会议信息

ICEC' 2025: International Conference on Entertainment Computing

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截稿日期:
2025-03-17
通知日期:
2025-05-09
会议日期:
2025-08-27
会议地点:
Tokyo, Japan
届数:
24
ICORE: C   浏览: 38533   关注: 1   参加: 0

会伴指数 (CP-I)

54.4 / 100
全站第 888 名 / 共 5,682 个会议 · 前 16%
学术认可 (35%)
58
投稿选择性 (20%) 无数据 —— 按中性基准 50 分计入
会议传承 (20%)
87
社区关注 (10%)
15
资料公开度 (15%)
35

用到的输入: 收录等级:ICORE C · 有据可查的届次:24 · 在会伴关注它的研究者:1 人 · 过去 24 个月打开过本页的研究者:2 人

公开资料里还缺: 历年录用率 (+4.5) · 历届信息 (+3.0) · 最佳论文记录 (+2.3)
主办方认领本会议后,可直接在这一页补上;分数每晚重算。如何提升这个分数

置信度 80% —— 分数中有多大比例来自实际观测到的数据,而不是中性基准。 这个分数是怎么算出来的 · 查看完整榜单 · 算法版本 1.1 · 算于 2026-09-14

征稿

ICEC' 2025 (International Conference on Entertainment Computing) is a ICORE C conference held in Tokyo, Japan on 2025-08-27. The paper submission deadline is 2025-03-17. Acceptance notifications are sent on 2025-05-09.

Aims IFIP TC14 aims to encourage research, development and sharing of innovative ideas, models and practices, on computer applications in entertainment. To enhance computation and use studies in this field, the technical program committee invites original submissions. Topics Topics can include but are not limited to: 1. Design and Analysis Game Design: Theory, Creation & Testing Interactive Narratives & Digital Storytelling Entertainment Robots, Toys & Smart Gadgets Social Media / Social Computing Entertainment New Genres of Interactive & Digital Entertainment 2. Digital Art & Installations Controllers for Musical Expression Music Collaboration Tools Public Interactive Art Installations Interactive Art, Performance and Novel Interactions 3. XR Entertainment Virtual/Augmented/Mixed Reality & Games Ubiquitous/Pervasive Entertainment TransMedia Storytelling Metaverse Entertainment 4. Serious Games Games for Learning, Health & Well-Being Games For Change & Social Impact Games Exergaming Advergames and Digital Marketing 5. Inclusivity of Gaming and Interactive Entertainment Game Accessibility Hardware Guidelines for Inclusive Design Special Needs Considerations Theoretical Foundations and Ethical Issues 6. Experiential Aspects in Entertainment Emotions and Affective Interaction Theoretical Basis of Entertainment Social / Cultural Impacts of Digital Entertainment Entertainment for Purpose & Persuasion 7. Computational Methodologies for Entertainment Artificial Intelligence & Machine Learning for Entertainment Procedural Content Generation Computer Graphics & Visual Effects Big Data in Entertainment Security & Privacy in Entertainment Algorithmic research on board and card games New types of entertainment using information technologies Hardware technology research and development to implement entertainment systems Non-traditional human interface technologies for entertainment
Dou Sun 最后更新于

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CCF全称影响因子出版商ISSN
Entertainment Computing2.4Elsevier1875-9521
AIEEE Transactions on Multimedia9.7IEEE1520-9210
CKnowledge-Based Systems7.2Elsevier0950-7051
BSoftware & Systems Modeling3.2Springer1619-1366
AIEEE Transactions on Computers3.8IEEE0018-9340
CFuture Generation Computer Systems5.9Elsevier0167-739X
CNeurocomputing6.5Elsevier0925-2312
CPattern Recognition Letters3.9Elsevier0167-8655
BPattern Recognition7.6Elsevier0031-3203
IEEE Access3.6IEEE2169-3536

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