4th International Conference On Advances In Computer Entertainment Technology Ace 2007
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4th International Conference on Advances in Computer Entertainment Technology ACE 2007
Author | : R. Bernhaupt |
Publsiher | : Unknown |
Total Pages | : 312 |
Release | : 2007-09-19 |
Genre | : Games |
ISBN | : 160423265X |
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Advances in Computer Entertainment Technology
Author | : Adrian David Cheok,Masahiko Inami,Teresa Romão |
Publsiher | : Springer |
Total Pages | : 895 |
Release | : 2018-03-02 |
Genre | : Computers |
ISBN | : 9783319762708 |
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This book constitutes the refereed conference proceedings of the 14th International Conference on Advances in Computer Entertainment Technology, ACE 2017, held in London, UK, in December 2017. The 59 full papers presented were selected from a total of 229 submissions. ACE is by nature a multi-disciplinary conference, therefore attracting people across a wide spectrum of interests and disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. The main goal is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and applications. The chapter 'eSport vs irlSport' is open access under a CC BY 4.0 license via link.springer.com.
Advances in Computer Games
Author | : H. Jaap van den Herik,Aske Plaat |
Publsiher | : Springer |
Total Pages | : 356 |
Release | : 2012-07-18 |
Genre | : Computers |
ISBN | : 9783642318665 |
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This book constitutes the thoroughly refereed post-conference proceedings of the 13th Advances in Computer Games Conference, ACG 2011, held in Tilburg, The Netherlands, in November 2011. The 29 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover a wide range of topics such as Monte-Carlo tree search and its enhancement, temporal difference learning, optimization, solving and searching, analysis of a game characteristic, new approaches, and serious games.
International Conference on Advances in Computer Entertainment Technology ACE 2006
Author | : Anonim |
Publsiher | : Unknown |
Total Pages | : 530 |
Release | : 2007-08-02 |
Genre | : Games |
ISBN | : 1604231254 |
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IE2007 Proceedings of the 4th Australasian Conference on Interactive Entertainment
Author | : Anonim |
Publsiher | : Yusuf Pisan |
Total Pages | : 172 |
Release | : 2007 |
Genre | : Computer games |
ISBN | : 9781921166877 |
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A Survey of Characteristic Engine Features for Technology Sustained Pervasive Games
Author | : Kim J.L. Nevelsteen |
Publsiher | : Springer |
Total Pages | : 66 |
Release | : 2015-05-08 |
Genre | : Computers |
ISBN | : 9783319176321 |
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This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain. The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time.
Entertainment Computing and Serious Games
Author | : Ralf Dörner,Stefan Göbel,Michael Kickmeier-Rust,Maic Masuch,Katharina Zweig |
Publsiher | : Springer |
Total Pages | : 541 |
Release | : 2016-10-05 |
Genre | : Computers |
ISBN | : 9783319461526 |
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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.
International conference on advances in computer entertainment technology 2008
Author | : Association for Computing Machinery |
Publsiher | : Unknown |
Total Pages | : 433 |
Release | : 2009-07-21 |
Genre | : Computers |
ISBN | : 1615671196 |
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