Entertainment Computing ICEC 2015

Entertainment Computing   ICEC 2015
Author: Konstantinos Chorianopoulos,Monica Divitini,Jannicke Baalsrud Hauge,Letizia Jaccheri,Rainer Malaka
Publsiher: Springer
Total Pages: 583
Release: 2015-09-24
Genre: Computers
ISBN: 9783319245898

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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.

Entertainment Computing ICEC 2004

Entertainment Computing   ICEC 2004
Author: Matthias Rauterberg
Publsiher: Springer Science & Business Media
Total Pages: 622
Release: 2004-08-23
Genre: Computers
ISBN: 9783540229476

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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.

Entertainment Computing ICEC 2011

Entertainment Computing   ICEC 2011
Author: Junia Anacleto,Sidney Fels,Nicholas Graham,Bill Kapralos,Magy Seif El-Nasr,Kevin Stanley
Publsiher: Springer Science & Business Media
Total Pages: 492
Release: 2011-09-23
Genre: Computers
ISBN: 9783642244995

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This book constitutes the refereed proceedings of the 10th International Conference on Entertainment Computing, ICEC 2011, held in Vancouver, Canada, in October 2011, under the auspices of IFIP. The 20 revised long papers, 18 short papers and 24 poster papers and demos presented were carefully reviewed and selected from 94 initial submissions. 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. The papers are organized in topical sections on story, active games, player experience, camera and 3D, educational entertainment, game development, self and identity, social and mobile entertainment; plus the four categories: demonstrations, posters, workshosp, and tutorial.

Entertainment Computing ICEC 2016

Entertainment Computing   ICEC 2016
Author: Günter Wallner,Simone Kriglstein,Helmut Hlavacs,Rainer Malaka,Artur Lugmayr,Hyun-Seung Yang
Publsiher: Springer
Total Pages: 292
Release: 2016-09-19
Genre: Computers
ISBN: 9783319461007

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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.

Entertainment Computing ICEC 2023

Entertainment Computing     ICEC 2023
Author: Paolo Ciancarini,Angelo Di Iorio,Helmut Hlavacs,Francesco Poggi
Publsiher: Springer Nature
Total Pages: 531
Release: 2023-12-15
Genre: Computers
ISBN: 9789819982486

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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. .

Entertainment Computing ICEC 2021

Entertainment Computing     ICEC 2021
Author: Jannicke Baalsrud Hauge,Jorge C. S. Cardoso,Licínio Roque,Pedro A. Gonzalez-Calero
Publsiher: Springer Nature
Total Pages: 549
Release: 2021-10-31
Genre: Computers
ISBN: 9783030893941

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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.

Entertainment Computing ICEC 2009

Entertainment Computing    ICEC 2009
Author: Stéphane Natkin,Jérome Dupire
Publsiher: Springer Science & Business Media
Total Pages: 355
Release: 2009-08-28
Genre: Computers
ISBN: 9783642040511

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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.

Entertainment Computing ICEC 2018

Entertainment Computing     ICEC 2018
Author: Esteban Clua,Licinio Roque,Artur Lugmayr,Pauliina Tuomi
Publsiher: Springer
Total Pages: 412
Release: 2018-09-05
Genre: Computers
ISBN: 9783319994260

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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.