Entertainment Computing -- ICEC 2013

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Publisher : Springer
ISBN 13 : 3642411061
Total Pages : 222 pages
Book Rating : 4.6/5 (424 download)

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Book Synopsis Entertainment Computing -- ICEC 2013 by : Junia C. Anacleto

Download or read book Entertainment Computing -- ICEC 2013 written by Junia C. Anacleto and published by Springer. This book was released on 2013-09-12 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 12th International Conference on Entertainment Computing, ICEC 2013, held in Sao Paulo, Brazil, in October 2013. The 13 full papers, 6 short papers, 11 posters presented were carefully reviewed and selected from 75 submissions. In addition to these papers, the program featured 2 demos, 3 workshops, 3 tutorials and 3 art installations, also summarized in this book. The papers cover various topics in the multi-disciplinary field of entertainment computing.

Entertainment Computing -- Icec 2013

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Publisher :
ISBN 13 : 9783642411076
Total Pages : 230 pages
Book Rating : 4.4/5 (11 download)

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Book Synopsis Entertainment Computing -- Icec 2013 by : Junia C. Anacleto

Download or read book Entertainment Computing -- Icec 2013 written by Junia C. Anacleto and published by . This book was released on 2013-09-25 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Entertainment Computing - ICEC 2014

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Author :
Publisher : Springer
ISBN 13 : 366245212X
Total Pages : 256 pages
Book Rating : 4.6/5 (624 download)

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Book Synopsis Entertainment Computing - ICEC 2014 by : Yusuf Pisan

Download or read book Entertainment Computing - ICEC 2014 written by Yusuf Pisan and published by Springer. This book was released on 2014-09-24 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 2004

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 3540229477
Total Pages : 622 pages
Book Rating : 4.5/5 (42 download)

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Book Synopsis Entertainment Computing - ICEC 2004 by : Matthias Rauterberg

Download or read book Entertainment Computing - ICEC 2004 written by Matthias Rauterberg and published by Springer Science & Business Media. This book was released on 2004-08-23 with total page 622 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 2016

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Publisher : Springer
ISBN 13 : 3319461001
Total Pages : 296 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Entertainment Computing - ICEC 2016 by : Günter Wallner

Download or read book Entertainment Computing - ICEC 2016 written by Günter Wallner and published by Springer. This book was released on 2016-09-19 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 2017

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Publisher : Springer
ISBN 13 : 3319667157
Total Pages : 518 pages
Book Rating : 4.3/5 (196 download)

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Book Synopsis Entertainment Computing – ICEC 2017 by : Nagisa Munekata

Download or read book Entertainment Computing – ICEC 2017 written by Nagisa Munekata and published by Springer. This book was released on 2017-08-23 with total page 518 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 2015

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Publisher : Springer
ISBN 13 : 3319245899
Total Pages : 594 pages
Book Rating : 4.3/5 (192 download)

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Book Synopsis Entertainment Computing - ICEC 2015 by : Konstantinos Chorianopoulos

Download or read book Entertainment Computing - ICEC 2015 written by Konstantinos Chorianopoulos and published by Springer. This book was released on 2015-09-24 with total page 594 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 2020

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Author :
Publisher : Springer Nature
ISBN 13 : 3030657361
Total Pages : 471 pages
Book Rating : 4.0/5 (36 download)

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Book Synopsis Entertainment Computing – ICEC 2020 by : Nuno J. Nunes

Download or read book Entertainment Computing – ICEC 2020 written by Nuno J. Nunes and published by Springer Nature. This book was released on 2021-01-04 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Publisher : Springer Nature
ISBN 13 : 3031202120
Total Pages : 456 pages
Book Rating : 4.0/5 (312 download)

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Book Synopsis Entertainment Computing – ICEC 2022 by : Barbara Göbl

Download or read book Entertainment Computing – ICEC 2022 written by Barbara Göbl and published by Springer Nature. This book was released on 2022-10-24 with total page 456 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 2018

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Publisher : Springer
ISBN 13 : 3319994263
Total Pages : 417 pages
Book Rating : 4.3/5 (199 download)

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Book Synopsis Entertainment Computing – ICEC 2018 by : Esteban Clua

Download or read book Entertainment Computing – ICEC 2018 written by Esteban Clua and published by Springer. This book was released on 2018-09-05 with total page 417 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 and Serious Games

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Publisher : Springer
ISBN 13 : 3319461524
Total Pages : 549 pages
Book Rating : 4.3/5 (194 download)

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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.

Entertainment Computing – ICEC 2021

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Author :
Publisher : Springer Nature
ISBN 13 : 3030893944
Total Pages : 549 pages
Book Rating : 4.0/5 (38 download)

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Book Synopsis Entertainment Computing – ICEC 2021 by : Jannicke Baalsrud Hauge

Download or read book Entertainment Computing – ICEC 2021 written by Jannicke Baalsrud Hauge and published by Springer Nature. This book was released on 2021-10-31 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Ambient Communications and Computer Systems

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Publisher : Springer
ISBN 13 : 9811073864
Total Pages : 755 pages
Book Rating : 4.8/5 (11 download)

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Book Synopsis Ambient Communications and Computer Systems by : Gregorio Martinez Perez

Download or read book Ambient Communications and Computer Systems written by Gregorio Martinez Perez and published by Springer. This book was released on 2018-03-20 with total page 755 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book includes high-quality, peer-reviewed papers from the International Conference on Recent Advancement in Computer, Communication and Computational Sciences (RACCCS-2017), held at Aryabhatta College of Engineering & Research Center, Ajmer, India on September 2–3, 2017, presenting the latest developments and technical solutions in computational sciences. Data science, data- and knowledge engineering require networking and communication as a backbone and have a wide scope of implementation in engineering sciences. Keeping this ideology in mind, the book offers insights that reflect the advances in these fields from upcoming researchers and leading academicians across the globe. Covering a variety of topics, such as intelligent hardware and software design, advanced communications, intelligent computing technologies, advanced software engineering, the web and informatics, and intelligent image processing, it helps those in the computer industry and academia use the advances of next-generation communication and computational technology to shape real-world applications.

Entertainment Computing – ICEC 2023

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Author :
Publisher : Springer Nature
ISBN 13 : 9819982480
Total Pages : 531 pages
Book Rating : 4.8/5 (199 download)

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Book Synopsis Entertainment Computing – ICEC 2023 by : Paolo Ciancarini

Download or read book Entertainment Computing – ICEC 2023 written by Paolo Ciancarini and published by Springer Nature. This book was released on 2023-12-15 with total page 531 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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. .

Games User Research

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Publisher : CRC Press
ISBN 13 : 1498706428
Total Pages : 311 pages
Book Rating : 4.4/5 (987 download)

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Book Synopsis Games User Research by : Miguel Angel Garcia-Ruiz

Download or read book Games User Research written by Miguel Angel Garcia-Ruiz and published by CRC Press. This book was released on 2017-12-19 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." —Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human–computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.

ECGBL 2021 15th European Conference on Game-Based Learning

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Publisher : Academic Conferences Limited
ISBN 13 : 1914587138
Total Pages : pages
Book Rating : 4.9/5 (145 download)

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Book Synopsis ECGBL 2021 15th European Conference on Game-Based Learning by : Panagiotis Fotaris

Download or read book ECGBL 2021 15th European Conference on Game-Based Learning written by Panagiotis Fotaris and published by Academic Conferences Limited. This book was released on 2021-09-23 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

The Cores of Game Design

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Publisher : CRC Press
ISBN 13 : 1040131522
Total Pages : 321 pages
Book Rating : 4.0/5 (41 download)

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Book Synopsis The Cores of Game Design by : Yvens R. Serpa

Download or read book The Cores of Game Design written by Yvens R. Serpa and published by CRC Press. This book was released on 2024-10-15 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book considers the four essential cores of game design: Mechanics, the interactive elements that allow players to be part and interact with the game itself; Economy, the resources and numerical concepts that will enable players to evaluate and consider the options in the game, creating strategy, risk, and fun; Narrative, the textual features that enable players to create and generate meaning for the game and its parts; and the Aesthetics, the audiovisual elements that allow players to experience the game through their senses and feelings. This book discusses all four essential cores and how to design games by using each one as a starting point. It also discusses how each one is connected and can be understood as a valuable tool to elevate a game's design. It follows a practical approach to how we can implement the game design and development process by being prototype-focused, user-centred, and lean. This book will be of great interest to students, indie game developers, and aspiring early-career designers looking to hone their game design craft.