Entertainment Computing -- ICEC 2009

Entertainment Computing -- ICEC 2009
Title Entertainment Computing -- ICEC 2009 PDF eBook
Author Stéphane Natkin
Publisher Springer
Total Pages 344
Release 2009-08-28
Genre Computers
ISBN 3642040527

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This book constitutes the thoroughly refereed proceedings of the 8th International Conference on Entertainment Computing, ICEC 2009, held in Paris, France, in September 2009, under the auspices of IFIP. The 14 revised long papers, 19 short papers and 23 poster papers and demos presented were carefully reviewed and selected from 105 submissions for inclusion in the book. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science.

Entertainment Computing -- ICEC 2009

Entertainment Computing -- ICEC 2009
Title Entertainment Computing -- ICEC 2009 PDF eBook
Author Stéphane Natkin
Publisher Springer Science & Business Media
Total Pages 355
Release 2009-08-28
Genre Computers
ISBN 3642040519

Download Entertainment Computing -- ICEC 2009 Book in PDF, Epub and Kindle

This book constitutes the thoroughly refereed proceedings of the 8th International Conference on Entertainment Computing, ICEC 2009, held in Paris, France, in September 2009, under the auspices of IFIP. The 14 revised long papers, 19 short papers and 23 poster papers and demos presented were carefully reviewed and selected from 105 submissions for inclusion in the book. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science.

Entertainment Computing – ICEC 2017

Entertainment Computing – ICEC 2017
Title Entertainment Computing – ICEC 2017 PDF eBook
Author Nagisa Munekata
Publisher Springer
Total Pages 518
Release 2017-08-23
Genre Education
ISBN 3319667157

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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 2010

Entertainment Computing - ICEC 2010
Title Entertainment Computing - ICEC 2010 PDF eBook
Author Hyun Seung Yang
Publisher Springer
Total Pages 521
Release 2010-08-26
Genre Computers
ISBN 3642153992

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The 9th International Conference on Entertainment Computing (ICEC 2010) was held in September 2010 in Seoul Korea. After Pittsburgh (2008) and Paris (2009), the event returned to Asia. The conference venue was the COEX Exhibition Hall in one of the most vivid and largest cities of the world. This amazing mega-city was a perfect location for the c- ference. Seoul is on the one hand a metropolitan area with modern industries, univer- ties and great economic power. On the other hand, it is also a place with a very fas- nating historical and cultural background. It bridges the past and the future as well as east and west. Entertainment computing also aims at building bridges from technology to leisure, education, culture and work. Entertainment computing at its core has a strong focus on computer games. However, it is not only about computer games. The last ICEC c- ferences have shown that entertainment computing is a much wider field. For instance in games, technology developed for games can be used for a wide range of appli- tions such as therapy or education. Moreover, entertainment does not necessarily have to be understood as games. Entertainment computing finds its way to stage perfo- ances and all sorts of new interactive installations.

Entertainment Computing - ICEC 2011

Entertainment Computing - ICEC 2011
Title Entertainment Computing - ICEC 2011 PDF eBook
Author Junia Anacleto
Publisher Springer Science & Business Media
Total Pages 492
Release 2011-09-23
Genre Computers
ISBN 3642244998

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This book constitutes the refereed proceedings of the 10th International Conference on Entertainment Computing, ICEC 2011, held in Vancouver, Canada, in October 2011, under the auspices of IFIP. The 20 revised long papers, 18 short papers and 24 poster papers and demos presented were carefully reviewed and selected from 94 initial submissions. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science. The papers are organized in topical sections on story, active games, player experience, camera and 3D, educational entertainment, game development, self and identity, social and mobile entertainment; plus the four categories: demonstrations, posters, workshosp, and tutorial.

Entertainment Computing - ICEC 2014

Entertainment Computing - ICEC 2014
Title Entertainment Computing - ICEC 2014 PDF eBook
Author Yusuf Pisan
Publisher Springer
Total Pages 256
Release 2014-09-24
Genre Computers
ISBN 366245212X

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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 2012

Entertainment Computing - ICEC 2012
Title Entertainment Computing - ICEC 2012 PDF eBook
Author Marc Herrlich
Publisher Springer
Total Pages 629
Release 2012-08-30
Genre Computers
ISBN 364233542X

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This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life – interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.