Advances in Computer Entertainment Technology

14th International Conference, ACE 2017, London, UK, December 14-16, 2017, Proceedings

Nonfiction, Computers, Advanced Computing, Programming, User Interfaces, Information Technology, General Computing
Cover of the book Advances in Computer Entertainment Technology by , Springer International Publishing
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Author: ISBN: 9783319762708
Publisher: Springer International Publishing Publication: March 2, 2018
Imprint: Springer Language: English
Author:
ISBN: 9783319762708
Publisher: Springer International Publishing
Publication: March 2, 2018
Imprint: Springer
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

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