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Entertainment computing -- ICEC 2016 : 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings / Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang (eds.).

By: Contributor(s): Material type: TextTextSeries: Lecture notes in computer science ; 9926. | LNCS sublibrary. SL 3, Information systems and applications, incl. Internet/Web, and HCI.Publisher: Switzerland : Springer, 2016Description: 1 online resource (xi, 292 pages) : illustrationsContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783319461007
  • 3319461001
Other title:
  • ICEC 2016
Subject(s): Genre/Form: DDC classification:
  • 790.20285 23
LOC classification:
  • QA76.9.E57
Online resources: Summary: This book constitutes the refereed proceedings of the 15th International Conference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016. The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of entertainment computing is reflected by the papers. They are organized in the following topical sections: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology.
Holdings
Item type Current library Collection Call number Status Date due Barcode Item holds
eBook eBook e-Library eBook LNCS Available
Total holds: 0

International conference proceedings.

Includes author index.

Online resource; title from PDF title page (SpringerLink, viewed October 5, 2016).

This book constitutes the refereed proceedings of the 15th International Conference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016. The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of entertainment computing is reflected by the papers. They are organized in the following topical sections: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology.

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