Entertainment Computing -- ICEC 2009
Title | Entertainment Computing -- ICEC 2009 PDF eBook |
Author | Stéphane Natkin |
Publisher | Springer |
Pages | 357 |
Release | 2009-08-28 |
Genre | Computers |
ISBN | 3642040527 |
This book constitutes the thoroughly refereed proceedings of the 8th International Conference on Entertainment Computing, ICEC 2009, held in Paris, France, in September 2009, under the auspices of IFIP. The 14 revised long papers, 19 short papers and 23 poster papers and demos presented were carefully reviewed and selected from 105 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 2009
Title | Entertainment Computing -- ICEC 2009 PDF eBook |
Author | Stéphane Natkin |
Publisher | Springer Science & Business Media |
Pages | 355 |
Release | 2009-08-28 |
Genre | Computers |
ISBN | 3642040519 |
This book constitutes the thoroughly refereed proceedings of the 8th International Conference on Entertainment Computing, ICEC 2009, held in Paris, France, in September 2009, under the auspices of IFIP. The 14 revised long papers, 19 short papers and 23 poster papers and demos presented were carefully reviewed and selected from 105 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 2010
Title | Entertainment Computing - ICEC 2010 PDF eBook |
Author | Hyun Seung Yang |
Publisher | Springer |
Pages | 536 |
Release | 2010-08-26 |
Genre | Computers |
ISBN | 3642153992 |
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.
Entertainment Computing – ICEC 2017
Title | Entertainment Computing – ICEC 2017 PDF eBook |
Author | Nagisa Munekata |
Publisher | Springer |
Pages | 518 |
Release | 2017-08-23 |
Genre | Education |
ISBN | 3319667157 |
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 2011
Title | Entertainment Computing - ICEC 2011 PDF eBook |
Author | Junia Anacleto |
Publisher | Springer Science & Business Media |
Pages | 492 |
Release | 2011-09-23 |
Genre | Computers |
ISBN | 3642244998 |
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
Title | Entertainment Computing - ICEC 2010 PDF eBook |
Author | Hyun Seung Yang |
Publisher | Springer Science & Business Media |
Pages | 536 |
Release | 2010-08-11 |
Genre | Computers |
ISBN | 3642153984 |
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 2021
Title | Entertainment Computing – ICEC 2021 PDF eBook |
Author | Jannicke Baalsrud Hauge |
Publisher | Springer Nature |
Pages | 549 |
Release | 2021-10-31 |
Genre | Computers |
ISBN | 3030893944 |
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.