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The Second Australasian Conference on Interactive Entertainment

The Second Australasian Conference on Interactive Entertainment
Author: Yusuf Pisan
Publisher: Yusuf Pisan
Total Pages: 262
Release: 2005
Genre: Artificial intelligence
ISBN: 0975153323

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The second Australasian conference on interactive entertainment is latest series of annual regional meetings, in which advances in interactive entertainment and computer games are reported. It brings together a range of experts from media studies, cultural studies, cognitive science and range of other areas.


Proceedings of the 5th Australasian Conference on Interactive Entertainment

Proceedings of the 5th Australasian Conference on Interactive Entertainment
Author: Ruth Christie
Publisher: Yusuf Pisan
Total Pages: 60
Release: 2008-12-03
Genre: Computers
ISBN: 160558424X

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IE '08: The 5th Australasian Conference on Interactive Entertainment Dec 03, 2008-Dec 04, 2008 Brisbane, Australia. You can view more information about this proceeding and all of ACM's other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.


Proceedings of the Sixth Australasian Conference on Interactive Entertainment

Proceedings of the Sixth Australasian Conference on Interactive Entertainment
Author: Malcolm Ryan
Publisher: Yusuf Pisan
Total Pages: 105
Release: 2009-12-17
Genre: Computers
ISBN: 1450300103

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IE '09: The 6th Australasian Conference on Interactive Entertainment Dec 17, 2009-Dec 19, 2009 Sydney, Australia. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.


Multi-Agent Systems for Education and Interactive Entertainment: Design, Use and Experience

Multi-Agent Systems for Education and Interactive Entertainment: Design, Use and Experience
Author: Beer, Martin
Publisher: IGI Global
Total Pages: 330
Release: 2010-11-30
Genre: Education
ISBN: 1609600827

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"This book presents readers with a rich collection of ideas from researchers who are exploring the complex tradeoffs that must be made in designing agent systems for education and interactive entertainment"--Provided by publisher.


Advances in Computer Entertainment Technology

Advances in Computer Entertainment Technology
Author: Adrian David Cheok
Publisher: Springer
Total Pages: 911
Release: 2018-03-02
Genre: Computers
ISBN: 3319762702

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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.


Critical Gaming: Interactive History and Virtual Heritage

Critical Gaming: Interactive History and Virtual Heritage
Author: Erik Champion
Publisher: Routledge
Total Pages: 277
Release: 2016-03-09
Genre: Language Arts & Disciplines
ISBN: 1317157389

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This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.


The Oxford Handbook of Virtuality

The Oxford Handbook of Virtuality
Author: Mark Grimshaw
Publisher: Oxford Handbooks
Total Pages: 794
Release: 2014-02
Genre: Computers
ISBN: 0199826161

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The book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.


Handbook of Research on Social Interaction Technologies and Collaboration Software: Concepts and Trends

Handbook of Research on Social Interaction Technologies and Collaboration Software: Concepts and Trends
Author: Dumova, Tatyana
Publisher: IGI Global
Total Pages: 938
Release: 2009-07-31
Genre: Business & Economics
ISBN: 1605663697

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"This book explores the origin, structure, purpose, and function of socially interactive technologies known as social software"--Provided by publisher.