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This book constitutes the refereed proceedings of the 14th International Conference on Entertainment Computing, ICEC 2015, held;
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This book constitutes the refereed proceedings of the 15th InternationalConference on Entertainment Computing, ICEC 2016, held in Vienna;
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This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking;
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This book constitutes the refereed proceedings of the 10th International Conference on Entertainment Computing, ICEC 2011, held;
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This book constitutes the refereed proceedings of the First IFIP TC 14 Joint International Conference on Entertainment Computing and;
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The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an;
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This book constitutes the refereed proceedings of the 19th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2020, which;
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This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE;
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daily life and industrial manufacturing, such as games, education, entertainment, stocks and bonds, financial transactions, architectural design;
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Computing for Well-Being, Learning, and Entertainment.;
Vergelijkbare producten zoals Social Computing and Social Media. Design, Ethics, User Behavior, and Social Network Analysis
devices for collaboration; computer supported collaborative learning (CSCL); collaborative entertainment systems; computer supported cooperative;
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is transforming the way people live, work and interact with each other, and is impacting the way business, government services, education, entertainment;
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engagement; presence and self in social media; social media, games, gamification and entertainment.;
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of mobile applications, including wearable computing, ubiquitous entertainment, and context-dependent distribution.;
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of mobile applications, including wearable computing, ubiquitous entertainment, and context-dependent distribution.;
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in industrial, entertainment, social, and everyday applications. Though primarily intended for students, researchers, engineers and practitioners;
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industries: computer, communication, broadcastingentertainment, and consumer electronics. This indispensable reference compiles contributions from;
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computing of today. Whether your interest is in business, gaming, digital photography, entertainment, communications, or security, you'll learn how;
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is transforming the way people live, work, and interact with each other, and is impacting the way business, government services, education, entertainment;
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Only Entertainment explores entertainment as entertainment, asking how and whether an emphasis on the primacy of pleasure sets it apart;
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of complex 3D models. Applications of geometry processing algorithms already cover a wide range of areas from multimedia, entertainment, and;
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Entertainment Engineering. You may ask, what has Engineering to do with Entertainment, other than the design of roller coasters? The;
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For undergraduate and graduate level Marketing and Communication courses or practitioners in the entertainment industry. Entertainment;
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materials science, as well as non-traditional areas such as financial modeling and entertainment. Much of this new popularity can be attributed to;
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This book provides everything a financial analyst of entertainment would require for an understanding of entertainment industries.;
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