4th International Conference on Advances in Computer Entertainment Technology (ACE 2007)

4th International Conference on Advances in Computer Entertainment Technology (ACE 2007)
Title 4th International Conference on Advances in Computer Entertainment Technology (ACE 2007) PDF eBook
Author R. Bernhaupt
Publisher
Total Pages 312
Release 2007-09-19
Genre Games
ISBN 9781604232653

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Advances in Computer Entertainment Technology

Advances in Computer Entertainment Technology
Title Advances in Computer Entertainment Technology PDF eBook
Author Adrian David Cheok
Publisher Springer
Total Pages 895
Release 2018-03-02
Genre Computers
ISBN 3319762702

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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.

Advances in Computer Games

Advances in Computer Games
Title Advances in Computer Games PDF eBook
Author H. Jaap van den Herik
Publisher Springer
Total Pages 356
Release 2012-07-18
Genre Computers
ISBN 3642318665

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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.

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

IE2007: Proceedings of the 4th Australasian Conference on Interactive Entertainment
Title IE2007: Proceedings of the 4th Australasian Conference on Interactive Entertainment PDF eBook
Author
Publisher Yusuf Pisan
Total Pages 172
Release 2007
Genre Computer games
ISBN 1921166878

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A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games

A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
Title A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games PDF eBook
Author Kim J.L. Nevelsteen
Publisher Springer
Total Pages 66
Release 2015-05-08
Genre Computers
ISBN 3319176323

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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.

Entertainment Computing and Serious Games

Entertainment Computing and Serious Games
Title Entertainment Computing and Serious Games PDF eBook
Author Ralf Dörner
Publisher Springer
Total Pages 541
Release 2016-10-05
Genre Computers
ISBN 3319461524

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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.

Knowledge-Based Intelligent Information and Engineering Systems

Knowledge-Based Intelligent Information and Engineering Systems
Title Knowledge-Based Intelligent Information and Engineering Systems PDF eBook
Author Bruno Apolloni
Publisher Springer
Total Pages 1126
Release 2007-09-14
Genre Computers
ISBN 3540748296

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Annotation The three volume set LNAI 4692, LNAI 4693, and LNAI 4694, constitute the refereed proceedings of the 11th International Conference on Knowledge-Based Intelligent Information and Engineering Systems, KES 2007, held in Vietri sul Mare, Italy, September 12-14, 2007. The 409 revised papers presented were carefully reviewed and selected from about 1203 submissions. The papers present a wealth of original research results from the field of intelligent information processing in the broadest sense; topics covered in the first volume are artificial neural networks and connectionists systems, fuzzy and neuro-fuzzy systems, evolutionary computation, machine learning and classical AI, agent systems, knowledge based and expert systems, hybrid intelligent systems, miscellaneous intelligent algorithms, intelligent vision and image processing, knowledge management and ontologies, Web intelligence, multimedia, e-learning and teaching, intelligent signal processing, control and robotics, other intelligent systems applications, papers of the experience management and engineering workshop, industrial applications of intelligent systems, as well as information engineering and applications in ubiquotous computing environments.