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Entertainment Computing – ICEC 2018
  • Language: en
  • Pages: 412

Entertainment Computing – ICEC 2018

  • Type: Book
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  • Published: 2018-09-05
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  • Publisher: Springer

This book constitutes the refereed proceedings of the 17th International Conference on Entertainment Computing, ICEC 2018, held at the 24th IFIP World Computer Congress, WCC 2018, in Poznan, Poland, in September 2018. The 15 full papers, 13 short papers, and 23 poster, demostration, and workshop papers presented were carefully reviewed and selected from 65 submissions. They cover a large range of topics in the following thematic areas: digital games and interactive entertainment; design, human-computer interaction, and analysis of entertainment systems; interactive art, performance and cultural computing; entertainment devices, platforms and systems; theoratical foundations and ethical issues; entertainment for purpose and persuasion; computational methodologies for entertainment; and media studies, communication, business, and information systems.

Handbook of Research on Gamification Dynamics and User Experience Design
  • Language: en
  • Pages: 541

Handbook of Research on Gamification Dynamics and User Experience Design

  • Type: Book
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  • Published: 2022-05-20
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  • Publisher: IGI Global

In today’s digital society, organizations must utilize technology in order to engage their audiences. Innovative game-like experiences are an increasingly popular way for businesses to interact with their customers; however, correctly implementing this technology can be a difficult task. To ensure businesses have the appropriate information available to successfully utilize gamification in their daily activities, further study on the best practices and strategies for implementation is required. The Handbook of Research on Gamification Dynamics and User Experience Design considers the importance of gamification in the context of organizations’ improvements and seeks to investigate game design from the experience of the user by providing relevant academic work, empirical research findings, and an overview of the field of study. Covering topics such as digital ecosystems, distance learning, and security awareness, this major reference work is ideal for policymakers, technology developers, managers, government officials, researchers, scholars, academicians, practitioners, instructors, and students.

Finnish Innovations and Technologies in Schools
  • Language: en
  • Pages: 176

Finnish Innovations and Technologies in Schools

  • Type: Book
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  • Published: 2014-11-27
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  • Publisher: Springer

This book combines several perspectives on the steps the Finnish educational system has taken to provide students with the skills and competences needed for living in today’s society and in the future. The ecosystem is used as a metaphor for the educational system. The Finnish system aims to achieve sustainable education by ensuring that the system is simultaneously interconnected and open to transformations. The book describes how a flexible curriculum system is succeeding without the pressures of high-stake testing. It also illustrates how the ongoing curriculum reform of the basic education is working. The book brings together knowledge gained in schools through the cooperation of resea...

Games and Learning Alliance
  • Language: en
  • Pages: 613

Games and Learning Alliance

This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.

TV Content Analysis
  • Language: en
  • Pages: 676

TV Content Analysis

  • Type: Book
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  • Published: 2012-03-19
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  • Publisher: CRC Press

The rapid advancement of digital multimedia technologies has not only revolutionized the production and distribution of audiovisual content, but also created the need to efficiently analyze TV programs to enable applications for content managers and consumers. Leaving no stone unturned, TV Content Analysis: Techniques and Applications provides a detailed exploration of TV program analysis techniques. Leading researchers and academics from around the world supply scientifically sound treatment of recent developments across the related subject areas—including systems, architectures, algorithms, applications, research results, emerging approaches, and open issues. The book is organized into s...

Computer Vision, Imaging and Computer Graphics Theory and Applications
  • Language: en
  • Pages: 629

Computer Vision, Imaging and Computer Graphics Theory and Applications

This book constitutes thoroughly revised and selected papers from the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2019, held in Prague, Czech Republic, in February 2019. The 25 thoroughly revised and extended papers presented in this volume were carefully reviewed and selected from 395 submissions. The papers contribute to the understanding of relevant trends of current research on computer graphics; human computer interaction; information visualization; computer vision.

Media Convergence Handbook - Vol. 1
  • Language: en
  • Pages: 429

Media Convergence Handbook - Vol. 1

  • Type: Book
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  • Published: 2015-11-20
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  • Publisher: Springer

The Media Convergence Handbook sheds new light on the complexity of media convergence and the related business challenges. Approaching the topic from a managerial, technological as well as end-consumer perspective, it acts as a reference book and educational resource in the field. Media convergence at business level may imply transforming business models and using multiplatform content production and distribution tools. However, it is shown that the implementation of convergence strategies can only succeed when expectations and aspirations of every actor involved are taken into account. Media consumers, content producers and managers face different challenges in the process of media convergence. Volume I of the Media Convergence Handbook encourages an active discourse on media convergence by introducing the concept through general perspective articles and addressing the real-world challenges of conversion in the publishing, broadcasting and social media sectors.

Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications
  • Language: en
  • Pages: 1693

Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications

  • Categories: Art
  • Type: Book
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  • Published: 2014-06-30
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  • Publisher: IGI Global

In today’s interconnected society, media, including news, entertainment, and social networking, has increasingly shifted to an online, ubiquitous format. Artists and audiences will achieve the greatest successes by utilizing these new digital tools. Digital Arts and Entertainment: Concepts, Methodologies, Tools, and Applications examines the latest research and findings in electronic media, evaluating the staying power of this increasingly popular paradigm along with best practices for those engaged in the field. With chapters on topics ranging from an introduction to online entertainment to the latest advances in digital media, this impressive three-volume reference source will be important to researchers, practitioners, developers, and students of the digital arts.

Games and Learning Alliance
  • Language: en
  • Pages: 458

Games and Learning Alliance

This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020. The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies.

Social Media and the New Academic Environment: Pedagogical Challenges
  • Language: en
  • Pages: 511

Social Media and the New Academic Environment: Pedagogical Challenges

  • Type: Book
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  • Published: 2013-01-31
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  • Publisher: IGI Global

As web applications play a vital role in our society, social media has emerged as an important tool in the creation and exchange of user-generated content and social interaction. The benefits of these services have entered in the educational areas to become new means by which scholars communicate, collaborate, and teach. Social Media and the New Academic Environment: Pedagogical Challenges provides relevant theoretical frameworks and the latest research on social media and its challenges in the educational context. This book is essential for professionals aiming to improve their understanding of social media at different levels of education, as well as researchers in the fields of e-learning, educational science, information and communication sciences, and much more.