Abbrevation
ACE
City
Twente
Country
Netherlands
Deadline Paper
Start Date
End Date
Abstract

ACE has become the leading scientific forum for dissemination of cutting&#8211;edge research results in the area of entertainment computing&#046; Interactive entertainment is one of the most vibrant areas of interest in modern society and is amongst the fastest growing industries in the world&#046; ACE 2013 will bring together leading researchers and practitioners from academia and industry to present their innovative work and discuss all aspects and challenges of interactive entertainment technology, in an exciting, cultural, and stimulating environment&#046;<br>ACE is by nature a multi&#8211;disciplinary conference, therefore attracting people across a wide spectrum of interests and disciplines including computer science, design, arts, sociology, anthropology, psychology, and marketing&#046; The main goal of ACE is to stimulate discussion in the development of new and compelling entertainment computing and interactive art concepts and applications&#046; All ACE participants are encouraged to present work they believe will shape the future, going beyond the established paradigms, and focusing on all areas related to interactive entertainment&#046;<br>==== TOPICS ====<br>In addition to this year’s theme, we solicit submissions on a broad range of topics, including, but not limited to: Aesthetics; Affective Computing; Animation Techniques; Augmented, Mixed and Virtual Reality; Avatars and Autonomous Characters; Children&#8211;Computer Interaction; Cultural Computing; Cultural Differences and Game Design; Digital Broadcasting/Podcasting; Educational and Fitness Games; Emerging World Entertainment Creation; Entertainment Design Theory; Ethics and Games; Exertion Games; Interaction and Experience Design; Funology; Game Design, Programming and Production; Human&#8211;Robot Interaction; Interactive Art; Location&#8211;Based Entertainment; Mobile and Ubiquitous Entertainment; Museum and Cultural Heritage Applications; Interactive Storytelling; Persuasive Entertainment; Pervasive and Online Games; Serious Games for Cultural Awareness; Smart Gadgets and Toys; Social Impact; Sound and Music Design; Tangible Interfaces; Tinkering and Tinker&#8211;based Learning; Urban Games; Usability and Playability; User&#8211;Centred Design; Visual Arts; Youth Usage of Entertainment<br>