Entertainment Computing

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Entertainment Computing - ICEC 2008

Author : Scott M. Stevens,Shirley Saldamarco
Publisher : Springer Science & Business Media
Page : 253 pages
File Size : 53,8 Mb
Release : 2008-11-24
Category : Computers
ISBN : 9783540892212

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Entertainment Computing - ICEC 2008 by Scott M. Stevens,Shirley Saldamarco Pdf

The 7th International Conference on Entertainment Computing, under the auspices of the International Federation for Information Processing (IFIP), was held September 25–27, 2008 in Pittsburgh, Pennsylvania. Based on the very successful first international workshop (IWEC 2002) and the following international conferences (ICEC 2003 through ICEC 2007), ICEC 2008 was an international forum for the exchange of experience and knowledge amongst researchers and developers in the field of entertainment computing. ICEC is the longest established and most prestigious conference in the field of entertainment computing. The conference provides an interdisciplinary forum for advanced research in entertainment computing, broadly defined. ICEC is truly international with leading experts from 14 nations representing academia and industry attending this year’s conference. These leaders presented their newest research, insights, products and demonstrations. Although the field of entertainment computing is thought of as new, in fact modern digital computer games go back over 45 years with games such as Spacewar developed in 1961. This is not to say entertainment computing is limited to computer games. As evidenced by papers in this volume, entertainment computing covers virtually every aspect of today’s recreational diversions.

New Frontiers for Entertainment Computing

Author : Paolo Ciancarini,Ryohei Nakatsu,Matthias Rauterberg,Marco Roccetti
Publisher : Springer Science & Business Media
Page : 146 pages
File Size : 54,5 Mb
Release : 2008-07-17
Category : Computers
ISBN : 9780387097008

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New Frontiers for Entertainment Computing by Paolo Ciancarini,Ryohei Nakatsu,Matthias Rauterberg,Marco Roccetti Pdf

This book constitutes the refereed proceedings of the 1st IFIP Entertainment Computing Symposium held in Milan, Italy on September 7-10, 2008. The IFIP series publishes state-of-the-art results in the sciences and technologies of information and communication. The scope of the series includes: foundations of computer science; software theory and practice; education; computer applications in technology; communication systems; systems modeling and optimization; information systems; computers and society; computer systems technology; security and protection in information processing systems; artificial intelligence; and human-computer interaction. Proceedings and post-proceedings of refereed international conferences in computer science and interdisciplinary fields are featured. These results often precede journal publication and represent the most current research. The principal aim of the IFIP series is to encourage education and the dissemination and exchange of information about all aspects of computing.

Entertainment Computing and Serious Games

Author : Ralf Dörner,Stefan Göbel,Michael Kickmeier-Rust,Maic Masuch,Katharina Zweig
Publisher : Springer
Page : 541 pages
File Size : 48,6 Mb
Release : 2016-10-05
Category : Computers
ISBN : 9783319461526

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Entertainment Computing and Serious Games by Ralf Dörner,Stefan Göbel,Michael Kickmeier-Rust,Maic Masuch,Katharina Zweig Pdf

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 2004

Author : Matthias Rauterberg
Publisher : Springer Science & Business Media
Page : 622 pages
File Size : 53,9 Mb
Release : 2004-08-23
Category : Computers
ISBN : 9783540229476

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Entertainment Computing - ICEC 2004 by Matthias Rauterberg Pdf

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 2015

Author : Konstantinos Chorianopoulos,Monica Divitini,Jannicke Baalsrud Hauge,Letizia Jaccheri,Rainer Malaka
Publisher : Springer
Page : 583 pages
File Size : 52,7 Mb
Release : 2015-09-24
Category : Computers
ISBN : 9783319245898

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Entertainment Computing - ICEC 2015 by Konstantinos Chorianopoulos,Monica Divitini,Jannicke Baalsrud Hauge,Letizia Jaccheri,Rainer Malaka Pdf

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.

Art and Technology of Entertainment Computing and Communication

Author : Adrian David Cheok
Publisher : Springer Science & Business Media
Page : 299 pages
File Size : 47,5 Mb
Release : 2010-08-03
Category : Computers
ISBN : 9781849961370

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Art and Technology of Entertainment Computing and Communication by Adrian David Cheok Pdf

Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing. Adrian David Cheok argues that entertainment as an end-product is useful for interactive play, however it is also a powerful tool for learning and communication and it is also a key driver for the development of information technology. This book explores the future of entertainment technologies used for communication and describes quantum step research. It will inform and inspire readers to create their own radical inventions and innovations that are not incremental, but which break through ideas and non-obvious solutions. One of the main explorations is the examination of how new forms of computer interaction can lead to radical new forms of technology and art for entertainment computing. Art and Technology of Entertainment Computing and Communication is an informative and inspirational text for students and the next generation of researchers. It’s main aim is to provide information that will hopefully help change the world and society for the better, through new modes of entertainment and communication. Academics, researchers, engineers, game designers, and interaction designers, will find the content both interesting and valuable. Entertainment is the "engine" to inspire people and drive innovation in interactive digital media design. The pioneer of the field, Prof. Adrian David Cheok, takes you on an exciting tour of the future shaped by the Entertainment Technologies. Hiroshi ISHII, Muriel R. Cooper Professor of Media Arts and Sciences, MIT Media Laboratory.

Entertainment Computing - ICEC 2006

Author : Matthias Rauterberg,Marco Combetto
Publisher : Springer
Page : 420 pages
File Size : 53,5 Mb
Release : 2006-10-01
Category : Computers
ISBN : 9783540452614

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Entertainment Computing - ICEC 2006 by Matthias Rauterberg,Marco Combetto Pdf

This book constitutes the refereed proceedings of the 5th International Conference on Entertainment Computing, ICEC 2006. The 17 revised full papers, 17 revised short papers and 28 poster papers presented together with one keynote paper were carefully reviewed and selected. The papers are organized in topical sections on agents, cultural and psychological metrics, transforming broadcast experience, culture, place, play, display technology, authoring tools, object tracking, edutainment, and network games.

Entertainment Computing - ICEC 2005

Author : Fumio Kishino,Yoshifumi Kitamura,Hirokazu Kato,Noriko Nagata
Publisher : Springer
Page : 540 pages
File Size : 42,5 Mb
Release : 2005-09-28
Category : Computers
ISBN : 9783540320548

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Entertainment Computing - ICEC 2005 by Fumio Kishino,Yoshifumi Kitamura,Hirokazu Kato,Noriko Nagata Pdf

First of all, we appreciate the hard work of all the authors who contributed to ICEC 2005 by submitting their papers. ICEC 2005 attracted 95 technical paper submissions, 8 poster submissions and 7 demo submissions, in total 110. This number is nearly equal to ICEC 2004. Based on a thorough review and selection process carried out by 76 international experts from academia and industry as members of the senior and international program committees, a high-quality program was compiled. The program committee consisted of experts from all over the world: 1 from Austria, 3 from Bulgaria, 2 from Canada, 4 from China, 1 from Finland, 4 from France, 10 from Germany, 1 from Greece, 1 from Ireland, 1 from Israel, 1 from Italy, 26 from Japan, 1 from Korea, 4 from The Netherlands, 1 from New Zealand, 1 from Norway, 1 from Singapore, 1 from Thailand, 4 from the UK, and 8 from the USA. In this number, reviewers are included. The final decision was made at the senior program committee meeting based on three reviewers' feedback, available online via the conference management tool. Through earnest and fair discussion at the meeting, 25 technical papers were accepted as long papers and 32 technical papers were accepted as short papers from 95 submitted technical papers. Moreover, 3 poster papers and 5 demo papers were accepted.

Entertainment Computing – ICEC 2018

Author : Esteban Clua,Licinio Roque,Artur Lugmayr,Pauliina Tuomi
Publisher : Springer
Page : 412 pages
File Size : 42,6 Mb
Release : 2018-09-05
Category : Computers
ISBN : 9783319994260

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Entertainment Computing – ICEC 2018 by Esteban Clua,Licinio Roque,Artur Lugmayr,Pauliina Tuomi Pdf

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 - ICEC 2007

Author : Lizhuang Ma,Matthias Rauterberg,Ryohei Nakatsu
Publisher : Springer
Page : 482 pages
File Size : 52,8 Mb
Release : 2007-08-26
Category : Computers
ISBN : 9783540748731

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Entertainment Computing - ICEC 2007 by Lizhuang Ma,Matthias Rauterberg,Ryohei Nakatsu Pdf

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.

Entertainment Computing – ICEC 2017

Author : Nagisa Munekata,Itsuki Kunita,Junichi Hoshino
Publisher : Springer
Page : 518 pages
File Size : 43,6 Mb
Release : 2017-08-23
Category : Education
ISBN : 9783319667157

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Entertainment Computing – ICEC 2017 by Nagisa Munekata,Itsuki Kunita,Junichi Hoshino Pdf

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.

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030

Author : Rodrigo Pereira dos Santos,Marcelo da Silva Hounsell
Publisher : Springer Nature
Page : 285 pages
File Size : 44,6 Mb
Release : 2023-03-09
Category : Computers
ISBN : 9783031276392

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Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 by Rodrigo Pereira dos Santos,Marcelo da Silva Hounsell Pdf

This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.

Entertainment Computing - ICEC 2011

Author : Junia Anacleto,Sidney Fels,Nicholas Graham,Bill Kapralos,Magy Seif El-Nasr,Kevin Stanley
Publisher : Springer
Page : 477 pages
File Size : 48,7 Mb
Release : 2011-11-17
Category : Computers
ISBN : 9783642245008

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Entertainment Computing - ICEC 2011 by Junia Anacleto,Sidney Fels,Nicholas Graham,Bill Kapralos,Magy Seif El-Nasr,Kevin Stanley Pdf

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 2021

Author : Jannicke Baalsrud Hauge,Jorge C. S. Cardoso,Licínio Roque,Pedro A. Gonzalez-Calero
Publisher : Springer Nature
Page : 549 pages
File Size : 52,9 Mb
Release : 2021-10-31
Category : Computers
ISBN : 9783030893941

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Entertainment Computing – ICEC 2021 by Jannicke Baalsrud Hauge,Jorge C. S. Cardoso,Licínio Roque,Pedro A. Gonzalez-Calero Pdf

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.

Entertainment Computing - ICEC 2010

Author : Hyun Seung Yang,Rainer Malaka,Junichi Hoshino,Jung Hyun Han
Publisher : Springer
Page : 521 pages
File Size : 44,5 Mb
Release : 2010-08-26
Category : Computers
ISBN : 9783642153990

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Entertainment Computing - ICEC 2010 by Hyun Seung Yang,Rainer Malaka,Junichi Hoshino,Jung Hyun Han Pdf

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.