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4th International Conference On Advances In Computer Entertainment Technology Ace 2007
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Book Synopsis IE2007: Proceedings of the 4th Australasian Conference on Interactive Entertainment by :
Download or read book IE2007: Proceedings of the 4th Australasian Conference on Interactive Entertainment written by and published by Yusuf Pisan. This book was released on 2007 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Advances in Computer Entertainment Technology by : Adrian David Cheok
Download or read book Advances in Computer Entertainment Technology written by Adrian David Cheok and published by Springer. This book was released on 2018-03-02 with total page 911 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Advances in Computer Games by : H. Jaap van den Herik
Download or read book Advances in Computer Games written by H. Jaap van den Herik and published by Springer. This book was released on 2012-07-18 with total page 375 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Entertainment Computing and Serious Games by : Ralf Dörner
Download or read book Entertainment Computing and Serious Games written by Ralf Dörner and published by Springer. This book was released on 2016-10-05 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Advances in Computers by : Marvin Zelkowitz
Download or read book Advances in Computers written by Marvin Zelkowitz and published by Academic Press. This book was released on 2009-07-13 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is volume 77 of Advances in Computers. Since 1960, annual volumes are produced containing chapters by some of the leading experts in the field of computers today. For 50 years these volumes offer ideas and developments that are changing our society. This volume presents eight different topics covering many different aspects of computer science. A wide range of subjects are covered from insights into the different ways individuals can interact with electronic devices to how common law is adapting to and impacting on the Internet.
Book Synopsis Interactive Storytelling by : Mei Si
Download or read book Interactive Storytelling written by Mei Si and published by Springer Science & Business Media. This book was released on 2011-11-14 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 4th International Conference on Interactive Digital Storytelling, ICIDS 2011, held in Vancouver, Canada, in November/December 2011. The 17 full papers, 14 short papers and 16 poster papers were carefully reviewed and selected from 72 paper and poster submissions. In addition, the volume includes 6 workshops descriptions. The full and short papers have been organized into the following topical sections: interactive storytelling theory, new authoring modes, virtual characters and agents, story generation and drama managment, narratives in digital games, evaluation and user experience reports, tools for interactive storytelling.
Book Synopsis Motivated Reinforcement Learning by : Kathryn E. Merrick
Download or read book Motivated Reinforcement Learning written by Kathryn E. Merrick and published by Springer Science & Business Media. This book was released on 2009-06-12 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: Motivated learning is an emerging research field in artificial intelligence and cognitive modelling. Computational models of motivation extend reinforcement learning to adaptive, multitask learning in complex, dynamic environments – the goal being to understand how machines can develop new skills and achieve goals that were not predefined by human engineers. In particular, this book describes how motivated reinforcement learning agents can be used in computer games for the design of non-player characters that can adapt their behaviour in response to unexpected changes in their environment. This book covers the design, application and evaluation of computational models of motivation in reinforcement learning. The authors start with overviews of motivation and reinforcement learning, then describe models for motivated reinforcement learning. The performance of these models is demonstrated by applications in simulated game scenarios and a live, open-ended virtual world. Researchers in artificial intelligence, machine learning and artificial life will benefit from this book, as will practitioners working on complex, dynamic systems – in particular multiuser, online games.
Book Synopsis Interface Support for Creativity, Productivity, and Expression in Computer Graphics by : Ursyn, Anna
Download or read book Interface Support for Creativity, Productivity, and Expression in Computer Graphics written by Ursyn, Anna and published by IGI Global. This book was released on 2018-10-05 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interfaces within computers, computing, and programming are consistently evolving and continue to be relevant to computer science as it progresses. Advancements in human-computer interactions, their aesthetic appeal, ease of use, and learnability are made possible due to the creation of user interfaces and result in further growth in science, aesthetics, and practical applications. Interface Support for Creativity, Productivity, and Expression in Computer Graphics is a collection of innovative research on usability, the apps humans use, and their sensory environment. While highlighting topics such as image datasets, augmented reality, and visual storytelling, this book is ideally designed for researchers, academicians, graphic designers, programmers, software developers, educators, multimedia specialists, and students seeking current research on uniting digital content with the physicality of the device through applications, thus addressing sensory perception.
Book Synopsis Augmented Reality, Virtual Reality, and Computer Graphics by : Lucio Tommaso De Paolis
Download or read book Augmented Reality, Virtual Reality, and Computer Graphics written by Lucio Tommaso De Paolis and published by Springer. This book was released on 2017-06-06 with total page 533 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 2-volume set LNCS 10324 and 10325 constitutes the refereed proceedings of the 4th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2017, held in Ugento, Italy, in June 2017. The 54 full papers and 24 short papers presented were carefully reviewed and selected from 112 submissions. The papers are organized in the following topical sections: virtual reality; augmented and mixed reality; computer graphics; human-computer interaction; applications of VR/AR in medicine; and applications of VR/AR in cultural heritage.
Book Synopsis Understanding Machinima by : Jenna Ng
Download or read book Understanding Machinima written by Jenna Ng and published by Bloomsbury Publishing USA. This book was released on 2013-07-30 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.
Book Synopsis E-Learning and Games for Training, Education, Health and Sports by : Stefan Göbel
Download or read book E-Learning and Games for Training, Education, Health and Sports written by Stefan Göbel and published by Springer. This book was released on 2012-09-04 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 7th International Conference on E-Learning and Games, Edutainment 2012, held in conjunction with the 3rd International Conference on Serious Games for Training, Education, Health and Sports, GameDays 2012, held in Darmstadt, Germany, in September 2012. The 21 full papers presented were carefully reviewed and selected for inclusion in this book. They are organized in topical sections named: game-based training; game-based teaching and learning; emerging learning and gaming technologies; authoring tools and mechanisms; and serious games for health.
Book Synopsis New Knowledge in Information Systems and Technologies by : Álvaro Rocha
Download or read book New Knowledge in Information Systems and Technologies written by Álvaro Rocha and published by Springer. This book was released on 2019-03-29 with total page 964 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book includes a selection of articles from The 2019 World Conference on Information Systems and Technologies (WorldCIST’19), held from April 16 to 19, at La Toja, Spain. WorldCIST is a global forum for researchers and practitioners to present and discuss recent results and innovations, current trends, professional experiences and challenges in modern information systems and technologies research, together with their technological development and applications. The book covers a number of topics, including A) Information and Knowledge Management; B) Organizational Models and Information Systems; C) Software and Systems Modeling; D) Software Systems, Architectures, Applications and Tools; E) Multimedia Systems and Applications; F) Computer Networks, Mobility and Pervasive Systems; G) Intelligent and Decision Support Systems; H) Big Data Analytics and Applications; I) Human–Computer Interaction; J) Ethics, Computers & Security; K) Health Informatics; L) Information Technologies in Education; M) Information Technologies in Radiocommunications; and N) Technologies for Biomedical Applications.
Book Synopsis Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies by : Pope, Nigel
Download or read book Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies written by Pope, Nigel and published by IGI Global. This book was released on 2009-05-31 with total page 413 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training.
Book Synopsis Advances in Mobile Computing and Multimedia Intelligence by : Pari Delir Haghighi
Download or read book Advances in Mobile Computing and Multimedia Intelligence written by Pari Delir Haghighi and published by Springer Nature. This book was released on 2022-11-21 with total page 181 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume includes the papers presented at the 20th International Conference on Advances in Mobile Computing & Multimedia Intelligence (MoMM2022), organized in conjunction with 24th International Conference on Information Integration and Web Intelligence. The dominant research focus of submitted papers was artificial intelligence and machine learning. The accepted papers presented advances and innovations in an array of areas such as online teaching, activity and movement detection, greenhouse gas emission, smart irrigation, network security, and video delivery. MoMM2022 attracted 34 papers, from which the Program Committee selected 8 regular papers and 8 short papers. Due to safety concerns as well as other restrictions preventing travel and gatherings, it was decided to organize MoMM2022 as a virtual conference.
Book Synopsis The Video Game Debate by : Rachel Kowert
Download or read book The Video Game Debate written by Rachel Kowert and published by Routledge. This book was released on 2015-08-27 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.
Book Synopsis Evaluating User Experience in Games by : Regina Bernhaupt
Download or read book Evaluating User Experience in Games written by Regina Bernhaupt and published by Springer Science & Business Media. This book was released on 2010-04-12 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: It was a pleasure to provide an introduction to a new volume on user experience evaluation in games. The scope, depth, and diversity of the work here is amazing. It attests to the growing popularity of games and the increasing importance developing a range of theories, methods, and scales to evaluate them. This evolution is driven by the cost and complexity of games being developed today. It is also driven by the need to broaden the appeal of games. Many of the approaches described here are enabled by new tools and techniques. This book (along with a few others) represents a watershed in game evaluation and understanding. The eld of game evaluation has truly “come of age”. The broader eld of HCI can begin to look toward game evaluation for fresh, critical, and sophisticated thi- ing about design evaluation and product development. They can also look to games for groundbreaking case studies of evaluation of products. I’ll brie y summarize each chapter below and provide some commentary. In conclusion, I will mention a few common themes and offer some challenges. Discussion In Chapter 1, User Experience Evaluation in Entertainment, Bernhaupt gives an overview and presents a general framework on methods currently used for user experience evaluation. The methods presented in the following chapters are s- marized and thus allow the reader to quickly assess the right set of methods that will help to evaluate the game under development.
Book Synopsis Advances in Computer Entertainment by : Dennis Reidsma
Download or read book Advances in Computer Entertainment written by Dennis Reidsma and published by Springer. This book was released on 2013-11-08 with total page 692 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI; and theory. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.