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

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.

Proceedings of the 9th Australasian Conference on Interactive Entertainment

Proceedings of the 9th Australasian Conference on Interactive Entertainment
Author: Stefan Greuter
Publisher:
Total Pages: 243
Release: 2013-09-30
Genre: Computer science
ISBN: 9781450322546

The 9th Australasian Conference on Interactive Entertainment - Sep 30, 2013-Oct 01, 2013 Melbourne, 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.

Intelligent Technologies for Interactive Entertainment

Intelligent Technologies for Interactive Entertainment
Author: Zhihan Lv
Publisher: Springer Nature
Total Pages: 422
Release: 2022-03-24
Genre: Computers
ISBN: 3030991881

This book constitutes the refereed proceedings of the 13th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2021. Due to the COVID-19 global pandemic, the conference was held virtually. This year's conference put an emphasis on the future of technologies for interactive entertainment. The 25 full papers presented at the conference and thus included in this book were selected from 50 submissions, and present novel and innovative work in areas including art, science, design and engineering regarding computer-based systems or devices that provide intelligent human interaction, learning, or entertainment experiences. The papers are grouped in 2 sessions of thematic issues on emerging applications and augmented reality.

Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice

Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice
Author: Novák, Daniel
Publisher: IGI Global
Total Pages: 667
Release: 2015-09-14
Genre: Medical
ISBN: 1466695234

Over the past decade, the healthcare industry has adopted games as a powerful tool for promoting personal health and wellness. Utilizing principles of gamification to engage patients with positive reinforcement, these games promote stronger attention to clinical and self-care guidelines, and offer exciting possibilities for primary prevention. Targeting an audience of academics, researchers, practitioners, healthcare professionals, and even patients, the Handbook of Research on Holistic Perspectives in Gamification for Clinical Practices reviews current studies and empirical evidence, highlights critical principles of gamification, and fosters the increasing application of games at the practical, clinical level.

Debugging Game History

Debugging Game History
Author: Henry Lowood
Publisher: MIT Press
Total Pages: 465
Release: 2024-02-06
Genre: Games & Activities
ISBN: 0262551101

Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

Progress in Artificial Intelligence

Progress in Artificial Intelligence
Author: Goreti Marreiros
Publisher: Springer Nature
Total Pages: 815
Release: 2021-09-07
Genre: Computers
ISBN: 3030862305

This book constitutes the refereed proceedings of the 20th EPIA Conference on Artificial Intelligence, EPIA 2021, held virtually in September 2021. The 62 full papers and 6 short papers presented were carefully reviewed and selected from a total of 108 submissions. The papers are organized in the following topical sections: artificial intelligence and IoT in agriculture; artificial intelligence and law; artificial intelligence in medicine; artificial intelligence in power and energy systems; artificial intelligence in transportation systems; artificial life and evolutionary algorithms; ambient intelligence and affective environments; general AI; intelligent robotics; knowledge discovery and business intelligence; multi-agent systems: theory and applications; and text mining and applications.

Advances in Social Computing and Digital Education

Advances in Social Computing and Digital Education
Author: Fernando Koch
Publisher: Springer
Total Pages: 179
Release: 2017-01-16
Genre: Computers
ISBN: 3319520393

This book constitutes the refereed proceedings of the 7th International Workshop on Collaborative Agents Research and Development, CARE 2016, held in Singapore in May 2016 and Second International Workshop on Social Computing in Digital Education, SocialEdu 2016, held in Zagreb, Croatia, in June 2016. For CARE 2016 there were 4 papers selected out of 7 submissions, and for SocialEdu 5 papers were selected from 7 submissions. The 9 extended and revised full papers presented were carefully reviewed. The papers deal with topics like techniques of continuous monitoring, human behaviour analysis, recommendation systems, adjustment of education activities, intelligent content placement, and others.

The Routledge Companion to Digital Ethnography

The Routledge Companion to Digital Ethnography
Author: Larissa Hjorth
Publisher: Taylor & Francis
Total Pages: 521
Release: 2017-01-20
Genre: Social Science
ISBN: 1317377788

With the increase of digital and networked media in everyday life, researchers have increasingly turned their gaze to the symbolic and cultural elements of technologies. From studying online game communities, locative and social media to YouTube and mobile media, ethnographic approaches to digital and networked media have helped to elucidate the dynamic cultural and social dimensions of media practice. The Routledge Companion to Digital Ethnography provides an authoritative, up-to-date, intellectually broad, and conceptually cutting-edge guide to this emergent and diverse area. Features include: a comprehensive history of computers and digitization in anthropology; exploration of various ethnographic methods in the context of digital tools and network relations; consideration of social networking and communication technologies on a local and global scale; in-depth analyses of different interfaces in ethnography, from mobile technologies to digital archives.