Author: Yusuf Pisan
Publisher: Yusuf Pisan
ISBN: 0975153323
Category : Artificial intelligence
Languages : en
Pages : 262
Book Description
The second Australasian conference on interactive entertainment is latest series of annual regional meetings, in which advances in interactive entertainment and computer games are reported. It brings together a range of experts from media studies, cultural studies, cognitive science and range of other areas.
The Second Australasian Conference on Interactive Entertainment
Author: Yusuf Pisan
Publisher: Yusuf Pisan
ISBN: 0975153323
Category : Artificial intelligence
Languages : en
Pages : 262
Book Description
The second Australasian conference on interactive entertainment is latest series of annual regional meetings, in which advances in interactive entertainment and computer games are reported. It brings together a range of experts from media studies, cultural studies, cognitive science and range of other areas.
Publisher: Yusuf Pisan
ISBN: 0975153323
Category : Artificial intelligence
Languages : en
Pages : 262
Book Description
The second Australasian conference on interactive entertainment is latest series of annual regional meetings, in which advances in interactive entertainment and computer games are reported. It brings together a range of experts from media studies, cultural studies, cognitive science and range of other areas.
Proceedings of the Sixth Australasian Conference on Interactive Entertainment
Author: Malcolm Ryan
Publisher: Yusuf Pisan
ISBN: 1450300103
Category : Computers
Languages : en
Pages : 105
Book Description
IE '09: The 6th Australasian Conference on Interactive Entertainment Dec 17, 2009-Dec 19, 2009 Sydney, Australia. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
Publisher: Yusuf Pisan
ISBN: 1450300103
Category : Computers
Languages : en
Pages : 105
Book Description
IE '09: The 6th Australasian Conference on Interactive Entertainment Dec 17, 2009-Dec 19, 2009 Sydney, Australia. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
IE2007: Proceedings of the 4th Australasian Conference on Interactive Entertainment
Author:
Publisher: Yusuf Pisan
ISBN: 1921166878
Category : Computer games
Languages : en
Pages : 172
Book Description
Publisher: Yusuf Pisan
ISBN: 1921166878
Category : Computer games
Languages : en
Pages : 172
Book Description
Multi-Agent Systems for Education and Interactive Entertainment: Design, Use and Experience
Author: Beer, Martin
Publisher: IGI Global
ISBN: 1609600827
Category : Education
Languages : en
Pages : 330
Book Description
"This book presents readers with a rich collection of ideas from researchers who are exploring the complex tradeoffs that must be made in designing agent systems for education and interactive entertainment"--Provided by publisher.
Publisher: IGI Global
ISBN: 1609600827
Category : Education
Languages : en
Pages : 330
Book Description
"This book presents readers with a rich collection of ideas from researchers who are exploring the complex tradeoffs that must be made in designing agent systems for education and interactive entertainment"--Provided by publisher.
Advances in Computer Entertainment Technology
Author: Adrian David Cheok
Publisher: Springer
ISBN: 3319762702
Category : Computers
Languages : en
Pages : 911
Book Description
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.
Publisher: Springer
ISBN: 3319762702
Category : Computers
Languages : en
Pages : 911
Book Description
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.
Critical Gaming: Interactive History and Virtual Heritage
Author: Erik Champion
Publisher: Routledge
ISBN: 1317157389
Category : Language Arts & Disciplines
Languages : en
Pages : 277
Book Description
This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.
Publisher: Routledge
ISBN: 1317157389
Category : Language Arts & Disciplines
Languages : en
Pages : 277
Book Description
This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.
The Oxford Handbook of Virtuality
Author: Mark Grimshaw
Publisher: Oxford Handbooks
ISBN: 0199826161
Category : Computers
Languages : en
Pages : 794
Book Description
The book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.
Publisher: Oxford Handbooks
ISBN: 0199826161
Category : Computers
Languages : en
Pages : 794
Book Description
The book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.
Handbook of Research on Social Interaction Technologies and Collaboration Software: Concepts and Trends
Author: Dumova, Tatyana
Publisher: IGI Global
ISBN: 1605663697
Category : Business & Economics
Languages : en
Pages : 938
Book Description
"This book explores the origin, structure, purpose, and function of socially interactive technologies known as social software"--Provided by publisher.
Publisher: IGI Global
ISBN: 1605663697
Category : Business & Economics
Languages : en
Pages : 938
Book Description
"This book explores the origin, structure, purpose, and function of socially interactive technologies known as social software"--Provided by publisher.
Learning in the Synergy of Multiple Disciplines
Author: Ulrike Cress
Publisher: Springer
ISBN: 3642046363
Category : Education
Languages : en
Pages : 830
Book Description
This book constitutes the refereed proceedings of the 4th European Conference on Technology Enhanced Learning, EC-TEL 2009, held in Nice, France in September/October 2009. The 35 revised full papers, 17 short papers, and 35 posters presented were carefully reviewed and selected from 136 paper submissions and 22 poster submissions. The papers are organized in topical sections on adaptation and personalization, interoperability, semantic Web, Web 2.0., data mining and social networks, collaboration and social knowledge construction, learning communities and communities of practice, learning contexts, problem and project-based learning, inquiry, learning, learning design, motivation, engagement, learning games, and human factors and evaluation.
Publisher: Springer
ISBN: 3642046363
Category : Education
Languages : en
Pages : 830
Book Description
This book constitutes the refereed proceedings of the 4th European Conference on Technology Enhanced Learning, EC-TEL 2009, held in Nice, France in September/October 2009. The 35 revised full papers, 17 short papers, and 35 posters presented were carefully reviewed and selected from 136 paper submissions and 22 poster submissions. The papers are organized in topical sections on adaptation and personalization, interoperability, semantic Web, Web 2.0., data mining and social networks, collaboration and social knowledge construction, learning communities and communities of practice, learning contexts, problem and project-based learning, inquiry, learning, learning design, motivation, engagement, learning games, and human factors and evaluation.
Online Multiplayer Games
Author: William Sims Bainbridge
Publisher: Morgan & Claypool Publishers
ISBN: 1608451429
Category : Computers
Languages : en
Pages : 105
Book Description
This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society
Publisher: Morgan & Claypool Publishers
ISBN: 1608451429
Category : Computers
Languages : en
Pages : 105
Book Description
This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society