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Entertainment Computing Icec 2010


Entertainment Computing Icec 2010
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Entertainment Computing Icec 2010


Entertainment Computing Icec 2010
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Author : Hyun Seung Yang
language : en
Publisher: Springer Science & Business Media
Release Date : 2010-08-11

Entertainment Computing Icec 2010 written by Hyun Seung Yang and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-08-11 with Computers categories.


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 2011


Entertainment Computing Icec 2011
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Author : Junia Anacleto
language : en
Publisher: Springer
Release Date : 2011-11-17

Entertainment Computing Icec 2011 written by Junia Anacleto and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-11-17 with Computers categories.


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 2015


Entertainment Computing Icec 2015
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Author : Konstantinos Chorianopoulos
language : en
Publisher: Springer
Release Date : 2015-09-24

Entertainment Computing Icec 2015 written by Konstantinos Chorianopoulos and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-09-24 with Computers categories.


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 2014


Entertainment Computing Icec 2014
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Author : Yusuf Pisan
language : en
Publisher: Springer
Release Date : 2014-09-24

Entertainment Computing Icec 2014 written by Yusuf Pisan and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-09-24 with Computers categories.


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.



Entertainment Computing Icec 2017


Entertainment Computing Icec 2017
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Author : Nagisa Munekata
language : en
Publisher: Springer
Release Date : 2017-08-23

Entertainment Computing Icec 2017 written by Nagisa Munekata and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-08-23 with Education categories.


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 2012


Entertainment Computing Icec 2012
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Author : Marc Herrlich
language : en
Publisher: Springer
Release Date : 2012-08-30

Entertainment Computing Icec 2012 written by Marc Herrlich and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-08-30 with Computers categories.


This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life – interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.



Entertainment Computing Icec 2018


Entertainment Computing Icec 2018
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Author : Esteban Clua
language : en
Publisher: Springer
Release Date : 2018-09-05

Entertainment Computing Icec 2018 written by Esteban Clua and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-09-05 with Computers categories.


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.



Entertainment Computing Icec 2010


Entertainment Computing Icec 2010
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Author : Hyun Seung Yang
language : en
Publisher: Springer
Release Date : 2010-08-26

Entertainment Computing Icec 2010 written by Hyun Seung Yang and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-08-26 with Computers categories.


The 9th International Conference on Entertainment Computing (ICEC 2010) was held in September 2010 in Seoul Korea. After Pittsburgh (2008) and Paris (2009), the event returned to Asia. The conference venue was the COEX Exhibition Hall in one of the most vivid and largest cities of the world. This amazing mega-city was a perfect location for the c- ference. Seoul is on the one hand a metropolitan area with modern industries, univer- ties and great economic power. On the other hand, it is also a place with a very fas- nating historical and cultural background. It bridges the past and the future as well as east and west. Entertainment computing also aims at building bridges from technology to leisure, education, culture and work. Entertainment computing at its core has a strong focus on computer games. However, it is not only about computer games. The last ICEC c- ferences have shown that entertainment computing is a much wider field. For instance in games, technology developed for games can be used for a wide range of appli- tions such as therapy or education. Moreover, entertainment does not necessarily have to be understood as games. Entertainment computing finds its way to stage perfo- ances and all sorts of new interactive installations.



Ecmlg 2011 Proceedings Of The 7th European Conference On Management Leadership And Governance


Ecmlg 2011 Proceedings Of The 7th European Conference On Management Leadership And Governance
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Author : Charles Despres
language : en
Publisher: Academic Conferences Limited
Release Date : 2011-06-10

Ecmlg 2011 Proceedings Of The 7th European Conference On Management Leadership And Governance written by Charles Despres and has been published by Academic Conferences Limited this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-06-10 with Education categories.




A Survey Of Characteristic Engine Features For Technology Sustained Pervasive Games


A Survey Of Characteristic Engine Features For Technology Sustained Pervasive Games
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Author : Kim J.L. Nevelsteen
language : en
Publisher: Springer
Release Date : 2015-05-08

A Survey Of Characteristic Engine Features For Technology Sustained Pervasive Games written by Kim J.L. Nevelsteen and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-05-08 with Computers categories.


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.