000826673 000__ 03075cam\a2200553Ii\4500 000826673 001__ 826673 000826673 005__ 20230306144415.0 000826673 006__ m\\\\\o\\d\\\\\\\\ 000826673 007__ cr\cn\nnnunnun 000826673 008__ 180305s2018\\\\sz\a\\\\o\\\\\101\0\eng\d 000826673 019__ $$a1029089863 000826673 020__ $$a9783319762708$$q(electronic book) 000826673 020__ $$a3319762702$$q(electronic book) 000826673 020__ $$z9783319762692 000826673 0247_ $$a10.1007/978-3-319-76270-8$$2doi 000826673 035__ $$aSP(OCoLC)on1027219837 000826673 035__ $$aSP(OCoLC)1027219837$$z(OCoLC)1029089863 000826673 040__ $$aGW5XE$$beng$$erda$$epn$$cGW5XE$$dAZU$$dOCLCF$$dMERER 000826673 049__ $$aISEA 000826673 050_4 $$aQA76.9.E57 000826673 08204 $$a790.20285$$223 000826673 1112_ $$aInternational Conference on Advances in Computer Entertainment$$n(14th :$$d2017 :$$cLondon, England) 000826673 24510 $$aAdvances in computer entertainment technology :$$b14th International Conference, ACE 2017, London, UK, December 14-16, 2017, Proceedings /$$cAdrian David Cheok, Masahiko Inami, Teresa Romão (eds.). 000826673 2463_ $$aACE 2017 000826673 264_1 $$aCham, Switzerland :$$bSpringer,$$c2018. 000826673 300__ $$a1 online resource (xvi, 895 pages) :$$billustrations. 000826673 336__ $$atext$$btxt$$2rdacontent 000826673 337__ $$acomputer$$bc$$2rdamedia 000826673 338__ $$aonline resource$$bcr$$2rdacarrier 000826673 347__ $$atext file$$bPDF$$2rda 000826673 4901_ $$aLecture notes in computer science,$$x0302-9743 ;$$v10714 000826673 4901_ $$aLNCS sublibrary. SL 3, Information systems and applications, incl. Internet/Web, and HCI 000826673 500__ $$aInternational conference proceedings. 000826673 500__ $$aIncludes author index. 000826673 506__ $$aAccess limited to authorized users. 000826673 520__ $$aThis 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. 000826673 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed March 5, 2018). 000826673 650_0 $$aEntertainment computing$$vCongresses. 000826673 650_0 $$aComputer games$$vCongresses. 000826673 7001_ $$aCheok, Adrian David,$$eeditor. 000826673 7001_ $$aInami, Masahiko,$$eeditor. 000826673 7001_ $$aRomão, Teresa,$$eeditor. 000826673 77608 $$iPrint version: $$z9783319762692 000826673 830_0 $$aLecture notes in computer science ;$$v10714. 000826673 830_0 $$aLNCS sublibrary.$$nSL 3,$$pInformation systems and applications, incl. Internet/Web, and HCI. 000826673 852__ $$bebk 000826673 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-3-319-76270-8$$zOnline Access$$91397441.1 000826673 909CO $$ooai:library.usi.edu:826673$$pGLOBAL_SET 000826673 980__ $$aEBOOK 000826673 980__ $$aBIB 000826673 982__ $$aEbook 000826673 983__ $$aOnline 000826673 994__ $$a92$$bISE