Entertainment Computing - ICEC 2016 [electronic resource] : 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings / edited by G�unter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang.
Contributor(s): Wallner, G�unter [editor.] | Kriglstein, Simone [editor.] | Hlavacs, Helmut [editor.] | Malaka, Rainer [editor.] | Lugmayr, Artur [editor.] | Yang, Hyun-Seung [editor.] | SpringerLink (Online service).
Material type: BookSeries: Lecture Notes in Computer Science: 9926Publisher: Cham : Springer International Publishing : Imprint: Springer, 2016Description: XI, 292 p. 89 illus. online resource.Content type: text Media type: computer Carrier type: online resourceISBN: 9783319461007.Subject(s): Computer science | User interfaces (Computer systems) | Artificial intelligence | Computer graphics | Personal computers | Multimedia systems | Computer Science | Personal Computing | User Interfaces and Human Computer Interaction | Computer Graphics | Media Design | Artificial Intelligence (incl. Robotics)Additional physical formats: Printed edition:: No titleDDC classification: 004.16 Online resources: Click here to access online In: Springer eBooksSummary: This book constitutes the refereed proceedings of the 15th International Conference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016. The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of entertainment computing is reflected by the papers. They are organized in the following topical sections: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology.No physical items for this record
This book constitutes the refereed proceedings of the 15th International Conference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016. The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of entertainment computing is reflected by the papers. They are organized in the following topical sections: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology.
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