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 Engineering Trustworthy Software Systems by
Cover of the book Corporate Governance Codes for the 21st Century by
Cover of the book Nanocomposites, Nanostructures, and Their Applications by
Cover of the book Quantum Waveguides by
Cover of the book Computer Supported Qualitative Research by
Cover of the book Measurement in Machining and Tribology by
Cover of the book Dense Image Correspondences for Computer Vision by
Cover of the book Advanced Colonoscopy and Endoluminal Surgery by
Cover of the book Measuring Progress Towards Sustainability by
Cover of the book The Ulnar Nerve by
Cover of the book Numerical Methods and Applications by
Cover of the book Wireless Internet by
Cover of the book Information Sciences and Systems 2013 by
Cover of the book Fundamental Algorithms in Computational Fluid Dynamics by
Cover of the book Biomaterials and Their Applications 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