Entertainment Computing - ICEC 2012

Entertainment Computing - ICEC 2012
Title Entertainment Computing - ICEC 2012 PDF eBook
Author Marc Herrlich
Publisher Springer
Pages 629
Release 2012-08-30
Genre Computers
ISBN 364233542X

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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.

Brain-Computer Interfaces

Brain-Computer Interfaces
Title Brain-Computer Interfaces PDF eBook
Author Aboul Ella Hassanien
Publisher Springer
Pages 422
Release 2014-11-01
Genre Technology & Engineering
ISBN 3319109782

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The success of a BCI system depends as much on the system itself as on the user’s ability to produce distinctive EEG activity. BCI systems can be divided into two groups according to the placement of the electrodes used to detect and measure neurons firing in the brain. These groups are: invasive systems, electrodes are inserted directly into the cortex are used for single cell or multi unit recording, and electrocorticography (EcoG), electrodes are placed on the surface of the cortex (or dura); noninvasive systems, they are placed on the scalp and use electroencephalography (EEG) or magnetoencephalography (MEG) to detect neuron activity. The book is basically divided into three parts. The first part of the book covers the basic concepts and overviews of Brain Computer Interface. The second part describes new theoretical developments of BCI systems. The third part covers views on real applications of BCI systems.

Entertainment Computing - ICEC 2015

Entertainment Computing - ICEC 2015
Title Entertainment Computing - ICEC 2015 PDF eBook
Author Konstantinos Chorianopoulos
Publisher Springer
Pages 594
Release 2015-09-24
Genre Computers
ISBN 3319245899

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This book constitutes the refereed proceedings of the 14th International Conference on Entertainment Computing, ICEC 2015, held in Trondheim, Norway, in September/October 2015. The 26 full papers, 6 short papers, 16 posters, 6 demos and 6 workshops/tutorial descriptions presented were carefully reviewed and selected from 106 submissions. The multidisciplinary nature of Entertainment Computing is reflected by the papers. They focus on computer games; serious games for learning; interactive games; design and evaluation methods for Entertainment Computing; digital storytelling; games for health and well-being; digital art and installations; artificial intelligence and machine learning for entertainment; interactive television and entertainment.

The Digital Gaming Handbook

The Digital Gaming Handbook
Title The Digital Gaming Handbook PDF eBook
Author Roberto Dillon
Publisher CRC Press
Pages 427
Release 2020-07-15
Genre Art
ISBN 1000093441

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The Digital Gaming Handbook covers the state-of-the-art in video and digital game research and development, from traditional to emerging elements of gaming across multiple disciplines. Chapters are presented with applicability across all gaming platforms over a broad range of topics, from game content creation through gameplay at a level accessible for the professional game developer while being deep enough to provide a valuable reference of the state-of-the-art research in this field. Key Features: International experts share their research and experience in game development and design Provides readers with inside perspectives on the cross-disciplinary aspects of the industry Includes retrospective and forward-looking examinations of gaming Editor: Dr. Roberto Dillon is a leading game studies educator with more than 15 years of experience in the field of game design and development.

Reusability for Intelligent Realtime Interactive Systems

Reusability for Intelligent Realtime Interactive Systems
Title Reusability for Intelligent Realtime Interactive Systems PDF eBook
Author Dennis Wiebusch
Publisher BoD – Books on Demand
Pages 262
Release 2016-09-20
Genre Computers
ISBN 3958260403

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With recent releases of affordable hardware devices the fields of Virtual, Mixed, and Augmented Reality gained considerable attention, wherefore the creation of corresponding software becomes increasingly important. In the absence of a common model for flexibly combining and reusing appropriate software modules, such Realtime Interactive Systems are commonly implemented from scratch. Borrowing from the fields of Software Engineering and Knowledge Representation, this work develops a model for the creation of reusable components from existing software modules. With a Knowledge Representation Layer at its core the model additionally enables the utilization of methods from the field of Artificial Intelligence, thereby supporting the creation of Intelligent Realtime Interactive Systems.

Active Media Technology

Active Media Technology
Title Active Media Technology PDF eBook
Author Dominik Slezak
Publisher Springer
Pages 589
Release 2014-07-14
Genre Computers
ISBN 3319099124

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This book constitutes the proceedings of the 10th International Conference on Active Media Technology, AMT 2014, held in Warsaw, Poland, in August 2014, held as part of the 2014 Web Intelligence Congress, WIC 2014. The 47 full papers presented were carefully reviewed and selected from numerous submissions. The topics of these papers encompass active computer systems; interactive systems and applications of AMT-based systems; active media machine learning and data mining techniques; AMT for the semantic web; social networks and cognitive foundations.

Social Interaction, Globalization and Computer-Aided Analysis

Social Interaction, Globalization and Computer-Aided Analysis
Title Social Interaction, Globalization and Computer-Aided Analysis PDF eBook
Author Alexander Osherenko
Publisher Springer Science & Business Media
Pages 256
Release 2014-01-14
Genre Computers
ISBN 1447162609

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Tackling globalization is a great challenge – it is both extremely beneficial and essentially problematic. This comprehensive, multidisciplinary study confronts this ambivalence through the use of computer simulation. It discusses the findings of social interaction and social simulation through the use of understandable global examples. Readers can use this book as a tool to outline significant aspects of intercultural simulation and highlight the issues that need to be considered in the reader’s analysis. The author leads the reader via sequential narration from a colloquial description of intercultural situations to final simulation prototypes; each step is accompanied by descriptive comments and program code. Social Interaction, Globalization and Computer-aided Analysis shows the reader how to acquire intercultural data from seemingly inconceivable information sources. Researchers and software developers engaged in interdisciplinary research projects in the field of Human-Computer Interaction will find this book to be a useful companion in their work. Alexander Osherenko is the founder of the start-up company Socioware Development, which implements psychologically-, sociologically- and culturally-aware software that scrutinizes information based on the findings of the cognitive sciences. Solutions created by Socioware Development can be implemented across a vast spectrum of industries, including car manufacturing, insurance and banking, Internet search engines and e-retailers.