Entertainment Computing - ICEC 2007

Entertainment Computing - ICEC 2007
Author :
Publisher : Springer Science & Business Media
Total Pages : 506
Release :
ISBN-10 : 9783540748724
ISBN-13 : 3540748725
Rating : 4/5 (24 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.

Entertainment Computing - ICEC 2008

Entertainment Computing - ICEC 2008
Author :
Publisher : Springer Science & Business Media
Total Pages : 253
Release :
ISBN-10 : 9783540892212
ISBN-13 : 3540892214
Rating : 4/5 (12 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.

Entertainment Computing - ICEC 2010

Entertainment Computing - ICEC 2010
Author :
Publisher : Springer Science & Business Media
Total Pages : 536
Release :
ISBN-10 : 9783642153983
ISBN-13 : 3642153984
Rating : 4/5 (83 Downloads)

Synopsis Entertainment Computing - ICEC 2010 by : Hyun Seung Yang

This book constitutes the thoroughly refereed proceedings of the 9th International Conference on Entertainment Computing, ICEC 2010, held in Seoul, Korea, in August 2010, under the auspices of IFIP. The 19 revised long papers, 27 short papers and 33 poster papers and demos presented were carefully reviewed and selected from numerous 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.

Entertainment Computing -- ICEC 2009

Entertainment Computing -- ICEC 2009
Author :
Publisher : Springer
Total Pages : 357
Release :
ISBN-10 : 9783642040528
ISBN-13 : 3642040527
Rating : 4/5 (28 Downloads)

Synopsis Entertainment Computing -- ICEC 2009 by : Stéphane Natkin

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.

Cultural Computing

Cultural Computing
Author :
Publisher : Springer
Total Pages : 254
Release :
ISBN-10 : 9783642152146
ISBN-13 : 3642152147
Rating : 4/5 (46 Downloads)

Synopsis Cultural Computing by : Ryohei Nakatsu

Welcome to the Second International IFIP Entertainment Computing Symposium on st Cultural Computing (ECS 2010), which was part of the 21 IFIP World Computer Congress, held in Brisbane, Australia during September 21–23, 2010. On behalf of the people who made this conference happen, we wish to welcome you to this inter- tional event. The IFIP World Computer Congress has offered an opportunity for researchers and practitioners to present their findings and research results in several prominent areas of computer science and engineering. In the last World Computer Congress, WCC 2008, held in Milan, Italy in September 2008, IFIP launched a new initiative focused on all the relevant issues concerning computing and entertainment. As a - sult, the two-day technical program of the First Entertainment Computing Symposium (ECS 2008) provided a forum to address, explore and exchange information on the state of the art of computer-based entertainment and allied technologies, their design and use, and their impact on society. Based on the success of ECS 2008, at this Second IFIP Entertainment Computing Symposium (ECS 2010), our challenge was to focus on a new area in entertainment computing: cultural computing.

Data and Applications Security XXII

Data and Applications Security XXII
Author :
Publisher : Springer Science & Business Media
Total Pages : 356
Release :
ISBN-10 : 9783540705666
ISBN-13 : 354070566X
Rating : 4/5 (66 Downloads)

Synopsis Data and Applications Security XXII by : Vijay Atluri

This book constitutes the refereed proceedings of the 22nd Annual IFIP WG 11.3 Working Conference on Data and Applications Security held in London, UK, in July 2008. The 22 revised full papers presented together with 1 keynote lecture and 1 invited talk were carefully reviewed and selected from 56 submissions. The papers are organized in topical sections on access control, audit and logging, privacy, systems security, certificate management, trusted computing platforms, security policies and metrics, as well as Web and pervasive systems.

Handbook of Game-Based Learning

Handbook of Game-Based Learning
Author :
Publisher : MIT Press
Total Pages : 601
Release :
ISBN-10 : 9780262356541
ISBN-13 : 0262356546
Rating : 4/5 (41 Downloads)

Synopsis Handbook of Game-Based Learning by : Jan L. Plass

A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Web-Age Information Management

Web-Age Information Management
Author :
Publisher : Springer
Total Pages : 681
Release :
ISBN-10 : 9783642235351
ISBN-13 : 3642235352
Rating : 4/5 (51 Downloads)

Synopsis Web-Age Information Management by : Haixun Wang

This book constitutes the refereed proceedings of the 12th International Conference on Web-Age Information Management, WAIM 2011, held in Wuhan, China in September 2011. The 53 revised full papers presented together with two abstracts and one full paper of the keynote talks were carefully reviewed and selected from a total of 181 submissions. The papers are organized in topical sections on query processing, uncertain data, social media, semantics, data mining, cloud data, multimedia data, user models, data management, graph data, name disambiguation, performance, temporal data, XML, spatial data and event detection.

Transcending Taboos

Transcending Taboos
Author :
Publisher : Routledge
Total Pages : 242
Release :
ISBN-10 : 9781136458231
ISBN-13 : 1136458239
Rating : 4/5 (31 Downloads)

Synopsis Transcending Taboos by : Garry Young

Cyberspace is composed of a multitude of different spaces where users can represent themselves in many divergent ways. Why in a video game, is it more acceptable to murder or maim than rape? After all, in each case, it is only pixels that are being assaulted. This book avoids wrestling with the common question of whether the virtual violation of real-world taboos is right or wrong, and instead provides a theoretical framework that helps us understand why such distinctions are typically made, and explores the psychological impact of violating offline taboos within cyberspace. The authors discuss such online areas as: ‘Reality’ sites depicting taboo images Social networking websites and online chatrooms Online dating websites Video game content. This book considers whether there are some interactions that should not be permissible even virtually. It also examines how we might be able to cope with the potential moral freedoms afforded by cyberspace, and who might be vulnerable to such freedoms of action and representation within this virtual space. This book is ideal for researchers and students of internet psychology, philosophy and social policy, as well as therapists, those interested in computer science, law, media and communication studies

Entertainment Computing - ICEC 2014

Entertainment Computing - ICEC 2014
Author :
Publisher : Springer
Total Pages : 256
Release :
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.