000 03590nam a22005655i 4500
001 978-3-642-33542-6
003 DE-He213
005 20160624102218.0
007 cr nn 008mamaa
008 120829s2012 gw | s |||| 0|eng d
020 _a9783642335426
_9978-3-642-33542-6
024 7 _a10.1007/978-3-642-33542-6
_2doi
050 4 _aQA75.5-76.95
072 7 _aUKP
_2bicssc
072 7 _aCOM050000
_2bisacsh
082 0 4 _a004.16
_223
245 1 0 _aEntertainment Computing - ICEC 2012
_h[electronic resource] :
_b11th International Conference, ICEC 2012, Bremen, Germany, September 26-29, 2012. Proceedings /
_cedited by Marc Herrlich, Rainer Malaka, Maic Masuch.
260 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg :
_bImprint: Springer,
_c2012.
264 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg :
_bImprint: Springer,
_c2012.
300 _aXX, 611 p. 189 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aLecture Notes in Computer Science,
_x0302-9743 ;
_v7522
505 0 _astory 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.
520 _aThis 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.
650 0 _aComputer science.
650 0 _aComputer graphics.
650 0 _aInformation systems.
650 0 _aEducation.
650 1 4 _aComputer Science.
650 2 4 _aPersonal Computing.
650 2 4 _aComputers and Education.
650 2 4 _aMedia Design.
650 2 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aComputer Graphics.
650 2 4 _aComputer Appl. in Arts and Humanities.
700 1 _aHerrlich, Marc.
_eeditor.
700 1 _aMalaka, Rainer.
_eeditor.
700 1 _aMasuch, Maic.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783642335419
786 _dSpringer
830 0 _aLecture Notes in Computer Science,
_x0302-9743 ;
_v7522
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-642-33542-6
942 _2EBK10506
_cEBK
999 _c39800
_d39800