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Advances in Computer Entertainment Technology: 14th International Conference, ACE 2017, London, UK, December 14-16, 2017, Proceedings [Paperback]

$155.99     $229.00   32% Off      (Free Shipping)
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  • Category: Books (Computers)
  • Author:  Cheok, Adrian David
  • Author:  Cheok, Adrian David
  • ISBN-10:  3319762699
  • ISBN-10:  3319762699
  • ISBN-13:  9783319762692
  • ISBN-13:  9783319762692
  • Publisher:  Springer
  • Publisher:  Springer
  • Binding:  Paperback
  • Binding:  Paperback
  • Pub Date:  01-Jan-2018
  • Pub Date:  01-Jan-2018
  • SKU:  3319762699-11-SPRI
  • SKU:  3319762699-11-SPRI
  • Pages:  895
  • Pages:  895
  • Item ID: 105219020
  • List Price: $229.00
  • Seller: ShopSpell
  • Ships in: 5 business days
  • Transit time: Up to 5 business days
  • Delivery by: Nov 20 to Nov 22
  • Notes: Brand New Item. Not shipped to AK, HI, APO, FPO, AE.

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.

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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