The Second Australasian Conference on Interactive Entertainment

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Author :
Publisher : Yusuf Pisan
ISBN 13 : 0975153323
Total Pages : 262 pages
Book Rating : 4.9/5 (751 download)

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Book Synopsis The Second Australasian Conference on Interactive Entertainment by : Yusuf Pisan

Download or read book The Second Australasian Conference on Interactive Entertainment written by Yusuf Pisan and published by Yusuf Pisan. This book was released on 2005 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: The second Australasian conference on interactive entertainment is latest series of annual regional meetings, in which advances in interactive entertainment and computer games are reported. It brings together a range of experts from media studies, cultural studies, cognitive science and range of other areas.

Proceedings of the Sixth Australasian Conference on Interactive Entertainment

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Publisher : Yusuf Pisan
ISBN 13 : 1450300103
Total Pages : 105 pages
Book Rating : 4.4/5 (53 download)

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Book Synopsis Proceedings of the Sixth Australasian Conference on Interactive Entertainment by : Malcolm Ryan

Download or read book Proceedings of the Sixth Australasian Conference on Interactive Entertainment written by Malcolm Ryan and published by Yusuf Pisan. This book was released on 2009-12-17 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: IE '09: The 6th Australasian Conference on Interactive Entertainment Dec 17, 2009-Dec 19, 2009 Sydney, Australia. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.

IE2007: Proceedings of the 4th Australasian Conference on Interactive Entertainment

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Author :
Publisher : Yusuf Pisan
ISBN 13 : 1921166878
Total Pages : 172 pages
Book Rating : 4.9/5 (211 download)

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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:

Advances in Computer Entertainment Technology

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Author :
Publisher : Springer
ISBN 13 : 3319762702
Total Pages : 911 pages
Book Rating : 4.3/5 (197 download)

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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.

Critical Gaming: Interactive History and Virtual Heritage

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Author :
Publisher : Routledge
ISBN 13 : 1317157389
Total Pages : 277 pages
Book Rating : 4.3/5 (171 download)

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Book Synopsis Critical Gaming: Interactive History and Virtual Heritage by : Erik Champion

Download or read book Critical Gaming: Interactive History and Virtual Heritage written by Erik Champion and published by Routledge. This book was released on 2016-03-09 with total page 277 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

Multi-Agent Systems for Education and Interactive Entertainment: Design, Use and Experience

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Publisher : IGI Global
ISBN 13 : 1609600827
Total Pages : 329 pages
Book Rating : 4.6/5 (96 download)

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Book Synopsis Multi-Agent Systems for Education and Interactive Entertainment: Design, Use and Experience by : Beer, Martin

Download or read book Multi-Agent Systems for Education and Interactive Entertainment: Design, Use and Experience written by Beer, Martin and published by IGI Global. This book was released on 2010-11-30 with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book presents readers with a rich collection of ideas from researchers who are exploring the complex tradeoffs that must be made in designing agent systems for education and interactive entertainment"--Provided by publisher.

The Oxford Handbook of Virtuality

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Publisher : Oxford Handbooks
ISBN 13 : 0199826161
Total Pages : 794 pages
Book Rating : 4.1/5 (998 download)

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Book Synopsis The Oxford Handbook of Virtuality by : Mark Grimshaw

Download or read book The Oxford Handbook of Virtuality written by Mark Grimshaw and published by Oxford Handbooks. This book was released on 2014-02 with total page 794 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.

Learning in the Synergy of Multiple Disciplines

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Publisher : Springer
ISBN 13 : 3642046363
Total Pages : 830 pages
Book Rating : 4.6/5 (42 download)

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Book Synopsis Learning in the Synergy of Multiple Disciplines by : Ulrike Cress

Download or read book Learning in the Synergy of Multiple Disciplines written by Ulrike Cress and published by Springer. This book was released on 2009-10-01 with total page 830 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 4th European Conference on Technology Enhanced Learning, EC-TEL 2009, held in Nice, France in September/October 2009. The 35 revised full papers, 17 short papers, and 35 posters presented were carefully reviewed and selected from 136 paper submissions and 22 poster submissions. The papers are organized in topical sections on adaptation and personalization, interoperability, semantic Web, Web 2.0., data mining and social networks, collaboration and social knowledge construction, learning communities and communities of practice, learning contexts, problem and project-based learning, inquiry, learning, learning design, motivation, engagement, learning games, and human factors and evaluation.

Online Multiplayer Games

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Publisher : Morgan & Claypool Publishers
ISBN 13 : 1608451429
Total Pages : 105 pages
Book Rating : 4.6/5 (84 download)

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Book Synopsis Online Multiplayer Games by : William Sims Bainbridge

Download or read book Online Multiplayer Games written by William Sims Bainbridge and published by Morgan & Claypool Publishers. This book was released on 2010 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society

Entertainment Computing - ICEC 2007

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Publisher : Springer
ISBN 13 : 3540748733
Total Pages : 506 pages
Book Rating : 4.5/5 (47 download)

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Book Synopsis Entertainment Computing - ICEC 2007 by : Lizhuang Ma

Download or read book Entertainment Computing - ICEC 2007 written by Lizhuang Ma and published by Springer. This book was released on 2007-08-26 with total page 506 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 6th International Conference on Entertainment Computing, ICEC 2007. The papers are organized in topical sections on augmented, virtual and mixed reality, computer games, image processing, mesh and modeling, digital storytelling and interactive systems, sound, music and creative environments, video processing, rendering, computer animation and networks, game based interfaces, as well as robots and cyber pets.

Serious Games

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Publisher : Springer
ISBN 13 : 3319406124
Total Pages : 429 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Serious Games by : Ralf Dörner

Download or read book Serious Games written by Ralf Dörner and published by Springer. This book was released on 2016-08-25 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

Advances in Multimedia Modeling

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Publisher : Springer
ISBN 13 : 364211301X
Total Pages : 822 pages
Book Rating : 4.6/5 (421 download)

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Book Synopsis Advances in Multimedia Modeling by : Susanne Boll

Download or read book Advances in Multimedia Modeling written by Susanne Boll and published by Springer. This book was released on 2009-12-24 with total page 822 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 16th international conference on Multimedia Modeling (MMM2010) was held in the famous mountain city Chongqing, China, January 6–8, 2010, and hosted by Southwest University. MMM is a leading international conference for researchersand industry practitioners to share their new ideas, original research results and practicaldevelopment experiences from all multimedia related areas. MMM2010attractedmorethan160regular,specialsession,anddemosession submissions from 21 countries/regions around the world. All submitted papers were reviewed by at least two PC members or external reviewers, and most of them were reviewed by three reviewers. The review process was very selective. From the total of 133 submissions to the main track, 43 (32. 3%) were accepted as regular papers, 22 (16. 5%) as short papers. In all, 15 papers were received for three special sessions, which is by invitation only, and 14 submissions were received for a demo session, with 9 being selected. Authors of accepted papers come from 16 countries/regions. This volume of the proceedings contains the abstracts of three invited talks and all the regular, short, special session and demo papers. The regular papers were categorized into nine sections: 3D mod- ing;advancedvideocodingandadaptation;face,gestureandapplications;image processing;imageretrieval;learningsemanticconcepts;mediaanalysisandm- eling; semantic video concepts; and tracking and motion analysis. Three special sessions were video analysis and event recognition, cross-X multimedia mining in large scale, and mobile computing and applications. The technical programfeatured three invited talks, paralleloral presentation of all the accepted regular and special session papers, and poster sessions for short and demo papers.

Virtual Work and Human Interaction Research

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Publisher : IGI Global
ISBN 13 : 1466609648
Total Pages : 346 pages
Book Rating : 4.4/5 (666 download)

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Book Synopsis Virtual Work and Human Interaction Research by : Long, Shawn

Download or read book Virtual Work and Human Interaction Research written by Long, Shawn and published by IGI Global. This book was released on 2012-04-30 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Work and Human Interaction Research uses humanistic and social scientific inquiry to explore how humans communicate, behave, and navigate in their new virtual work spaces, providing scholars and practitioners an opportunity to study virtual work from quantitative and qualitative research approaches. The books explores informal and formal communication, emotional, psychological, and physical labor, rewarding and punishing virtual work behaviors, group decision-making, socializing, and organizational change in a workplace without the physical and nonverbal cues that are taken for granted in traditional face-to-face work arrangements.

Interactive Storytelling

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Publisher : Springer
ISBN 13 : 3319027565
Total Pages : 288 pages
Book Rating : 4.3/5 (19 download)

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Book Synopsis Interactive Storytelling by : Hartmut Koenitz

Download or read book Interactive Storytelling written by Hartmut Koenitz and published by Springer. This book was released on 2013-10-31 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 6th International Conference on Interactive Storytelling, ICIDS 2013, Istanbul, Turkey, November 2013. The 14 revised full papers presented together with 10 short papers were carefully reviewed and selected from 51 submissions. The papers are organized in topical sections on theory and aesthetics; authoring tools and applications; evaluation and user experience reports; virtual characters and agents; new storytelling modes; workshops.

Conversational Informatics

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Publisher : Springer
ISBN 13 : 4431550402
Total Pages : 354 pages
Book Rating : 4.4/5 (315 download)

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Book Synopsis Conversational Informatics by : Toyoaki Nishida

Download or read book Conversational Informatics written by Toyoaki Nishida and published by Springer. This book was released on 2014-07-08 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers an approach to conversational informatics which encompasses science and technology for understanding and augmenting conversation in the network age. A major challenge in engineering is to develop a technology for conveying not just messages but also underlying wisdom. Relevant theories and practices in cognitive linguistics and communication science, as well as techniques developed in computational linguistics and artificial intelligence, are discussed.

Persuasive Technology

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Publisher : Springer Science & Business Media
ISBN 13 : 3540342915
Total Pages : 229 pages
Book Rating : 4.5/5 (43 download)

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Book Synopsis Persuasive Technology by : Wijnand IJsselsteijn

Download or read book Persuasive Technology written by Wijnand IJsselsteijn and published by Springer Science & Business Media. This book was released on 2006-05-09 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the First International Conference on Persuasive Technology for human well-being, PERSUASIVE 2006. The 31 revised full papers presented together with 1 introductory paper are organized in topical sections on psychological principles of persuasive technology, persuasive technology: theory and modelling, design, applications and evaluations, ethics of persuasive technology persuasive gerontechnology, and ambient intelligence and persuasive technology.

Virtual Community Practices and Social Interactive Media: Technology Lifecycle and Workflow Analysis

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Author :
Publisher : IGI Global
ISBN 13 : 1605663417
Total Pages : 528 pages
Book Rating : 4.6/5 (56 download)

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Book Synopsis Virtual Community Practices and Social Interactive Media: Technology Lifecycle and Workflow Analysis by : Akoumianakis, Demosthenes

Download or read book Virtual Community Practices and Social Interactive Media: Technology Lifecycle and Workflow Analysis written by Akoumianakis, Demosthenes and published by IGI Global. This book was released on 2009-04-30 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides an analysis of virtual communities, explaining their lifecycle in terms of maturity-based models and workflows.