New Frontiers For Entertainment Computing

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New Frontiers for Entertainment Computing

Author : Paolo Ciancarini,Ryohei Nakatsu,Matthias Rauterberg,Marco Roccetti
Publisher : Springer Science & Business Media
Page : 146 pages
File Size : 42,5 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 - ICEC 2010

Author : Hyun Seung Yang,Rainer Malaka,Junichi Hoshino,Jung Hyun Han
Publisher : Springer Science & Business Media
Page : 536 pages
File Size : 53,8 Mb
Release : 2010-08-11
Category : Computers
ISBN : 9783642153983

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

This book constitutes the thoroughly refereed proceedings of the 9th International Conference on Entertainment Computing, ICEC 2010, held in Seoul, Korea, in August 2010, under the auspices of IFIP. The 19 revised long papers, 27 short papers and 33 poster papers and demos presented were carefully reviewed and selected from numerous 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.

Cross-Cultural Computing: An Artist's Journey

Author : Naoko Tosa
Publisher : Springer
Page : 134 pages
File Size : 41,6 Mb
Release : 2016-03-01
Category : Computers
ISBN : 9781447165125

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Cross-Cultural Computing: An Artist's Journey by Naoko Tosa Pdf

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.

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 : 52,8 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 2023

Author : Paolo Ciancarini,Angelo Di Iorio,Helmut Hlavacs,Francesco Poggi
Publisher : Springer Nature
Page : 531 pages
File Size : 47,8 Mb
Release : 2023-12-15
Category : Computers
ISBN : 9789819982486

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Entertainment Computing – ICEC 2023 by Paolo Ciancarini,Angelo Di Iorio,Helmut Hlavacs,Francesco Poggi Pdf

This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers and 5 short papers presented in this book were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. .

Entertainment Computing - ICEC 2012

Author : Marc Herrlich,Rainer Malaka,Maic Masuch
Publisher : Springer
Page : 629 pages
File Size : 52,8 Mb
Release : 2012-08-30
Category : Computers
ISBN : 9783642335426

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Entertainment Computing - ICEC 2012 by Marc Herrlich,Rainer Malaka,Maic Masuch Pdf

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.

Computer Games and Software Engineering

Author : Kendra M. L. Cooper,Walt Scacchi
Publisher : CRC Press
Page : 304 pages
File Size : 47,6 Mb
Release : 2015-05-08
Category : Computers
ISBN : 9781482226690

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Computer Games and Software Engineering by Kendra M. L. Cooper,Walt Scacchi Pdf

Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to

Art and Technology of Entertainment Computing and Communication

Author : Adrian David Cheok
Publisher : Springer Science & Business Media
Page : 299 pages
File Size : 49,9 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

Author : Ryohei Nakatsu,Junichi Hoshino
Publisher : Springer
Page : 536 pages
File Size : 50,6 Mb
Release : 2013-04-17
Category : Computers
ISBN : 9780387356600

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Entertainment Computing by Ryohei Nakatsu,Junichi Hoshino Pdf

This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.

Cultural Computing

Author : Ryohei Nakatsu,Naoko Tosa,Fazel Naghdy,Philippe Codognet
Publisher : Springer Science & Business Media
Page : 254 pages
File Size : 47,5 Mb
Release : 2010-08-23
Category : Computers
ISBN : 9783642152139

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Cultural Computing by Ryohei Nakatsu,Naoko Tosa,Fazel Naghdy,Philippe Codognet Pdf

Welcome to the Second International IFIP Entertainment Computing Symposium on st Cultural Computing (ECS 2010), which was part of the 21 IFIP World Computer Congress, held in Brisbane, Australia during September 21–23, 2010. On behalf of the people who made this conference happen, we wish to welcome you to this inter- tional event. The IFIP World Computer Congress has offered an opportunity for researchers and practitioners to present their findings and research results in several prominent areas of computer science and engineering. In the last World Computer Congress, WCC 2008, held in Milan, Italy in September 2008, IFIP launched a new initiative focused on all the relevant issues concerning computing and entertainment. As a - sult, the two-day technical program of the First Entertainment Computing Symposium (ECS 2008) provided a forum to address, explore and exchange information on the state of the art of computer-based entertainment and allied technologies, their design and use, and their impact on society. Based on the success of ECS 2008, at this Second IFIP Entertainment Computing Symposium (ECS 2010), our challenge was to focus on a new area in entertainment computing: cultural computing.

Art and Technology of Entertainment Computing and Communication

Author : Adrian David Cheok
Publisher : Springer
Page : 304 pages
File Size : 44,7 Mb
Release : 2010-08-12
Category : Computers
ISBN : 1849961360

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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.

Handbook of Multimedia for Digital Entertainment and Arts

Author : Borko Furht
Publisher : Springer Science & Business Media
Page : 764 pages
File Size : 55,5 Mb
Release : 2010-03-10
Category : Computers
ISBN : 9780387890241

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Handbook of Multimedia for Digital Entertainment and Arts by Borko Furht Pdf

The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.

Advances in Computer Entertainment Technology

Author : Adrian David Cheok,Masahiko Inami,Teresa Romão
Publisher : Springer
Page : 895 pages
File Size : 44,5 Mb
Release : 2018-03-02
Category : Computers
ISBN : 9783319762708

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Advances in Computer Entertainment Technology by Adrian David Cheok,Masahiko Inami,Teresa Romão Pdf

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.

Intelligent Technologies for Interactive Entertainment

Author : Mark Maybury,Oliviero Stock,Wolfgang Wahlster
Publisher : Springer
Page : 344 pages
File Size : 50,5 Mb
Release : 2005-11-18
Category : Computers
ISBN : 9783540316510

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Intelligent Technologies for Interactive Entertainment by Mark Maybury,Oliviero Stock,Wolfgang Wahlster Pdf

This book constitutes the refereed proceedings of the First International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2005 held in Madonna di Campiglio, Italy in November/December 2005. Among the intelligent computational technologies covered are adaptive media presentations, recommendation systems in media scalable crossmedia, affective user interfaces, intelligent speech interfaces, tele-presence in entertainment, collaborative user models and group behavior, collaborative and virtual environments, cross domain user models, animation and virtual characters, holographic interfaces, augmented, virtual and mixed reality, computer graphics and multimedia, pervasive multimedia, creative language environments, computational humour, etc. The 21 revised full papers and 15 short papers presented together with 12 demonstration papers were carefully reviewed and selected from a total of 39 submissions. The papers cover a wide range of topics, including intelligent interactive games, intelligent music systems, interactive cinema, edutainment, interactive art, interactive museum guides, city and tourism explorers assistants, shopping assistants, interactive real TV, interactive social networks, interactive storytelling, personal diaries, websites and blogs, and comprehensive assisting environments for special populations (impaired, children, elderly).

Computer Games and Immersive Entertainment

Author : Chrissie Scelsi,Ross A. Dannenberg
Publisher : Unknown
Page : 0 pages
File Size : 54,6 Mb
Release : 2020-04
Category : Games & Activities
ISBN : 1634251199

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Computer Games and Immersive Entertainment by Chrissie Scelsi,Ross A. Dannenberg Pdf

The intersection between intellectual property law and video games and immersive entertainment is exciting, fast-paced, and complex, as technology evolves at breakneck speed and often outpaces established case law. This one-of-kind handbook covers the intellectual property issues that game developers routinely wrestle with and need legal counsel about, from end-user license agreements to the scope and limitations of copyright protection to approaches for simulating reality without conflicting with existing trademark and brand rights of real-world companies, and more. Each chapter covers important IP issues involved with computer games and immersive entertainment, including end-user license agreements, copyrights, patents, trademarks, trade secrets, rights of publicity, and international considerations.