Download or read book Entertainment Computing ICEC 2020 written by Nuno J. Nunes and published by Springer Nature. This book was released on 2021-01-04 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which was supposed to take place in Xi’an, China, in November 2020, but it was instead held virtually due to the COVID-19 pandemic. The 21 full papers and 18 short papers presented were carefully reviewed and selected from 72 submissions. They cover a large range of topics in the following thematic areas: games; virtual reality and augmented reality; artificial intelligence; edutainment and art; 3D modeling; and animation.
Download or read book Entertainment Computing ICEC 2021 written by Jannicke Baalsrud Hauge and published by Springer Nature. This book was released on 2021-10-31 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.
Download or read book Entertainment Computing ICEC 2022 written by Barbara Göbl and published by Springer Nature. This book was released on 2022-10-24 with total page 456 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022. The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.
Download or read book Entertainment Computing ICEC 2023 written by Paolo Ciancarini and published by Springer Nature. This book was released on 2023-12-15 with total page 531 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers and 5 short papers presented in this book were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. .
Download or read book Entertainment Computing ICEC 2017 written by Nagisa Munekata and published by Springer. This book was released on 2017-08-23 with total page 518 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 16th International Conference on Entertainment Computing, ICEC 2017, held in Tsukuba City, Japan, in September 2017. The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions.
Download or read book Online Engineering and Society 4 0 written by Michael E. Auer and published by Springer Nature. This book was released on 2021-09-19 with total page 584 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the general objective of the REV2021 conference which is to contribute and discuss fundamentals, applications, and experiences in the field of Online and Remote Engineering, Virtual Instrumentation, and other related new technologies like Cross Reality, Data Science & Big Data, Internet of Things & Industrial Internet of Things, Industry 4.0, Cyber Security, and M2M & Smart Objects. Nowadays, online technologies are the core of most fields of engineering and the whole society and are inseparably connected, for example, with Internet of Things, Industry 4.0 & Industrial Internet of Things, Cloud Technologies, Data Science, Cross & Mixed Reality, Remote Working Environments, Online & Biomedical Engineering, to name only a few. Since the first REV conference in 2004, we tried to focus on the upcoming use of the Internet for engineering tasks and the opportunities as well as challenges around it. In a globally connected world, the interest in online collaboration, teleworking, remote services, and other digital working environments is rapidly increasing. Another objective of the conference is to discuss guidelines and new concepts for engineering education in higher and vocational education institutions, including emerging technologies in learning, MOOCs & MOOLs, and Open Resources. REV2021 on "Online Engineering and Society 4.0" was the 17th in a series of annual events concerning the area of Remote Engineering and Virtual Instrumentation. It has been organized in cooperation with the International Engineering and Technology Institute (IETI) as an online event from February 24 to 26, 2021.
Download or read book Entertainment Computing ICEC 2018 written by Esteban Clua and published by Springer. This book was released on 2018-09-05 with total page 417 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems.
Download or read book Integrating Cutting Edge Technology Into the Classroom written by Chee, Ken Nee and published by IGI Global. This book was released on 2024-04-09 with total page 446 pages. Available in PDF, EPUB and Kindle. Book excerpt: The upheavals of technological advancements and the COVID-19 pandemic have reshaped the traditional contours of education, creating a pressing need for innovative solutions to bridge the gap between traditional classrooms and the evolving demands of remote or hybrid learning. As we grapple with these changes, it becomes increasingly evident that the integration of new technology is not just a preference but a necessity to ensure educational resilience and adaptability. Integrating Cutting-Edge Technology Into the Classroom delves into the profound impact of technological disruptions on teaching methodologies, student engagement, and overall learning outcomes. This book doesn't merely document technological advancements; it is a trigger for a fundamental shift in the research community. By showcasing real-world applications and their impact on student achievement, the book propels researchers into uncharted territories, sparking collaboration and dialogue. Through in-depth case studies, research findings, and expert perspectives, it provides a platform for academics, technologists, and educators to explore the opportunities and challenges posed by advanced technologies in education. As an indispensable resource, it fosters a collaborative environment that propels educational technology to new heights.
Download or read book Japanese Flower Culture An Introduction written by Kaeko Chiba and published by Taylor & Francis. This book was released on 2022-12-20 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a comprehensive introduction to ikebana and other forms of Japanese flower culture. Unlike other books on the subject which focus on practice, the book provides both an academic discussion of the subject and an introduction to practice. It examines ikebana and flower culture from anthropological and sociological perspectives, analyses Japanese aesthetics, customs and rituals related to flower arrangements, and outlines ikebana history and the Grand Master Iemoto system. It considers how the traditional arts are taught in Japan, and links traditional arts to current issues in today’s society, such as gender and class. This book also covers how to prepare ikebana utensils, preserve flowers and branches, and how to appreciate arrangements, placing an emphasis on acknowledging our five senses throughout each stage of the process. The book will be of interest to a wide range of people interested in Japanese flower culture – university professors and students, tourists and people interested in traditional Japanese arts.
Download or read book Artificial Intelligence and Playable Media written by Eric Freedman and published by Taylor & Francis. This book was released on 2022-09-02 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces readers to artificial intelligence (AI) through the lens of playable media and explores the impact of such software on everyday life. From video games to robotic companions to digital twins, artificial intelligence drives large sectors of the culture industry where play, media and machine learning coexist. This book illustrates how playable media contribute to our sense of self, while also harnessing our data, tightening our bonds with computation and realigning play with the demands of network logic. Author Eric Freedman examines a number of popular media forms - from the Sony AIBO robotic dog, video game developer Naughty Dog’s Uncharted and The Last of Us franchises, to Peloton’s connected fitness equipment - to lay bare the computational processes that undergird playable media, and addresses the social, cultural, technological and economic forces that continue to shape user-centered experience and design. The case studies are drawn from a number of related research fields, including science and technology studies, media studies and software studies. This book is ideal for media studies students, scholars and practitioners interested in understanding how applied artificial intelligence works in popular, public and visual culture.
Download or read book Mixed Reality and Games written by Emir Bektic and published by transcript Verlag. This book was released on 2020-10-31 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.
Download or read book Intelligent Computing written by Kohei Arai and published by Springer Nature. This book was released on with total page 644 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Brand Co Creation Tourism Research written by Raouf Ahmad Rather and published by CRC Press. This book was released on 2023-10-13 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Responding to the rapidly changing business landscape (including advances in social media and information technology) and the COVID-19 pandemic where customers, visitors, or tourists have become more connected, accessible, and informed than ever before, many brands and firms are investing in brand management and brand co-creation. This new volume provides an enlightening perspective on brand co-creation, brand management, and branding through contemporary conceptual discussions and empirical research studies from thought leaders. Providing a step-by-step guide to the brand co-creation and branding process in the hospitality and tourism industry, the volume identifies cutting-edge measurements, strategies, and metrics for capturing and measuring brand co-creation and highlights best practices in implementing brand management marketing strategies. Starting with a basic understanding of brand (value) co-creation, the volume then explores deeper by defining the concept, describing the ways to measure it, and providing several strategies to capitalize on it. The authors emphasize the interrelationship of these concepts and how they manage brand co-creation. The book illustrates the concepts with examples from around the globe. Topics cover the impact of social media on brand co-creation during the COVID-19 outbreak in the tourism industry, co-branding emerging tourist destinations, analysis of the content of hotel websites, creating better customer value, brand co-creation in e-sports gaming events, post-COVID-19 educational tourism, and more. The volume also presents a chapter on the state-ofthe-art role of augmented reality and virtual reality in improving the customer experience. A synthesis of a decade-long effort in brand co-creation, the book will be valuable to academics, practitioners, consultants, destination management organizations (DMOs), and managers looking to improve brand co-creation pre-, during-, and post-pandemics.
Download or read book Digital Technologies and Early Childhood in China written by Ilene R. Berson and published by IAP. This book was released on 2024-01-01 with total page 153 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited book on Digital Technologies and Early Childhood in China: Policy and Practice is the eighth volume in the Research in Global Child Advocacy Series. This volume details the entanglement of digital technologies and early childhood ecologies, learning and pedagogies in China. It analyses how traditional Chinese values, Eastern and Western curricular approaches, and socio-political, economic, cultural, and demographic changes influence current policies, services, and practice. This book is the first research-based review of technology integration into early childhood education and the factors that affect it in China. It is particularly timely given China’s growing influence and the increased recognition of the importance of early childhood education for human capital development globally. Across international contexts, there is limited knowledge of China’s early childhood curricular reforms, and this book offers insight into the socio-cultural and political influences that have driven the nation’s tremendous investment in the technology infrastructure, the ambitious goals for implementation into the education of young children, and barriers to these integration efforts. Collectively, this rich collection of chapters offers a nuanced understanding of the entanglement of digital technologies and early childhood education in China. Each chapter sheds light on a distinct aspect of this complex landscape, providing valuable insights and opening new avenues for exploration. It sheds light on the socio-cultural and political influences that have shaped China's ambitious goals for technology integration in the education of young children. By addressing the barriers and challenges faced in these integration efforts, the book provides critical knowledge for policymakers, researchers, and educators seeking to enhance early childhood education practices in China and beyond. Furthermore, this volume contributes to the global understanding of China's early childhood curricular reforms and the significant investments made in technology infrastructure. As China continues to play an influential role in the global landscape, understanding its early childhood curricular reforms and technology integration efforts becomes increasingly important. This book contributes to the international knowledge base by offering insights into the socio-cultural and political influences driving China's investment in technology infrastructure and the challenges faced in its implementation. It serves as a valuable resource for researchers, policymakers, and educators worldwide seeking to enhance early childhood education practices, promote digital literacy, and harness the potential of digital technologies in early learning environments.
Download or read book Computer Human Interaction Research and Applications written by Hugo Plácido da Silva and published by Springer Nature. This book was released on 2023-12-22 with total page 375 pages. Available in PDF, EPUB and Kindle. Book excerpt: These 2 volumes constitute the selected papers of the 7th International Conference, CHIRA 2023, held Rome, Italy, during November 16–17, 2023. The 14 full papers and the 29 short papers presented in these books were carefully reviewed and selected from 69 submissions. The papers selected contribute to the advancement of research and practical applications of human-technology and human-computer interaction. Different aspects of Computer-Human Interaction were covered in four parallel tracks: human factors for interactive systems, research, and applications; interactive devices; interaction design; and adaptive and intelligent systems.
Download or read book Augmented Reality and Virtual Reality written by M. Claudia tom Dieck and published by Springer Nature. This book was released on 2021-05-04 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book features the latest research in the area of immersive technologies, presented at the 6th International Augmented Reality and Virtual Reality Conference, held in online in 2020. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, health care, tourism, events, fashion, entertainment, retail and the gaming industry. The book is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike.
Download or read book Globalization and Sense Making Practices written by Simi Malhotra and published by Taylor & Francis. This book was released on 2023-09-11 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a critical analysis of sense-making practices through an exploration of acoustic, creative, and artistic spaces. It studies how local cultures of sight, hearing, smell, taste, and touch are impacted by global discourses and media, such as television, popular music, digital media, and literature. The authors look at sense-making practices and spatial discourses through an interconnected discussion on thought and experience that seeks to present a multidimensional cartography of the global, the local, and the glocal, to closely analyze the phenomenon of globalization. The volume is an investigation of the possibilities of alternate, sustainable modes of being and existing in a world which requires a unified, ethical, biopolitical worldview that challenges the disparity of its fragments while speculating on their synesthetic conditionality. A unique contribution, the book will be of interest to scholars and researchers of English literature, media studies, cultural studies, literary cultures, post-colonial studies, globalization studies, philosophy, critical theory, sociology, and social anthropology.