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Advances in Computer Entertainment Technology : 14th International Conference, ACE 2017, London, UK, December 14-16, 2017, Proceedings / edited by Adrian David Cheok, Masahiko Inami, Teresa Romão.

SpringerLink Books Lecture Notes In Computer Science (LNCS) (1997-2024) Available online

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Format:
Book
Contributor:
Cheok, Adrian David, editor.
Inami, Masahiko, editor.
Romão, Teresa, editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI ; SL 3, 10714.
Information Systems and Applications, incl. Internet/Web, and HCI ; 10714
Language:
English
Subjects (All):
Application software.
User interfaces (Computer systems).
Optical data processing.
Computer organization.
Artificial intelligence.
Information Systems Applications (incl. Internet).
User Interfaces and Human Computer Interaction.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Computer Systems Organization and Communication Networks.
Artificial Intelligence.
Local Subjects:
Information Systems Applications (incl. Internet).
User Interfaces and Human Computer Interaction.
Computer Imaging, Vision, Pattern Recognition and Graphics.
Computer Systems Organization and Communication Networks.
Artificial Intelligence.
Physical Description:
1 online resource (XVI, 895 pages) : 374 illustrations.
Edition:
First edition 2018.
Contained In:
Springer eBooks
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2018.
System Details:
text file PDF
Summary:
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.
Other Format:
Printed edition:
ISBN:
978-3-319-76270-8
9783319762708
Access Restriction:
Restricted for use by site license.

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