Author: R. Bernhaupt
Publisher:
ISBN: 9781604232653
Category : Games
Languages : en
Pages : 312
Book Description
4th International Conference on Advances in Computer Entertainment Technology (ACE 2007)
Author: R. Bernhaupt
Publisher:
ISBN: 9781604232653
Category : Games
Languages : en
Pages : 312
Book Description
Publisher:
ISBN: 9781604232653
Category : Games
Languages : en
Pages : 312
Book Description
Advances in Computer Entertainment Technology
Author: Adrian David Cheok
Publisher: Springer
ISBN: 3319762702
Category : Computers
Languages : en
Pages : 895
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.
Publisher: Springer
ISBN: 3319762702
Category : Computers
Languages : en
Pages : 895
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.
Advances in Computer Games
Author: H. Jaap van den Herik
Publisher: Springer
ISBN: 3642318665
Category : Computers
Languages : en
Pages : 356
Book Description
This book constitutes the thoroughly refereed post-conference proceedings of the 13th Advances in Computer Games Conference, ACG 2011, held in Tilburg, The Netherlands, in November 2011. The 29 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover a wide range of topics such as Monte-Carlo tree search and its enhancement, temporal difference learning, optimization, solving and searching, analysis of a game characteristic, new approaches, and serious games.
Publisher: Springer
ISBN: 3642318665
Category : Computers
Languages : en
Pages : 356
Book Description
This book constitutes the thoroughly refereed post-conference proceedings of the 13th Advances in Computer Games Conference, ACG 2011, held in Tilburg, The Netherlands, in November 2011. The 29 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers cover a wide range of topics such as Monte-Carlo tree search and its enhancement, temporal difference learning, optimization, solving and searching, analysis of a game characteristic, new approaches, and serious games.
IE2007: Proceedings of the 4th Australasian Conference on Interactive Entertainment
Author:
Publisher: Yusuf Pisan
ISBN: 1921166878
Category : Computer games
Languages : en
Pages : 172
Book Description
Publisher: Yusuf Pisan
ISBN: 1921166878
Category : Computer games
Languages : en
Pages : 172
Book Description
A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
Author: Kim J.L. Nevelsteen
Publisher: Springer
ISBN: 3319176323
Category : Computers
Languages : en
Pages : 66
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.
Publisher: Springer
ISBN: 3319176323
Category : Computers
Languages : en
Pages : 66
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 and Serious Games
Author: Ralf Dörner
Publisher: Springer
ISBN: 3319461524
Category : Computers
Languages : en
Pages : 541
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.
Publisher: Springer
ISBN: 3319461524
Category : Computers
Languages : en
Pages : 541
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.
Knowledge-Based Intelligent Information and Engineering Systems
Author: Bruno Apolloni
Publisher: Springer
ISBN: 3540748296
Category : Computers
Languages : en
Pages : 1126
Book Description
Annotation The three volume set LNAI 4692, LNAI 4693, and LNAI 4694, constitute the refereed proceedings of the 11th International Conference on Knowledge-Based Intelligent Information and Engineering Systems, KES 2007, held in Vietri sul Mare, Italy, September 12-14, 2007. The 409 revised papers presented were carefully reviewed and selected from about 1203 submissions. The papers present a wealth of original research results from the field of intelligent information processing in the broadest sense; topics covered in the first volume are artificial neural networks and connectionists systems, fuzzy and neuro-fuzzy systems, evolutionary computation, machine learning and classical AI, agent systems, knowledge based and expert systems, hybrid intelligent systems, miscellaneous intelligent algorithms, intelligent vision and image processing, knowledge management and ontologies, Web intelligence, multimedia, e-learning and teaching, intelligent signal processing, control and robotics, other intelligent systems applications, papers of the experience management and engineering workshop, industrial applications of intelligent systems, as well as information engineering and applications in ubiquotous computing environments.
Publisher: Springer
ISBN: 3540748296
Category : Computers
Languages : en
Pages : 1126
Book Description
Annotation The three volume set LNAI 4692, LNAI 4693, and LNAI 4694, constitute the refereed proceedings of the 11th International Conference on Knowledge-Based Intelligent Information and Engineering Systems, KES 2007, held in Vietri sul Mare, Italy, September 12-14, 2007. The 409 revised papers presented were carefully reviewed and selected from about 1203 submissions. The papers present a wealth of original research results from the field of intelligent information processing in the broadest sense; topics covered in the first volume are artificial neural networks and connectionists systems, fuzzy and neuro-fuzzy systems, evolutionary computation, machine learning and classical AI, agent systems, knowledge based and expert systems, hybrid intelligent systems, miscellaneous intelligent algorithms, intelligent vision and image processing, knowledge management and ontologies, Web intelligence, multimedia, e-learning and teaching, intelligent signal processing, control and robotics, other intelligent systems applications, papers of the experience management and engineering workshop, industrial applications of intelligent systems, as well as information engineering and applications in ubiquotous computing environments.
International Conference on Advances in Computer Entertainment Technology (ACE 2006)
Virtual Storytelling. Using Virtual Reality Technologies for Storytelling
Author: Marc Cavazza
Publisher: Springer
ISBN: 3540770399
Category : Computers
Languages : en
Pages : 219
Book Description
This book constitutes the refereed proceedings of the 4th International Conference on Virtual Storytelling, ICVS 2007, held in Saint-Malo, France, in December 2007. The 12 revised full papers, three invited papers and seven poster and demo papers were carefully reviewed and selected. The papers are organized in topical sections on authoring tools and story models, behavior modeling, user interactivity, an invited session: related EU projects, as well as the poster and demo session.
Publisher: Springer
ISBN: 3540770399
Category : Computers
Languages : en
Pages : 219
Book Description
This book constitutes the refereed proceedings of the 4th International Conference on Virtual Storytelling, ICVS 2007, held in Saint-Malo, France, in December 2007. The 12 revised full papers, three invited papers and seven poster and demo papers were carefully reviewed and selected. The papers are organized in topical sections on authoring tools and story models, behavior modeling, user interactivity, an invited session: related EU projects, as well as the poster and demo session.
Multimedia Technologies: Concepts, Methodologies, Tools, and Applications
Author: Syed, Mahbubur Rahman
Publisher: IGI Global
ISBN: 1599049546
Category : Computers
Languages : en
Pages : 1966
Book Description
"This book offers an in-depth explanation of multimedia technologies within their many specific application areas as well as presenting developing trends for the future"--Provided by publisher.
Publisher: IGI Global
ISBN: 1599049546
Category : Computers
Languages : en
Pages : 1966
Book Description
"This book offers an in-depth explanation of multimedia technologies within their many specific application areas as well as presenting developing trends for the future"--Provided by publisher.