1.

Record Nr.

UNINA9910763594903321

Autore

Ciancarini Paolo

Titolo

Entertainment Computing – ICEC 2023 : 22nd IFIP TC 14 International Conference, ICEC 2023, Bologna, Italy, November 15–17, 2023, Proceedings / / edited by Paolo Ciancarini, Angelo Di Iorio, Helmut Hlavacs, Francesco Poggi

Pubbl/distr/stampa

Singapore : , : Springer Nature Singapore : , : Imprint : Springer, , 2023

ISBN

9789819982486

9819982480

Edizione

[1st ed. 2023.]

Descrizione fisica

1 online resource (531 pages)

Collana

Lecture Notes in Computer Science, , 1611-3349 ; ; 14455

Altri autori (Persone)

Di IorioAngelo

HlavacsHelmut

PoggiFrancesco

Disciplina

004.16

Soggetti

Microcomputers

Artificial intelligence

Image processing - Digital techniques

Computer vision

User interfaces (Computer systems)

Human-computer interaction

Computers, Special purpose

Computer networks

Personal Computing

Artificial Intelligence

Computer Imaging, Vision, Pattern Recognition and Graphics

User Interfaces and Human Computer Interaction

Special Purpose and Application-Based Systems

Computer Communication Networks

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di contenuto

Game Experience -- Player Engagement and Analysis -- Serious Gameplay -- Entertainment Methods and Tools -- Extended Reality -- Game Design -- Interactive Entertainment -- Student Game



Competition -- Workshops and Tutorials -- Aesthetics and Empowerment.

Sommario/riassunto

This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers, 5 short papers, 8 work-in-progress papers, 7 interactive entertainment demonstrations, 2 student competition papers, 5 workshop papers and tutorials, and 10 papers from a special section on aesthetics and empowerment were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. . .