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Proceedings of the Sixth Australasian Conference on Interactive Entertainment

Proceedings of the Sixth Australasian Conference on Interactive Entertainment PDF Author: Malcolm Ryan
Publisher: Yusuf Pisan
ISBN: 1450300103
Category : Computers
Languages : en
Pages : 105

Book Description
IE '09: The 6th Australasian Conference on Interactive Entertainment Dec 17, 2009-Dec 19, 2009 Sydney, Australia. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.

Proceedings of the Sixth Australasian Conference on Interactive Entertainment

Proceedings of the Sixth Australasian Conference on Interactive Entertainment PDF Author: Malcolm Ryan
Publisher: Yusuf Pisan
ISBN: 1450300103
Category : Computers
Languages : en
Pages : 105

Book Description
IE '09: The 6th Australasian Conference on Interactive Entertainment Dec 17, 2009-Dec 19, 2009 Sydney, Australia. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.

The Second Australasian Conference on Interactive Entertainment

The Second Australasian Conference on Interactive Entertainment PDF Author: Yusuf Pisan
Publisher: Yusuf Pisan
ISBN: 0975153323
Category : Artificial intelligence
Languages : en
Pages : 262

Book Description
The second Australasian conference on interactive entertainment is latest series of annual regional meetings, in which advances in interactive entertainment and computer games are reported. It brings together a range of experts from media studies, cultural studies, cognitive science and range of other areas.

IE2007: Proceedings of the 4th Australasian Conference on Interactive Entertainment

IE2007: Proceedings of the 4th Australasian Conference on Interactive Entertainment PDF Author:
Publisher: Yusuf Pisan
ISBN: 1921166878
Category : Computer games
Languages : en
Pages : 172

Book Description


Proceedings of the 5th Australasian Conference on Interactive Entertainment

Proceedings of the 5th Australasian Conference on Interactive Entertainment PDF Author: Ruth Christie
Publisher: Yusuf Pisan
ISBN: 160558424X
Category : Computers
Languages : en
Pages : 60

Book Description
IE '08: The 5th Australasian Conference on Interactive Entertainment Dec 03, 2008-Dec 04, 2008 Brisbane, Australia. You can view more information about this proceeding and all of ACM's other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.

Entertainment Computing - ICEC 2014

Entertainment Computing - ICEC 2014 PDF Author: Yusuf Pisan
Publisher: Springer
ISBN: 366245212X
Category : Computers
Languages : en
Pages : 256

Book Description
This book constitutes the refereed proceedings of the 13th International Conference on Entertainment Computing, ICEC 2014, held in Sydney, Australia, in October 2013. The 20 full papers, 6 short papers and 8 posters presented were carefully reviewed and selected from 62 submissions. In addition to these papers, the program featured 3 demonstration papers, and 2 workshops. The papers cover various aspects of entertainment computing including authoring, development, use and evaluation of digital entertainment artefacts and processes.

Proceedings of the Future Technologies Conference (FTC) 2018

Proceedings of the Future Technologies Conference (FTC) 2018 PDF Author: Kohei Arai
Publisher: Springer
ISBN: 3030026868
Category : Technology & Engineering
Languages : en
Pages : 1188

Book Description
The book, presenting the proceedings of the 2018 Future Technologies Conference (FTC 2018), is a remarkable collection of chapters covering a wide range of topics, including, but not limited to computing, electronics, artificial intelligence, robotics, security and communications and their real-world applications. The conference attracted a total of 503 submissions from pioneering researchers, scientists, industrial engineers, and students from all over the world. After a double-blind peer review process, 173 submissions (including 6 poster papers) have been selected to be included in these proceedings. FTC 2018 successfully brought together technology geniuses in one venue to not only present breakthrough research in future technologies but to also promote practicality and applications and an intra- and inter-field exchange of ideas. In the future, computing technologies will play a very important role in the convergence of computing, communication, and all other computational sciences and applications. And as a result it will also influence the future of science, engineering, industry, business, law, politics, culture, and medicine. Providing state-of-the-art intelligent methods and techniques for solving real-world problems, as well as a vision of the future research, this book is a valuable resource for all those interested in this area.

Human-Centric Interfaces for Ambient Intelligence

Human-Centric Interfaces for Ambient Intelligence PDF Author: Hamid Aghajan
Publisher: Academic Press
ISBN: 0080878504
Category : Computers
Languages : en
Pages : 543

Book Description
To create truly effective human-centric ambient intelligence systems both engineering and computing methods are needed. This is the first book to bridge data processing and intelligent reasoning methods for the creation of human-centered ambient intelligence systems. Interdisciplinary in nature, the book covers topics such as multi-modal interfaces, human-computer interaction, smart environments and pervasive computing, addressing principles, paradigms, methods and applications. This book will be an ideal reference for university researchers, R&D engineers, computer engineers, and graduate students working in signal, speech and video processing, multi-modal interfaces, human-computer interaction and applications of ambient intelligence. Hamid Aghajan is a Professor of Electrical Engineering (consulting) at Stanford University, USA. His research is on user-centric vision applications in smart homes, assisted living / well being, smart meetings, and avatar-based social interactions. He is Editor-in-Chief of "Journal of Ambient Intelligence and Smart Environments", has chaired ACM/IEEE ICDSC 2008, and organized workshops/sessions/tutorials at ECCV, ACM MM, FG, ECAI, ICASSP, CVPR. Juan Carlos Augusto is a Lecturer at the University of Ulster, UK. He is conducting research on Smart Homes and Classrooms. He has given tutorials at IJCAI'07 and AAAI'08. He is Editor-in-Chief of the Book Series on "Ambient Intelligence and Smart Environments" and the "Journal of Ambient Intelligence and Smart Environments". He has co-Chaired ICOST'06, AITAmI'06/07/08, and is Workshops Chair for IE'09. Ramón López-Cózar Delgado is a Professor at the Faculty of Computer Science and Telecommunications of the University of Granada, Spain. His research interests include speech recognition and understanding, dialogue management and Ambient Intelligence. He is a member of ISCA (International Speech Communication Association), SEPLN (Spanish Society on Natural Language Processing) and AIPO (Spanish Society on HCI). - Integrates engineering and computing methods that are essential for designing and implementing highly effective ambient intelligence systems - Contains contributions from the world's leading experts in academia and industry - Gives a complete overview of the principles, paradigms and applications of human-centric ambient intelligence systems

Entertainment Computing - ICEC 2016

Entertainment Computing - ICEC 2016 PDF Author: Günter Wallner
Publisher: Springer
ISBN: 3319461001
Category : Computers
Languages : en
Pages : 296

Book Description
This book constitutes the refereed proceedings of the 15th InternationalConference 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.

Virtual Existentialism

Virtual Existentialism PDF Author: Stefano Gualeni
Publisher: Springer Nature
ISBN: 3030384780
Category : Social Science
Languages : en
Pages : 149

Book Description
This book explores what it means to exist in virtual worlds. Chiefly drawing on the philosophical traditions of existentialism, it articulates the idea that — by means of our technical equipment and coordinated practices — human beings disclose contexts or worlds in which they can perceive, feel, act, and think. More specifically, this book discusses how virtual worlds allow human beings to take new perspectives on their values and beliefs, and explore previously unexperienced ways of being. Virtual Existentialism will be useful for scholars working in the fields of philosophy, anthropology, media studies, and digital game studies.

Critical Gaming: Interactive History and Virtual Heritage

Critical Gaming: Interactive History and Virtual Heritage PDF Author: Erik Champion
Publisher: Routledge
ISBN: 1317157389
Category : Language Arts & Disciplines
Languages : en
Pages : 277

Book Description
This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.