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

More books from Springer International Publishing

Cover of the book Ontology Modeling in Physical Asset Integrity Management by
Cover of the book Female Leaders in New Religious Movements by
Cover of the book Cognitive and Affective Aspects in Science Education Research by
Cover of the book Sociopolitical Dimensions of Mathematics Education by
Cover of the book Resistance to Ibritumomab in Lymphoma by
Cover of the book Agricultural Biomass Based Potential Materials by
Cover of the book Global Frankenstein by
Cover of the book Computer Networks by
Cover of the book Geographic Interpretations of the Internet by
Cover of the book Non-Linguistic Analysis of Call Center Conversations by
Cover of the book Automated Broad and Narrow Band Impedance Matching for RF and Microwave Circuits by
Cover of the book Constructive Side-Channel Analysis and Secure Design by
Cover of the book Final Basel III Modelling by
Cover of the book Operational Research by
Cover of the book The Intelligent Marketer’s Guide to Data Privacy by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy