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Cultural Computing

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Cultural Computing
Lowest price (incl. delivery)
7 174,00 JPY
Typical price467,48 PLN
Lowest (90 days)35,99 PLN
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Last updated1 săptămână în urmă
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2026-08-08 2026-08-15
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2026-08-0839,99
2026-08-1435,99
2026-08-1551,99
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SP SpringerNatureLink Shop INT 7 149,00 JPY 25,00 JPY 7 174,00 JPY Disponibil 4 zile în urmă View offer
SP Springer Nature Author 7 149,00 JPY 15,00 JPY 7 164,00 JPY Disponibil 1 săptămână în urmă View offer
SP SpringerNatureLink Shop INT 49,99 USD 19,00 USD 68,99 USD Disponibil 5 zile în urmă View offer
SP SpringerNatureLink Shop INT 54,99 USD 29,00 USD 83,99 USD Disponibil 5 zile în urmă View offer
SP SpringerNatureLink Shop INT 54,99 USD 29,00 USD 83,99 USD Disponibil 5 zile în urmă View offer
SP SpringerNatureLink Shop INT 59,00 EUR 19,00 EUR 78,00 EUR Disponibil 5 zile în urmă View offer

Prețurile și disponibilitatea se pot modifica. Ultima actualizare: 08.08.2026 23:09.

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Welcome to the Second International IFIP Entertainment Computing Symposium on st Cultural Computing (ECS 2010), which was part of the 21 IFIP World Computer Congress, held in Brisbane, Australia during September 21–23, 2010. On behalf of the people who made this conference happen, we wish to welcome you to this inter- tional event. The IFIP World Computer Congress has offered an opportunity for researchers and practitioners to present their findings and research results in several prominent areas of computer science and engineering. In the last World Computer Congress, WCC 2008, held in Milan, Italy in September 2008, IFIP launched a new initiative focused on all the relevant issues concerning computing and entertainment. As a - sult, the two-day technical program of the First Entertainment Computing Symposium (ECS 2008) provided a forum to address, explore and exchange information on the state of the art of computer-based entertainment and allied technologies, their design and use, and their impact on society. Based on the success of ECS 2008, at this Second IFIP Entertainment Computing Symposium (ECS 2010), our challenge was to focus on a new area in entertainment computing: cultural computing.

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