Genre : Computers
Publisher : Springer Science & Business Media
ISBN_10 : 9783642153983
Copyright Year : 2010-08-11
File Format : All Formats
File Download : 521
Price : FREE


E-BOOK EXCERPT

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.

#1Bestseller in [pdf] [tuebl] [kindle] [epub] [mobi] [audiobook], #1 e-Book New Release

Genre : Computers
Publisher : Springer Science & Business Media
ISBN_10 : 9783642244995
Copyright Year : 2011-09-23
File Format : All Formats
File Download : 477
Price : FREE


E-BOOK EXCERPT

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.

#1Bestseller in [pdf] [tuebl] [kindle] [epub] [mobi] [audiobook], #1 e-Book New Release

Genre : Computers
Publisher : Springer
ISBN_10 : 9783642335426
Copyright Year : 2012-08-30
File Format : All Formats
File Download : 614
Price : FREE


E-BOOK EXCERPT

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.

#1Bestseller in [pdf] [tuebl] [kindle] [epub] [mobi] [audiobook], #1 e-Book New Release

Genre : Computers
Publisher : Springer
ISBN_10 : 9780387356600
Copyright Year : 2013-04-17
File Format : All Formats
File Download : 536
Price : FREE


E-BOOK EXCERPT

This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.

#1Bestseller in [pdf] [tuebl] [kindle] [epub] [mobi] [audiobook], #1 e-Book New Release

πŸ“’ Entertainment Computing Icec 2015 by Konstantinos Chorianopoulos

Genre : Computers
Publisher : Springer
ISBN_10 : 9783319245898
Copyright Year : 2015-09-24
File Format : All Formats
File Download : 583
Price : FREE


E-BOOK EXCERPT

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.

#1Bestseller in [pdf] [tuebl] [kindle] [epub] [mobi] [audiobook], #1 e-Book New Release

πŸ“’ Global Business by Mehdi Khosrowpour

Genre : Business & Economics
Publisher : IGI Global
ISBN_10 : 9781609605872
Copyright Year : 2011-01-01
File Format : All Formats
File Download : 2562
Price : FREE


E-BOOK EXCERPT

"This multi-volume reference examines critical issues and emerging trends in global business, with topics ranging from managing new information technology in global business operations to ethics and communication strategies"--Provided by publisher.

#1Bestseller in [pdf] [tuebl] [kindle] [epub] [mobi] [audiobook], #1 e-Book New Release

πŸ“’ Life Like Characters by Helmut Prendinger

Genre : Computers
Publisher : Springer Science & Business Media
ISBN_10 : 3540008675
Copyright Year : 2004-01-22
File Format : All Formats
File Download : 477
Price : FREE


E-BOOK EXCERPT

For the first time, a comprehensive collection of the latest developments in scripting and representation languages for life-like characters. The text introduces toolkits for authoring animated characters which further supports the practicality and ease of use of this new interface technology. As life-like characters is a vibrant research area, various applications have been designed and implemented. The text covers the most successful and promising applications, ranging from product presentation and student training to knowledge integration and interactive gaming. It also discusses the key challenges in the area and provides design guidelines for employing life-like characters.

#1Bestseller in [pdf] [tuebl] [kindle] [epub] [mobi] [audiobook], #1 e-Book New Release

Genre : Publishers' catalogs
Publisher :
ISBN_10 : 0835250210
Copyright Year : 2009
File Format : All Formats
File Download :
Price : FREE


E-BOOK EXCERPT

#1Bestseller in [pdf] [tuebl] [kindle] [epub] [mobi] [audiobook], #1 e-Book New Release

Genre : Computers
Publisher : Springer
ISBN_10 : 9783642336874
Copyright Year : 2012-09-18
File Format : All Formats
File Download : 269
Price : FREE


E-BOOK EXCERPT

This book constitutes the refereed proceedings of the 3rd International Conference on Serious Games Development and Applications, SGDA 2012, held in Bremen, Germany in September 2012. The 22 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover various topics on serious games including engineering, education, health care, military applications, game design, game study, game theories, virtual reality, 3D visualisation and medical applications of games technology.

#1Bestseller in [pdf] [tuebl] [kindle] [epub] [mobi] [audiobook], #1 e-Book New Release

Genre : Computers
Publisher : CRC Press
ISBN_10 : 9781000001860
Copyright Year : 2019-07-11
File Format : All Formats
File Download : 284
Price : FREE


E-BOOK EXCERPT

The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject. Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book’s perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment.

#1Bestseller in [pdf] [tuebl] [kindle] [epub] [mobi] [audiobook], #1 e-Book New Release