Entertainment Computing - ICEC 2016 [electronic resource] : 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings / edited by Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang.

Contributor(s): Wallner, Günter [editor.] | Kriglstein, Simone [editor.] | Hlavacs, Helmut [editor.] | Malaka, Rainer [editor.] | Lugmayr, Artur [editor.] | Yang, Hyun-Seung [editor.] | SpringerLink (Online service)Material type: TextTextSeries: Information Systems and Applications, incl. Internet/Web, and HCI ; 9926 | Lecture Notes in Computer Science ; 9926Publisher: Cham : Springer International Publishing : Imprint: Springer, 2016Edition: 1st ed. 2016Description: XI, 292 p. 89 illus. online resourceContent type: text Media type: computer Carrier type: online resourceISBN: 9783319461007Subject(s): Personal computers | User interfaces (Computer systems) | Computer graphics | Multimedia systems | Artificial intelligence | Personal Computing | User Interfaces and Human Computer Interaction | Computer Graphics | Media Design | Artificial IntelligenceAdditional physical formats: Printed edition:: No title; Printed edition:: No titleDDC classification: 004.16 LOC classification: QA75.5-76.95Online resources: Click here to access online In: Springer Nature eBookSummary: 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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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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