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Entertainment Computing - ICEC 2012 : 11th International Conference, ICEC 2012, Bremen, Germany, September 26-29, 2012, Proceedings / edited by Marc Herrlich, Rainer Malaka, Maic Masuch.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Herrlich, Marc, Editor.
Malaka, Rainer, Editor.
Masuch, Maic, Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
LNCS sublibrary. Information systems and applications, incl. Internet/Web, and HCI ; SL 3, 7522
Information Systems and Applications, incl. Internet/Web, and HCI ; 7522
Language:
English
Subjects (All):
Microcomputers.
Education-Data processing.
Interactive multimedia.
Multimedia systems.
User interfaces (Computer systems).
Human-computer interaction.
Computer graphics.
Digital humanities.
Personal Computing.
Computers and Education.
Media Design.
User Interfaces and Human Computer Interaction.
Computer Graphics.
Digital Humanities.
Local Subjects:
Personal Computing.
Computers and Education.
Media Design.
User Interfaces and Human Computer Interaction.
Computer Graphics.
Digital Humanities.
Physical Description:
1 online resource (XXII, 614 pages) : 189 illustrations
Edition:
1st ed. 2012.
Contained In:
Springer Nature eBook
Place of Publication:
Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, 2012.
System Details:
text file PDF
Summary:
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.
Contents:
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.
Other Format:
Printed edition:
ISBN:
978-3-642-33542-6
9783642335426
Access Restriction:
Restricted for use by site license.

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