Conference Information

ACE' 2014: International Conference on Advances in Computer Entertainment and Technology

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Submission Date:
2014-05-12
Notification Date:
2014-07-01
Conference Date:
2014-11-11
Location:
Funchal, Madeira
Years:
11
ICORE: C   QUALIS: B1   Viewed: 21854   Tracked: 0   Attend: 0

Conference Partner Index (CP-I)

67.0 / 100
Ranked #393 of 5,681 conferences · Top 7%
Academic recognition (35%)
78
Submission selectivity (20%)
85
Editions held (20%)
67
Community attention (10%)
10
Public record completeness (15%)
55

Inputs used: Listed as ICORE C, QUALIS B1 · Acceptance rate: 24.4% (mean of 1 editions on file) · Editions on record: 11 · Researchers who opened this page in the past 24 months: 3

Missing from the public record: Past editions (+3.0) · Best-paper records (+2.3)
Organizers can add these from this page after claiming the conference; scores are recomputed nightly. How to raise this score

Confidence 100% - the share of the score backed by observed data rather than the neutral baseline. How this score is calculated · Browse the ranking · Algorithm version 1.1 · Computed 2026-09-13

Call For Papers

ACE' 2014 (International Conference on Advances in Computer Entertainment and Technology) is a ICORE C / QUALIS B1 conference held in Funchal, Madeira on 2014-11-11. The paper submission deadline is 2014-05-12. Acceptance notifications are sent on 2014-07-01.

We solicit submissions on a broad range of topics, including, but not limited to: Technologies and Interactions •Virtual, augmented and mixed reality •Ubiquitous and mobile computing •Tangible, embedded, embodied and robotic interaction •Affective, intuitive and locative media •Smart gadgets and toys •Sensors, actuators and novel input and output technologies •Multimodal and full-body interaction Theoretical, Social and Cultural Issues •Ethics and values •Aesthetics and poetics •Game, play and media theories •Funology, enjoyment and experience •Cultural, social and psychological studies •Inclusivity and accessibility •Children, adolescents and Seniors Design and Evaluation •Participatory design •Usability and playability •Player and developer experience •Game and media evaluation techniques •Gamification Content Creation Environments Processes and Methods •Avatars and character expression •Animation •Game development engines and frameworks •Game production processes •Interaction design for games •Music and sound •Artificial Intelligence for games and media •Hacking and Tinkering Application Domains •Urban and location based games and media •Interactive art, dance and performances •Sports, fitness and exertion games •Education, learning and serious games •Broadcasting, podcasting and smart media •Soundscapes and musical expression •Interactive and digital storytelling •Museums and cultural heritage •Advertising and marketing •Pets, livestock and other life forms All submissions will be published in the conference proceedings. Information regarding the publication venue and the submission system will be announced soon Please direct any questions to: [email protected]
Last updated by Dou Sun on

Acceptance Ratio

Average acceptance rate: 24.4% over 1 years (2008–2008).

YearSubmittedAcceptedAccepted(%)
2008902224.4%

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CCFFull NameImpact FactorPublisherISSN
Entertainment Computing2.4Elsevier1875-9521
Advances in Engineering Software5.7Elsevier0965-9978
Journal on Advances in Signal Processing1.9Springer3091-4507
Advances in Computational Mathematics2.1Springer1019-7168
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

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