Entertainment Computing Icec 2015

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Entertainment Computing - ICEC 2015

Entertainment Computing - ICEC 2015 Pdf/ePub eBook Author: ,
Editor: Springer
ISBN: 3319245899
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Entertainment Computing - ICEC 2015 by , Summary

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 2016

Entertainment Computing - ICEC 2016 Pdf/ePub eBook Author: Günter Wallner,Simone Kriglstein,Helmut Hlavacs,Rainer Malaka,Artur Lugmayr,Hyun-Seung Yang
Editor: Springer
ISBN: 3319461001
FileSize: 1915kb
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Entertainment Computing - ICEC 2016 by Günter Wallner,Simone Kriglstein,Helmut Hlavacs,Rainer Malaka,Artur Lugmayr,Hyun-Seung Yang Summary

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

Entertainment Computing – ICEC 2017 Pdf/ePub eBook Author: Nagisa Munekata,Itsuki Kunita,Junichi Hoshino
Editor: Springer
ISBN: 3319667157
FileSize: 306kb
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Entertainment Computing – ICEC 2017 by Nagisa Munekata,Itsuki Kunita,Junichi Hoshino Summary

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 2018

Entertainment Computing – ICEC 2018 Pdf/ePub eBook Author: Esteban Clua,Licinio Roque,Artur Lugmayr,Pauliina Tuomi
Editor: Springer
ISBN: 3319994263
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Entertainment Computing – ICEC 2018 by Esteban Clua,Licinio Roque,Artur Lugmayr,Pauliina Tuomi Summary

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.

Augmented Reality, Virtual Reality, and Computer Graphics

Augmented Reality, Virtual Reality, and Computer Graphics Pdf/ePub eBook Author: Lucio Tommaso De Paolis,Antonio Mongelli
Editor: Springer
ISBN: 3319406213
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Augmented Reality, Virtual Reality, and Computer Graphics by Lucio Tommaso De Paolis,Antonio Mongelli Summary

The 2-volume set LNCS 9768 and 9769 constitutes the refereed proceedings of the Third International Conference on Augmented Reality, Virtual Reality and Computer Graphics, AVR 2016, held in Lecce, Italy, in June 2016. The 40 full papers and 29 short papers presented werde carefully reviewed and selected from 131 submissions. The SALENTO AVR 2016 conference intended to bring together researchers, scientists, and practitioners to discuss key issues, approaches, ideas, open problems, innovative applications and trends on virtual and augmented reality, 3D visualization and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, industrial andmilitary sectors.

Software Engineering Perspectives in Computer Game Development

Software Engineering Perspectives in Computer Game Development Pdf/ePub eBook Author: Kendra M. L. Cooper
Editor: CRC Press
ISBN: 1351382357
FileSize: 1950kb
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Software Engineering Perspectives in Computer Game Development by Kendra M. L. Cooper Summary

Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives

Transforming Society and Organizations through Gamification

Transforming Society and Organizations through Gamification Pdf/ePub eBook Author: Agnessa Spanellis,J. Tuomas Harviainen
Editor: Springer Nature
ISBN: 3030682072
FileSize: 1891kb
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Transforming Society and Organizations through Gamification by Agnessa Spanellis,J. Tuomas Harviainen Summary

Gamification is the application of game-design elements and game principles to non-game contexts, and has been used to solve problems by applying characteristics of games. Though it has principally been applied in the areas of business and education, this book seeks to expand focus beyond this, looking at how gamification can be used for social change, the development of organizations and the implementation of the UN Sustainable Development goals. Including contributors from across the glove, it draws on a rich array of case studies, from inclusivity in the workplace to ecosystems in the Amazon. A timely contribution to an exciting, growing field, this book engages with the theoretical framework and lays out the foundations for a rigorous theory-based stream of research. It will be valuable reading to scholars and practitioners interested in social change, sustainability, gamification and organizational studies. Agnessa Spanellis (PhD, MEng) is an Assistant Professor at Heriot-Watt University, Scotland and a member of the Research Centre for Logistics and Sustainability at Edinburgh Business School, leading research on gamification for sustainable development and exploring how gamification can improve social and environmental sustainability, especially in more deprived and impoverished communities in low-income counties. J. Tuomas Harviainen (PhD, MBA) works as Associate Professor of information Practices at Tampere University, Finland. Harviainen's work ranges from information sharing in creative organizations to games and gamification. He firmly believes that good research can also be a form of societal activism.

Entertainment Computing and Serious Games

Entertainment Computing and Serious Games Pdf/ePub eBook Author: Erik van der Spek,Stefan Göbel,Ellen Yi-Luen Do,Esteban Clua,Jannicke Baalsrud Hauge
Editor: Springer Nature
ISBN: 3030346447
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Entertainment Computing and Serious Games by Erik van der Spek,Stefan Göbel,Ellen Yi-Luen Do,Esteban Clua,Jannicke Baalsrud Hauge Summary

This book constitutes the refereed proceedings of the First IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019. The 26 full papers, 5 short papers, and 16 poster, demonstration, and workshop papers presented were carefully reviewed and selected from 88 submissions. They cover a large range of topics at the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology, and numerous serious application domains. The papers are organized in the following topical sections: mixed reality; virtual reality; entertainment algorithms; game design and development; interaction technologies; measurement and effects; and serious game applications.

Entertainment Computing and Serious Games

Entertainment Computing and Serious Games Pdf/ePub eBook Author: Ralf Dörner,Stefan Göbel,Michael Kickmeier-Rust,Maic Masuch,Katharina Zweig
Editor: Springer
ISBN: 3319461524
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Entertainment Computing and Serious Games by Ralf Dörner,Stefan Göbel,Michael Kickmeier-Rust,Maic Masuch,Katharina Zweig Summary

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.

The Oxford Handbook of Entertainment Theory

The Oxford Handbook of Entertainment Theory Pdf/ePub eBook Author: Peter Vorderer,Christoph Klimmt
Editor: Oxford University Press
ISBN: 0190072237
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The Oxford Handbook of Entertainment Theory by Peter Vorderer,Christoph Klimmt Summary

The proliferation of new digital technologies has given rise to an entirely changed media landscape and revolutionized how we seek entertainment. Older entertainment media like novels, radio, and film have been joined by a host of digital media that smartphones allow us to carry almost anywhere and at all times, from video games and social media to video on demand services. This unprecedented ubiquity of entertainment media calls for new and more sophisticated theories that help us understand the fascination that different entertainment media exert on us and how they change the human experience. The Oxford Handbook of Entertainment Theory surveys and furthers the most influential psychology-driven research on media entertainment to illuminate how people are drawn into media experiences. The 41 chapters in this Handbook not only offer fresh perspectives on established theories but also introduce emerging models and highlight the importance of considering the diverse backgrounds of media users when conducting research. They also cover the motivations and reactions of media users in relationship to different types of media, the trend towards interactive media such as video games and virtual reality, and particularly popular media contents like sexuality, violence, sports, and the news. As the most comprehensive overview of psychology-based research on media entertainment available, this Handbook is an invaluable resource for seasoned researchers and those beginning to learn about the field alike.

Data Analytics Applications in Gaming and Entertainment

Data Analytics Applications in Gaming and Entertainment Pdf/ePub eBook Author: Günter Wallner
Editor: CRC Press
ISBN: 1000001865
FileSize: 475kb
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Data Analytics Applications in Gaming and Entertainment by Günter Wallner Summary

The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject. Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book’s perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment.

Cross-Cultural Computing: An Artist's Journey

Cross-Cultural Computing: An Artist's Journey Pdf/ePub eBook Author: Naoko Tosa
Editor: Springer
ISBN: 1447165128
FileSize: 568kb
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Cross-Cultural Computing: An Artist's Journey by Naoko Tosa Summary

This exciting new book explores the relationship between cultural traditions and computers, looking at how people from very different cultures and backgrounds communicate and how the use of information technologies can support and enhance these dialogues. Historically we developed our understanding of other cultures through traditional means (museums, printed literature, etc.) but the advent of information technologies has allowed us access to a plethora of material. Tosa asks the question “Can we understand other cultures using computers as media to supplement thinking and memorization?” Starting with a survey of art and technology, moving into the area of culture and technology, the book culminates with a vision of a new world based on an understanding of these relationships, allowing cultural creators and viewers the opportunity to reach a better and more profound understanding of the role information technology will play going forward.

Internet of Things (IoT) in 5G Mobile Technologies

Internet of Things (IoT) in 5G Mobile Technologies Pdf/ePub eBook Author: Constandinos X. Mavromoustakis,George Mastorakis,Jordi Mongay Batalla
Editor: Springer
ISBN: 3319309137
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Internet of Things (IoT) in 5G Mobile Technologies by Constandinos X. Mavromoustakis,George Mastorakis,Jordi Mongay Batalla Summary

This book reports on the latest advances in the modeling, analysis and efficient management of information in Internet of Things (IoT) applications in the context of 5G access technologies. It presents cutting-edge applications made possible by the implementation of femtocell networks and millimeter wave communications solutions, examining them from the perspective of the universally and constantly connected IoT. Moreover, it describes novel architectural approaches to the IoT and presents the new framework possibilities offered by 5G mobile networks, including middleware requirements, node-centrality and the location of extensive functionalities at the edge. By providing researchers and professionals with a timely snapshot of emerging mobile communication systems, and highlighting the main pitfalls and potential solutions, the book fills an important gap in the literature and will foster the further developments of 5G hosting IoT devices.

Computational Science and Technology

Computational Science and Technology Pdf/ePub eBook Author: Rayner Alfred,Hiroyuki Iida,Ag. Asri Ag. Ibrahim,Yuto Lim
Editor: Springer
ISBN: 9811082766
FileSize: 1769kb
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Computational Science and Technology by Rayner Alfred,Hiroyuki Iida,Ag. Asri Ag. Ibrahim,Yuto Lim Summary

This book gathers the proceedings of the Fourth International Conference on Computational Science and Technology 2017 (ICCST2017), held in Kuala Lumpur, Malaysia, on 29–30 November 2017. These proceedings offer practitioners and researchers the opportunity to present exciting advances in computational techniques and solutions in this area. They also identify emerging issues, help to shape future research directions, and will enable industrial users to apply cutting-edge, large-scale and high-performance computational methods.

Video Games

Video Games Pdf/ePub eBook Author: Nicholas David Bowman
Editor: Routledge
ISBN: 1351235249
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Video Games by Nicholas David Bowman Summary

This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.

Advances in Computer Entertainment Technology

Advances in Computer Entertainment Technology Pdf/ePub eBook Author: Adrian David Cheok,Masahiko Inami,Teresa Romão
Editor: Springer
ISBN: 3319762702
FileSize: 1639kb
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Advances in Computer Entertainment Technology by Adrian David Cheok,Masahiko Inami,Teresa Romão Summary

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.

Analyzing Human Behavior in Cyberspace

Analyzing Human Behavior in Cyberspace Pdf/ePub eBook Author: Yan, Zheng
Editor: IGI Global
ISBN: 1522571299
FileSize: 776kb
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Analyzing Human Behavior in Cyberspace by Yan, Zheng Summary

The rapid evolution of technology continuously changes the way people interact, work, and learn. By examining these advances from a sociological perspective, researchers can further understand the impact of cyberspace on human behavior, interaction, and cognition. Analyzing Human Behavior in Cyberspace provides emerging research exploring the four types of cyber behavior, expanding the scientific knowledge about the subject matter and revealing its extreme complexity. Featuring coverage on a broad range of topics such as cyber effects, emotion recognition, and cyber victimization, this book is ideally designed for sociologists, psychologists, academicians, researchers, and graduate-level students seeking current research on how people behave online.

The Digital Synaptic Neural Substrate

The Digital Synaptic Neural Substrate Pdf/ePub eBook Author: Azlan Iqbal,Matej Guid,Simon Colton,Jana Krivec,Shazril Azman,Boshra Haghighi
Editor: Springer
ISBN: 3319280791
FileSize: 1840kb
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The Digital Synaptic Neural Substrate by Azlan Iqbal,Matej Guid,Simon Colton,Jana Krivec,Shazril Azman,Boshra Haghighi Summary

This book describes a new computational approach to creativity. With chess as the domain of investigation, the authors show experimentally how a computer can be imbued with the 'spark' of creativity that enables it to compose chess problems or puzzles that are both challenging and aesthetically appealing to humans. This new approach called the Digital Synaptic Neural Substrate (DSNS) mimics the brain's ability to combine fragments of seemingly unrelated information from different domains (such as chess, photographs and music) to inspire itself to create new objects in any of them. Representing the cutting edge in computational creativity research, this book will be useful to students, educators and researchers in the field as well as artificial intelligence (AI) practitioners, in general.

Serious Games

Serious Games Pdf/ePub eBook Author: Stefan Göbel,Minhua Ma,Jannicke Baalsrud Hauge,Manuel Fradinho Oliveira,Josef Wiemeyer,Viktor Wendel
Editor: Springer
ISBN: 3319191268
FileSize: 1188kb
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Serious Games by Stefan Göbel,Minhua Ma,Jannicke Baalsrud Hauge,Manuel Fradinho Oliveira,Josef Wiemeyer,Viktor Wendel Summary

This book constitutes the proceedings of the First Joint International Conference on Serious Games, JCSG 2015, held in Huddersfield, UK, in June 2015. This conference bundles the activities of the International Conference on Serious Games Development and Applications, SGDA, and the Conference on Serious Games, GameDays. The total of 12 full papers and 5 short papers was carefully reviewed and selected from 31 submissions. The book also contains one full invited talk. The papers were organized in topical sections named: games for health; games for learning; games for other purposes; game design and development; and poster and demo papers.