Author: Barbara Göbl
Publisher: Springer Nature
ISBN: 3031202120
Category : Computers
Languages : en
Pages : 456
Book Description
This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022. The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 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 2022
Entertainment Computing – ICEC 2017
Author: Nagisa Munekata
Publisher: Springer
ISBN: 3319667157
Category : Education
Languages : en
Pages : 518
Book Description
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.
Publisher: Springer
ISBN: 3319667157
Category : Education
Languages : en
Pages : 518
Book Description
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 2012
Author: Marc Herrlich
Publisher: Springer
ISBN: 364233542X
Category : Computers
Languages : en
Pages : 629
Book Description
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.
Publisher: Springer
ISBN: 364233542X
Category : Computers
Languages : en
Pages : 629
Book Description
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.
Entertainment Computing - ICEC 2011
Author: Junia Anacleto
Publisher: Springer Science & Business Media
ISBN: 3642244998
Category : Computers
Languages : en
Pages : 492
Book Description
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.
Publisher: Springer Science & Business Media
ISBN: 3642244998
Category : Computers
Languages : en
Pages : 492
Book Description
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 2010
Author: Hyun Seung Yang
Publisher: Springer Science & Business Media
ISBN: 3642153984
Category : Computers
Languages : en
Pages : 536
Book Description
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.
Publisher: Springer Science & Business Media
ISBN: 3642153984
Category : Computers
Languages : en
Pages : 536
Book Description
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.
Entertainment Computing – ICEC 2024
Author: Pablo Figueroa
Publisher: Springer Nature
ISBN: 3031743539
Category :
Languages : en
Pages : 464
Book Description
Publisher: Springer Nature
ISBN: 3031743539
Category :
Languages : en
Pages : 464
Book Description
Handbook of Game-Based Learning
Author: Jan L. Plass
Publisher: MIT Press
ISBN: 0262356546
Category : Education
Languages : en
Pages : 601
Book Description
A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan
Publisher: MIT Press
ISBN: 0262356546
Category : Education
Languages : en
Pages : 601
Book Description
A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan
Cultural Computing
Author: Ryohei Nakatsu
Publisher: Springer Science & Business Media
ISBN: 3642152139
Category : Computers
Languages : en
Pages : 254
Book Description
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.
Publisher: Springer Science & Business Media
ISBN: 3642152139
Category : Computers
Languages : en
Pages : 254
Book Description
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.
Augmented Reality
Author: Soha Maad
Publisher: BoD – Books on Demand
ISBN: 9537619699
Category : Computers
Languages : en
Pages : 243
Book Description
Virtual Reality (VR) and Augmented Reality (AR) tools and techniques supply virtual environments that have key characteristics in common with our physical environment. Viewing and interacting with 3D objects is closer to reality than abstract mathematical and 2D approaches. Augmented Reality (AR) technology, a more expansive form of VR is emerging as a cutting-edge technology that integrates images of virtual objects into a real world. In that respect Virtual and Augmented reality can potentially serve two objectives: reflecting realism through a closer correspondence with real experience, and extending the power of computer-based technology to better reflect abstract experience. With the growing amount of digital data that can be stored and accessed there is a rising need to harness this data and transform it into an engine capable of developing our view and perception of the world and of boosting the economic activity across domain verticals. Graphs, pie charts and spreadsheet are not anymore the unique medium to convey the world. Advanced interactive patterns of visualization and representations are emerging as a viable alternative with the latest advances in emerging technologies such as AR and VR. And the potential and rewards are tremendous. This book discusses the opportunities and challenges facing the development of this technology.
Publisher: BoD – Books on Demand
ISBN: 9537619699
Category : Computers
Languages : en
Pages : 243
Book Description
Virtual Reality (VR) and Augmented Reality (AR) tools and techniques supply virtual environments that have key characteristics in common with our physical environment. Viewing and interacting with 3D objects is closer to reality than abstract mathematical and 2D approaches. Augmented Reality (AR) technology, a more expansive form of VR is emerging as a cutting-edge technology that integrates images of virtual objects into a real world. In that respect Virtual and Augmented reality can potentially serve two objectives: reflecting realism through a closer correspondence with real experience, and extending the power of computer-based technology to better reflect abstract experience. With the growing amount of digital data that can be stored and accessed there is a rising need to harness this data and transform it into an engine capable of developing our view and perception of the world and of boosting the economic activity across domain verticals. Graphs, pie charts and spreadsheet are not anymore the unique medium to convey the world. Advanced interactive patterns of visualization and representations are emerging as a viable alternative with the latest advances in emerging technologies such as AR and VR. And the potential and rewards are tremendous. This book discusses the opportunities and challenges facing the development of this technology.
Advances in Computing Systems and Applications
Author: Oualid Demigha
Publisher: Springer
ISBN: 3319983520
Category : Technology & Engineering
Languages : en
Pages : 343
Book Description
This book gathers selected papers presented at the 3rd Conference on Computing Systems and Applications (CSA’2018), held at the Ecole Militaire Polytechnique, Algiers, Algeria on April 24–25, 2018. The CSA’2018 constitutes a leading forum for exchanging, discussing and leveraging modern computer systems technology in such varied fields as: data science, computer networks and security, information systems and software engineering, and computer vision. The contributions presented here will help promote and advance the adoption of computer science technologies in industrial, entertainment, social, and everyday applications. Though primarily intended for students, researchers, engineers and practitioners working in the field, it will also benefit a wider audience interested in the latest developments in the computer sciences.
Publisher: Springer
ISBN: 3319983520
Category : Technology & Engineering
Languages : en
Pages : 343
Book Description
This book gathers selected papers presented at the 3rd Conference on Computing Systems and Applications (CSA’2018), held at the Ecole Militaire Polytechnique, Algiers, Algeria on April 24–25, 2018. The CSA’2018 constitutes a leading forum for exchanging, discussing and leveraging modern computer systems technology in such varied fields as: data science, computer networks and security, information systems and software engineering, and computer vision. The contributions presented here will help promote and advance the adoption of computer science technologies in industrial, entertainment, social, and everyday applications. Though primarily intended for students, researchers, engineers and practitioners working in the field, it will also benefit a wider audience interested in the latest developments in the computer sciences.