Entertainment Computing – ICEC 2020
Title | Entertainment Computing – ICEC 2020 PDF eBook |
Author | Nuno J. Nunes |
Publisher | Springer Nature |
Pages | 471 |
Release | 2021-01-04 |
Genre | Computers |
ISBN | 3030657361 |
This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi’an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic. The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation.
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.
Entertainment Computing – ICEC 2022
Title | Entertainment Computing – ICEC 2022 PDF eBook |
Author | Barbara Göbl |
Publisher | Springer Nature |
Pages | 456 |
Release | 2022-10-24 |
Genre | Computers |
ISBN | 3031202120 |
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 2023
Title | Entertainment Computing – ICEC 2023 PDF eBook |
Author | Paolo Ciancarini |
Publisher | Springer Nature |
Pages | 531 |
Release | 2023-12-15 |
Genre | Computers |
ISBN | 9819982480 |
This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers and 5 short papers presented in this book were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. .
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.
Online Engineering and Society 4.0
Title | Online Engineering and Society 4.0 PDF eBook |
Author | Michael E. Auer |
Publisher | Springer Nature |
Pages | 584 |
Release | 2021-09-19 |
Genre | Technology & Engineering |
ISBN | 3030825299 |
This book presents the general objective of the REV2021 conference which is to contribute and discuss fundamentals, applications, and experiences in the field of Online and Remote Engineering, Virtual Instrumentation, and other related new technologies like Cross Reality, Data Science & Big Data, Internet of Things & Industrial Internet of Things, Industry 4.0, Cyber Security, and M2M & Smart Objects. Nowadays, online technologies are the core of most fields of engineering and the whole society and are inseparably connected, for example, with Internet of Things, Industry 4.0 & Industrial Internet of Things, Cloud Technologies, Data Science, Cross & Mixed Reality, Remote Working Environments, Online & Biomedical Engineering, to name only a few. Since the first REV conference in 2004, we tried to focus on the upcoming use of the Internet for engineering tasks and the opportunities as well as challenges around it. In a globally connected world, the interest in online collaboration, teleworking, remote services, and other digital working environments is rapidly increasing. Another objective of the conference is to discuss guidelines and new concepts for engineering education in higher and vocational education institutions, including emerging technologies in learning, MOOCs & MOOLs, and Open Resources. REV2021 on "Online Engineering and Society 4.0" was the 17th in a series of annual events concerning the area of Remote Engineering and Virtual Instrumentation. It has been organized in cooperation with the International Engineering and Technology Institute (IETI) as an online event from February 24 to 26, 2021.
Entertainment Computing – ICEC 2018
Title | Entertainment Computing – ICEC 2018 PDF eBook |
Author | Esteban Clua |
Publisher | Springer |
Pages | 417 |
Release | 2018-09-05 |
Genre | Computers |
ISBN | 3319994263 |
This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems.