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 2021

Entertainment Computing   ICEC 2021
Author: Jannicke Baalsrud Hauge,Jorge C. S. Cardoso,Licínio Roque,Pedro A. Gonzalez-Calero
Publsiher: Unknown
Total Pages: 0
Release: 2021
Genre: Electronic Book
ISBN: 3030893952

Download Entertainment Computing ICEC 2021 Book in PDF, Epub and Kindle

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 2020

Entertainment Computing     ICEC 2020
Author: Nuno J. Nunes,Lizhuang Ma,Meili Wang,Nuno Correia,Zhigeng Pan
Publsiher: Springer Nature
Total Pages: 471
Release: 2021-01-04
Genre: Computers
ISBN: 9783030657369

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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.

Entertainment Computing ICEC 2022

Entertainment Computing     ICEC 2022
Author: Barbara Göbl,Erik van der Spek,Jannicke Baalsrud Hauge,Rod McCall
Publsiher: Springer Nature
Total Pages: 456
Release: 2022-10-24
Genre: Computers
ISBN: 9783031202124

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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.

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 2006

Entertainment Computing   ICEC 2006
Author: Matthias Rauterberg,Marco Combetto
Publsiher: Springer
Total Pages: 0
Release: 2006-10-01
Genre: Computers
ISBN: 3540452613

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This book constitutes the refereed proceedings of the 5th International Conference on Entertainment Computing, ICEC 2006. The 17 revised full papers, 17 revised short papers and 28 poster papers presented together with one keynote paper were carefully reviewed and selected. The papers are organized in topical sections on agents, cultural and psychological metrics, transforming broadcast experience, culture, place, play, display technology, authoring tools, object tracking, edutainment, and network games.

Entertainment Computing ICEC 2017

Entertainment Computing     ICEC 2017
Author: Nagisa Munekata,Itsuki Kunita,Junichi Hoshino
Publsiher: Springer
Total Pages: 518
Release: 2017-08-23
Genre: Education
ISBN: 9783319667157

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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.

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.