher |
: Springer |
Total Pages |
: 531 |
Release |
: 2016-06-10 |
ISBN-10 |
: 9783319406213 |
ISBN-13 |
: 3319406213 |
Rating |
: 4/5 (13 Downloads) |
Synopsis Augmented Reality, Virtual Reality, and Computer Graphics by : Lucio Tommaso De Paolis
The 2-volume set LNCS 9768 and 9769 constitutes the refereed proceedings of the Third International Conference on Augmented Reality, Virtual Reality and Computer Graphics, AVR 2016, held in Lecce, Italy, in June 2016. The 40 full papers and 29 short papers presented werde carefully reviewed and selected from 131 submissions. The SALENTO AVR 2016 conference intended to bring together researchers, scientists, and practitioners to discuss key issues, approaches, ideas, open problems, innovative applications and trends on virtual and augmented reality, 3D visualization and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, industrial andmilitary sectors.