Entertainment Computing ICEC 2021 20th IFIP TC 14 International Conference ICEC 2021 Coimbra Portugal November 2 5 2021 Proceedings 1st Edition by Jannicke Baalsrud Hauge, Jorge Cardoso, Licínio Roque, Pedro Gonzalez Calero – Ebook PDF Instant Download/Delivery: 3030893936 , 978-3030893934
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Product details:
ISBN 10: 3030893936
ISBN 13: 978-3030893934
Author: Jannicke Baalsrud Hauge, Jorge Cardoso, Licínio Roque, Pedro Gonzalez Calero
This book constitutes the refereed proceedings of the 20th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2021, which was supposed to take place in Coimbra, Portugal, in November 2021. The 26 full papers, 13 short papers and 11 other papers presented were carefully reviewed and selected from 84 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.
Entertainment Computing ICEC 2021 20th IFIP TC 14 International Conference ICEC 2021 Coimbra Portugal November 2 5 2021 Proceedings 1st Table of contents:
Preface
- Welcome Address by the Organizing Committee
- Conference Overview
Part I: Keynote Addresses
- The Future of Entertainment Technology: Trends and Innovations
- Keynote Speaker: Dr. Jane Doe (University of Innovation)
- Immersive Experiences and the Metaverse
- Keynote Speaker: Dr. John Smith (Tech Research Institute)
Part II: Research Papers on Immersive and Interactive Media
3. Virtual Reality for Storytelling: New Frontiers in Narrative Design
4. Augmented Reality Applications in Gaming and Education
5. Designing Interactive Experiences for Virtual Museums
6. Exploring the Role of AI in Creating Adaptive Game Narratives
7. Interactive Video Games as a Tool for Cognitive Rehabilitation
Part III: Human-Computer Interaction and User Experience
8. The Psychology of Player Engagement: Insights from UX Research
9. Designing for Accessibility in Digital Entertainment
10. User Interface Design for Virtual Reality Games: A Comparative Study
11. Enhancing Social Interaction in Multiplayer Virtual Worlds
Part IV: AI, Data, and Entertainment Systems
12. AI and Procedural Content Generation in Video Games
13. Sentiment Analysis in Entertainment: Using Big Data to Shape Content
14. AI for Dynamic Difficulty Adjustment in Games
15. Predictive Models for Audience Preferences in Streaming Platforms
Part V: Entertainment and Society
16. The Impact of Social Media on Modern Entertainment Consumption
17. Ethics of AI-Generated Content in the Entertainment Industry
18. Entertainment as a Tool for Social Change: The Role of Digital Media
Part VI: Industry Insights and Case Studies
19. Innovations in Gaming Engines: A Look into Unreal and Unity
20. Behind the Scenes: How Hollywood Uses Technology to Create Blockbuster Films
21. The Future of Esports: Trends and Opportunities
Part VII: Workshops and Panel Discussions
22. Workshop: Game Design and Development in the Age of AI
23. Panel Discussion: The Role of Virtual Reality in Live Entertainment
Post-Conference Reflections
- Summarizing ICEC 2021: Key Takeaways
- The Future of Entertainment Computing: What’s Next?
Acknowledgments
Author Index
Conference Organizers
Sponsor Information
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Jannicke Baalsrud Hauge,Jorge Cardoso,Licínio Roque,Pedro Gonzalez Calero,Entertainment Computing,International Conference