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Advances in Computer Entertainment Technology: 14th International Conference, ACE 2017, London, UK, December 14-16, 2017, Proceedings: Lecture Notes in Computer Science, cartea 10714

Editat de Adrian David Cheok, Masahiko Inami, Teresa Romão
en Limba Engleză Paperback – 21 feb 2018
This book constitutes the refereed conference proceedings of the 14th International Conference on Advances in Computer Entertainment Technology, ACE 2017, held in London, UK, in December 2017.
The 59 full papers presented were selected from a total of 229 submissions.
ACE is by nature a multi-disciplinary conference, therefore attracting people across a wide spectrum of interests and disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. The main goal is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and applications. 
The chapter 'eSport vs irlSport' is open access under a CC BY 4.0 license via link.springer.com.
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Specificații

ISBN-13: 9783319762692
ISBN-10: 3319762699
Pagini: 907
Ilustrații: XVI, 895 p. 374 illus.
Dimensiuni: 155 x 235 mm
Greutate: 1.25 kg
Ediția:1st ed. 2018
Editura: Springer International Publishing
Colecția Springer
Seriile Lecture Notes in Computer Science, Information Systems and Applications, incl. Internet/Web, and HCI

Locul publicării:Cham, Switzerland

Textul de pe ultima copertă

This book constitutes the refereed conference proceedings of the 14th International Conference on Advances in Computer Entertainment Technology, ACE 2017, held in London, UK, in December 2017.
The 59 full papers presented were selected from a total of 229 submissions.
ACE is by nature a multi-disciplinary conference, therefore attracting people across a wide spectrum of interests and disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing. The main goal is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and applications. 
The chapter 'eSport vs irlSport' is open access under a CC BY 4.0 license via link.springer.com.