Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology

Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology PDF Author: Association for Computing Machinery
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 562

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Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology

Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology PDF Author: Association for Computing Machinery
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 562

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Book Description


Advances in Computer Entertainment Technology

Advances in Computer Entertainment Technology PDF Author: Adrian David Cheok
Publisher: Springer
ISBN: 3319762702
Category : Computers
Languages : en
Pages : 895

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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.

Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology

Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology PDF Author: Itaru Kuramoto
Publisher:
ISBN: 9781450347730
Category :
Languages : en
Pages :

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Book Description
International Conference on Advances in Computer Entertainment Technology Nov 09, 2016-Nov 12, 2016 Osaka, Japan. 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.

Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology

Proceedings of the 12th International Conference on Advances in Computer Entertainment Technology PDF Author: Adrian David Cheok
Publisher:
ISBN: 9781450338523
Category : Computer science
Languages : en
Pages :

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Book Description
12th International Conference on Advances in Computer Entertainment Technology Nov 16, 2015-Nov 19, 2015 Iskandar, Malaysia. 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.

Advances in Computer Entertainment

Advances in Computer Entertainment PDF Author: Dennis Reidsma
Publisher: Springer
ISBN: 3319031619
Category : Computers
Languages : en
Pages : 668

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Book Description
This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI; and theory. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.

Advances in Computer Entertainment

Advances in Computer Entertainment PDF Author: Anton Nijholt
Publisher: Springer
ISBN: 3642342922
Category : Computers
Languages : en
Pages : 599

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Book Description
This book constitutes the refereed conference proceedings of the 9th International Conference on Advances in Computer Entertainment, ACE 2012, held in Kathmandu, Nepal, in November 2012. The 10 full paper and 19 short papers presented together with 5 papers from the special track Arts and Culture and 35 extended abstracts were carefully reviewed and selected from a total of 140 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.

Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology

Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology PDF Author: Adrian David Cheok
Publisher:
ISBN: 9781605583938
Category : Computer games
Languages : en
Pages : 437

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Book Description
ACE2008: International Conference in Advances in Computer Entertainment Technology Dec 03, 2008-Dec 05, 2008 Yokohama, Japan. You can view more information about this proceeding and all of ACMs other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.

A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games

A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games PDF Author: Kim J.L. Nevelsteen
Publisher: Springer
ISBN: 3319176323
Category : Computers
Languages : en
Pages : 66

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Book Description
This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain. The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time.

Entertainment Computing - ICEC 2012

Entertainment Computing - ICEC 2012 PDF Author: Marc Herrlich
Publisher: Springer
ISBN: 364233542X
Category : Computers
Languages : en
Pages : 614

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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 and Serious Games

Entertainment Computing and Serious Games PDF Author: Ralf Dörner
Publisher: Springer
ISBN: 3319461524
Category : Computers
Languages : en
Pages : 541

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Book Description
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.