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Entertainment Computing – ICEC 2022: 21st IFIP TC 14 International Conference, ICEC 2022, Bremen, Germany, November 1–3, 2022, Proceedings (Lecture Notes in Computer Science #13477)

by Barbara Göbl Erik van der Spek Jannicke Baalsrud Hauge Rod McCall

This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022.The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.

Entertainment Computing – ICEC 2023: 22nd IFIP TC 14 International Conference, ICEC 2023, Bologna, Italy, November 15–17, 2023, Proceedings (Lecture Notes in Computer Science #14455)

by Paolo Ciancarini Angelo Di Iorio Helmut Hlavacs Francesco Poggi

This book constitutes the refereed proceedings of the 22nd IFIP TC 14 International Conference on Entertainment Computing, ICEC 2023, which was held in Bologna, Italy, during November 15–17, 2023. The 13 full papers, 5 short papers, 8 work-in-progress papers, 7 interactive entertainment demonstrations, 2 student competition papers, 5 workshop papers and tutorials, and 10 papers from a special section on aesthetics and empowerment were carefully reviewed and selected from 85 submissions. They cover a large range of topics in the following thematic areas: Game Experience; Player Engagement and Analysis; Serious Gameplay; Entertainment Methods and Tools; Extended Reality; Game Design; Interactive Entertainment; Student Game Competition; Workshops and Tutorials; and Aesthetics and Empowerment. .

Entertainment Computing and Serious Games: International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers (Lecture Notes in Computer Science #9970)

by Ralf Dörner Stefan Göbel Michael Kickmeier-Rust Maic Masuch Katharina Zweig

The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field.The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.

Entertainment Computing and Serious Games: First IFIP TC 14 Joint International Conference, ICEC-JCSG 2019, Arequipa, Peru, November 11–15, 2019, Proceedings (Lecture Notes in Computer Science #11863)

by Erik van der Spek Stefan Göbel Ellen Yi-Luen Do Esteban Clua Jannicke Baalsrud Hauge

This book constitutes the refereed proceedings of the First IFIP TC 14 Joint International Conference on Entertainment Computing and Serious Games, ICEC-JCSG 2019, held in Arequipa, Peru, in November 2019.The 26 full papers, 5 short papers, and 16 poster, demonstration, and workshop papers presented were carefully reviewed and selected from 88 submissions. They cover a large range of topics at the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology, and numerous serious application domains. The papers are organized in the following topical sections: mixed reality; virtual reality; entertainment algorithms; game design and development; interaction technologies; measurement and effects; and serious game applications.

Entertainment Computing - ICEC 2004: Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings (Lecture Notes in Computer Science #3166)

by Matthias Rauterberg

The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-related industries such as the video and computer game industries have been growing rapidly in the last 10 years, and today the entertainment computing bu- ness outperforms the turnover of the movie industry. Entertainment robots are drawing theattentionofyoungpeople. TheeventcalledRoboCuphasbeenincreasingthenumber of participants year by year. Entertainment technologies cover a broad range of pr- ucts and services: movies, music, TV (including upcoming interactive TV), VCR, VoD (including music on demand), computer games, game consoles, video arcades, g- bling machines, the Internet (e. g. , chat rooms, board and card games, MUD), intelligent toys, edutainment, simulations, sport, theme parks, virtual reality, and upcoming service robots. The?eldofentertainmentcomputingfocusesonusers’growinguseofentertainment technologies at work, in school and at home, and the impact of this technology on their behavior. Nearly every working and living place has computers, and over two-thirds of childreninindustrializedcountrieshavecomputersintheirhomesaswell.

Entertainment Computing - ICEC 2005: 4th International Conference, Sanda, Japan, September 19-21, 2005, Proceedings (Lecture Notes in Computer Science #3711)

by Fumio Kishino Yoshifumi Kitamura Hirokazu Kato Noriko Nagata

First of all, we appreciate the hard work of all the authors who contributed to ICEC 2005 by submitting their papers. ICEC 2005 attracted 95 technical paper submissions, 8 poster submissions and 7 demo submissions, in total 110. This number is nearly equal to ICEC 2004. Based on a thorough review and selection process carried out by 76 international experts from academia and industry as members of the senior and international program committees, a high-quality program was compiled. The program committee consisted of experts from all over the world: 1 from Austria, 3 from Bulgaria, 2 from Canada, 4 from China, 1 from Finland, 4 from France, 10 from Germany, 1 from Greece, 1 from Ireland, 1 from Israel, 1 from Italy, 26 from Japan, 1 from Korea, 4 from The Netherlands, 1 from New Zealand, 1 from Norway, 1 from Singapore, 1 from Thailand, 4 from the UK, and 8 from the USA. In this number, reviewers are included. The final decision was made at the senior program committee meeting based on three reviewers' feedback, available online via the conference management tool. Through earnest and fair discussion at the meeting, 25 technical papers were accepted as long papers and 32 technical papers were accepted as short papers from 95 submitted technical papers. Moreover, 3 poster papers and 5 demo papers were accepted.

Entertainment Computing - ICEC 2006: 5th International Conference, Cambridge, UK, September 20-22, 2006, Proceedings (Lecture Notes in Computer Science #4161)

by Matthias Rauterberg Marco Combetto

This book constitutes the refereed proceedings of the 5th International Conference on Entertainment Computing, ICEC 2006. The 17 revised full papers, 17 revised short papers and 28 poster papers presented together with one keynote paper were carefully reviewed and selected. The papers are organized in topical sections on agents, cultural and psychological metrics, transforming broadcast experience, culture, place, play, display technology, authoring tools, object tracking, edutainment, and network games.

Entertainment Computing - ICEC 2007: 6th International Conference, Shanghai, China, September 15-17, 2007, Proceedings (Lecture Notes in Computer Science #4740)

by Lizhuang Ma Matthias Rauterberg Ryohei Nakatsu

This book constitutes the refereed proceedings of the 6th International Conference on Entertainment Computing, ICEC 2007. The papers are organized in topical sections on augmented, virtual and mixed reality, computer games, image processing, mesh and modeling, digital storytelling and interactive systems, sound, music and creative environments, video processing, rendering, computer animation and networks, game based interfaces, as well as robots and cyber pets.

Entertainment Computing - ICEC 2008: 7th International Conference, Pittsburgh, PA, USA, September 25-27, 2008, Proceedings (Lecture Notes in Computer Science #5309)

by Scott M. Stevens Shirley Saldamarco

The 7th International Conference on Entertainment Computing, under the auspices of the International Federation for Information Processing (IFIP), was held September 25–27, 2008 in Pittsburgh, Pennsylvania. Based on the very successful first international workshop (IWEC 2002) and the following international conferences (ICEC 2003 through ICEC 2007), ICEC 2008 was an international forum for the exchange of experience and knowledge amongst researchers and developers in the field of entertainment computing. ICEC is the longest established and most prestigious conference in the field of entertainment computing. The conference provides an interdisciplinary forum for advanced research in entertainment computing, broadly defined. ICEC is truly international with leading experts from 14 nations representing academia and industry attending this year’s conference. These leaders presented their newest research, insights, products and demonstrations. Although the field of entertainment computing is thought of as new, in fact modern digital computer games go back over 45 years with games such as Spacewar developed in 1961. This is not to say entertainment computing is limited to computer games. As evidenced by papers in this volume, entertainment computing covers virtually every aspect of today’s recreational diversions.

Entertainment Computing -- ICEC 2009: 8th International Conference, ICEC 2009, Paris, France, September 3-5, 2009, Proceedings (Lecture Notes in Computer Science #5709)

by Stéphane Natkin Jérome Dupire

This book constitutes the thoroughly refereed proceedings of the 8th International Conference on Entertainment Computing, ICEC 2009, held in Paris, France, in September 2009, under the auspices of IFIP. The 14 revised long papers, 19 short papers and 23 poster papers and demos presented were carefully reviewed and selected from 105 submissions for inclusion in the book. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science.

Entertainment Computing - ICEC 2010: 9th International Conference, ICEC 2010, Seoul, Korea, September 8-11, 2010. Proceedings (Lecture Notes in Computer Science #6243)

by Hyun Seung Yang Rainer Malaka Junichi Hoshino Jung Hyun Han

The 9th International Conference on Entertainment Computing (ICEC 2010) was held in September 2010 in Seoul Korea. After Pittsburgh (2008) and Paris (2009), the event returned to Asia. The conference venue was the COEX Exhibition Hall in one of the most vivid and largest cities of the world. This amazing mega-city was a perfect location for the c- ference. Seoul is on the one hand a metropolitan area with modern industries, univer- ties and great economic power. On the other hand, it is also a place with a very fas- nating historical and cultural background. It bridges the past and the future as well as east and west. Entertainment computing also aims at building bridges from technology to leisure, education, culture and work. Entertainment computing at its core has a strong focus on computer games. However, it is not only about computer games. The last ICEC c- ferences have shown that entertainment computing is a much wider field. For instance in games, technology developed for games can be used for a wide range of appli- tions such as therapy or education. Moreover, entertainment does not necessarily have to be understood as games. Entertainment computing finds its way to stage perfo- ances and all sorts of new interactive installations.

Entertainment Computing - ICEC 2011: 10th International Conference, ICEC 2011, Vancouver, BC, Canada, October 5-8, 2011, Proceedings (Lecture Notes in Computer Science #6972)

by Junia Anacleto Sidney Fels Nicholas Graham Bill Kapralos Magy Seif El-Nasr Kevin Stanley

This book constitutes the refereed proceedings of the 10th International Conference on Entertainment Computing, ICEC 2011, held in Vancouver, Canada, in October 2011, under the auspices of IFIP. The 20 revised long papers, 18 short papers and 24 poster papers and demos presented were carefully reviewed and selected from 94 initial submissions. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science. The papers are organized in topical sections on story, active games, player experience, camera and 3D, educational entertainment, game development, self and identity, social and mobile entertainment; plus the four categories: demonstrations, posters, workshosp, and tutorial.

Entertainment Computing - ICEC 2012: 11th International Conference, ICEC 2012, Bremen, Germany, September 26-29, 2012, Proceedings (Lecture Notes in Computer Science #7522)

by Marc Herrlich Rainer Malaka Maic Masuch

This book constitutes the refereed proceedings of the 11th International Conference on Entertainment Computing, ICEC 2012, held in Bremen, Germany, in September 2012. The 21 full papers, 13 short papers, 16 posters, 8 demos, 4 workshops, 1 tutorial and 3 doctoral consortium submissions presented were carefully reviewed and selected from 115 submissions. The papers are organized in topical sections on story telling; serious games (learning and training); self and identity, interactive performance; mixed reality and 3D worlds; serious games (health and social); player experience; tools and methods; user interface; demonstrations; industry demonstration; harnessing collective intelligence with games; game development and model-driven software development; mobile gaming, mobile life – interweaving the virtual and the real; exploring the challenges of ethics, privacy and trust in serious gaming; open source software for entertainment.

Entertainment Computing -- ICEC 2013: 12th International Conference, ICEC 2013, São Paulo, Brazil, October 16-18, 2013, Proceedings (Lecture Notes in Computer Science #8215)

by Junia C. Anacleto Esteban W. G. Clua Flavio S. Correa Da Silva Sidney Fels Hyun S. Yang

This book constitutes the refereed proceedings of the 12th International Conference on Entertainment Computing, ICEC 2013, held in Sao Paulo, Brazil, in October 2013. The 13 full papers, 6 short papers, 11 posters presented were carefully reviewed and selected from 75 submissions. In addition to these papers, the program featured 2 demos, 3 workshops, 3 tutorials and 3 art installations, also summarized in this book. The papers cover various topics in the multi-disciplinary field of entertainment computing.

Entertainment Computing - ICEC 2014: 13th International Conference, ICEC 2014, Sydney, Australia, October 1-3, 2014, Proceedings (Lecture Notes in Computer Science #8770)

by Yusuf Pisan Nikitas Marinos Sgouros Tim Marsh

This book constitutes the refereed proceedings of the 13th International Conference on Entertainment Computing, ICEC 2014, held in Sydney, Australia, in October 2013. The 20 full papers, 6 short papers and 8 posters presented were carefully reviewed and selected from 62 submissions. In addition to these papers, the program featured 3 demonstration papers, and 2 workshops. The papers cover various aspects of entertainment computing including authoring, development, use and evaluation of digital entertainment artefacts and processes.

Entertainment Computing - ICEC 2015: 14th International Conference, ICEC 2015, Trondheim, Norway, September 29 - Ocotober 2, 2015, Proceedings (Lecture Notes in Computer Science #9353)

by Konstantinos Chorianopoulos Monica Divitini Jannicke Baalsrud Hauge Letizia Jaccheri Rainer Malaka

This book constitutes the refereed proceedings of the 14th International Conference on Entertainment Computing, ICEC 2015, held in Trondheim, Norway, in September/October 2015. The 26 full papers, 6 short papers, 16 posters, 6 demos and 6 workshops/tutorial descriptions presented were carefully reviewed and selected from 106 submissions. The multidisciplinary nature of Entertainment Computing is reflected by the papers. They focus on computer games; serious games for learning; interactive games; design and evaluation methods for Entertainment Computing; digital storytelling; games for health and well-being; digital art and installations; artificial intelligence and machine learning for entertainment; interactive television and entertainment.

Entertainment Computing - ICEC 2016: 15th IFIP TC 14 International Conference, Vienna, Austria, September 28-30, 2016, Proceedings (Lecture Notes in Computer Science #9926)

by Günter Wallner Simone Kriglstein Helmut Hlavacs Rainer Malaka Artur Lugmayr Hyun-Seung Yang

This book constitutes the refereed proceedings of the 15th InternationalConference on Entertainment Computing, ICEC 2016, held in Vienna, Austria, in September 2016.The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of entertainment computing is reflected by the papers. They are organized in the following topical sections: games for health, learning, and social change; use and evaluation of digital entertainment; and entertainment technology.

Entertainment for Education. Digital Techniques and Systems: 5th International Conference on E-learning and Games, Edutainment 2010, Changchun, China, August 16-18, 2010, Proceedings (Lecture Notes in Computer Science #6249)

by Xiaopeng Zhang Shaochun Zhong Zhigeng Pan Ruwei Yun

With the technical advancement of digital media and the medium of communication in recent years, there is a widespread interest in digital entertainment. An emerging te- nical research area edutainment, or educational entertainment, has been accepted as education using digital entertainment. Edutainment has been recognized as an eff- tive way of learning using modern digital media tools, like computers, games, mobile phones, televisions, or other virtual reality applications, which emphasizes the use of entertainment with application to the education domain. The Edutainment conference series was established in 2006 and subsequently - ganized as a special event for researchers working in this new interest area of e-learning and digital entertainment. The main purpose of Edutainment conferences is to facilitate the discussion, presentation, and information exchange of the scientific and technological development in the new community. The Edutainment conference series becomes a valuable opportunity for researchers, engineers, and graduate s- dents to communicate at these international annual events. The conference series - cludes plenary invited talks, workshops, tutorials, paper presentation tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first event, the second (Edutainment 2007 in Hong Kong, China), third (Edutainment 2008 in Nanjing, China), and fourth editions (Edutainment 2009 in Banff, Canada) were organized. Edutainment 2010 was held during August 16–18, 2010 in Changchun, China. Two workshops were jointly org- ized together with Edutainment 2010.

Entertainment Science: Data Analytics and Practical Theory for Movies, Games, Books, and Music

by Mark B. Houston Thorsten Hennig-Thurau

The entertainment industry has long been dominated by legendary screenwriter William Goldman’s “Nobody-Knows-Anything” mantra, which argues that success is the result of managerial intuition and instinct. This book builds the case that combining such intuition with data analytics and rigorous scholarly knowledge provides a source of sustainable competitive advantage – the same recipe for success that is behind the rise of firms such as Netflix and Spotify, but has also fueled Disney’s recent success. Unlocking a large repertoire of scientific studies by business scholars and entertainment economists, the authors identify essential factors, mechanisms, and methods that help a new entertainment product succeed. The book thus offers a timely alternative to “Nobody-Knows” decision-making in the digital era: while coupling a good idea with smart data analytics and entertainment theory cannot guarantee a hit, it systematically and substantially increases the probability of success in the entertainment industry. Entertainment Science is poised to inspire fresh new thinking among managers, students of entertainment, and scholars alike.Thorsten Hennig-Thurau and Mark B. Houston – two of our finest scholars in the area of entertainment marketing – have produced a definitive research-based compendium that cuts across various branches of the arts to explain the phenomena that provide consumption experiences to capture the hearts and minds of audiences.Morris B. Holbrook, W. T. Dillard Professor Emeritus of Marketing, Columbia UniversityEntertainment Science is a must-read for everyone working in the entertainment industry today, where the impact of digital and the use of big data can’t be ignored anymore. Hennig-Thurau and Houston are the scientific frontrunners of knowledge that the industry urgently needs.Michael Kölmel, media entrepreneur and Honorary Professor of Media Economics at University of LeipzigEntertainment Science’s winning combination of creativity, theory, and data analytics offers managers in the creative industries and beyond a novel, compelling, and comprehensive approach to support their decision-making. This ground-breaking book marks the dawn of a new Golden Age of fruitful conversation between entertainment scholars, managers, and artists.Allègre Hadida, Associate Professor in Strategy, University of Cambridge

Entities and Indices (Studies in Linguistics and Philosophy #41)

by M.J. Cresswell

In ordinary discourse we appear to ta1k about many things that have seemed mysterious to philosophers. We say that there has been a hitch in our arrangements or that the solution to the problem required us to examine all the probable outcomes of our action. So it would seem that we speak as if in addition to eloeks, mountains, queens and grains of sand there are hitches, arrangements, solutions, probiems, and probable outcomes. It is not immediately obvious when we must take such ta1k as really assuming that there are such to develop tests for things, and one of the tasks in this book is discerning what has eome to be called ontological commitment, in naturallanguage. Among the entities that natural language appears to make reference to are those connected with temporal and modal discourse, times, possibilities, and so on. Such entities play a crueial role in the kind of semantieal theories that I and others have defended over many years. These theories are based on the idea that an essential part of the meaning of a sentence is constituted by the conditions under whieh that sentenee is true. To know what a sentence says is to know what the world would have to be !ike for that sentence to be true.

Entity Alignment: Concepts, Recent Advances and Novel Approaches (Big Data Management)

by Xiang Zhao Weixin Zeng Jiuyang Tang

This open access book systematically investigates the topic of entity alignment, which aims to detect equivalent entities that are located in different knowledge graphs. Entity alignment represents an essential step in enhancing the quality of knowledge graphs, and hence is of significance to downstream applications, e.g., question answering and recommender systems. Recent years have witnessed a rapid increase in the number of entity alignment frameworks, while the relationships among them remain unclear. This book aims to fill that gap by elaborating the concept and categorization of entity alignment, reviewing recent advances in entity alignment approaches, and introducing novel scenarios and corresponding solutions.Specifically, the book includes comprehensive evaluations and detailed analyses of state-of-the-art entity alignment approaches and strives to provide a clear picture of the strengths and weaknesses of the currently available solutions, so as to inspire follow-up research. In addition, it identifies novel entity alignment scenarios and explores the issues of large-scale data, long-tail knowledge, scarce supervision signals, lack of labelled data, and multimodal knowledge, offering potential directions for future research. The book offers a valuable reference guide for junior researchers, covering the latest advances in entity alignment, and a valuable asset for senior researchers, sharing novel entity alignment scenarios and their solutions. Accordingly, it will appeal to a broad audience in the fields of knowledge bases, database management, artificial intelligence and big data.

Entity Authentication and Personal Privacy in Future Cellular Systems

by Geir M. Koien

There are now (Q1 2009) more than 4 billion cellular subscribers in the world and this number is constantly growing. With this in mind it should be clear that use of mobile communication has already become both pervasive and ubiquitous. It has become a global commodity really. Entity Authentication and Personal Privacy in Future Cellular Systems aims at explaining and examining access security as it is found in mobile/cellular systems. A thorough investigation of how access security and personal privacy is handled in the 3GPP system is conducted. This includes both the 2G systems GSM/GPRS and the 3G system UMTS. The emerging fourth generation LTE architecture is also examined. The first part of the book deals exclusively with presenting access security as found in the 3GPP system. Particular attention is given to the authentication and key agreement procedures. The 3GPP systems have evolved and the access security architecture in LTE is substantially more advanced and mature than what you would find in GSM/GPRS, but even the LTE security architecture has its limitations. In part two of the book we go on to examine what is missing from the current cellular access security architectures. Some of the shortcomings found in GSM/GPRS and later UMTS have been partially addressed in LTE, but the burden of backwards compatibility has meant that many issues could not easily be resolved. Free from those restrictions, we shall see that one can provide substantially improved subscriber privacy and enhanced entity authentication, while also avoiding the delegated authentication control that all 3GPP systems have.The design of authentication protocols is discussed in depth, and this would also include looking into the role of formal verification in the design of security protocols.

Entity Authentication and Personal Privacy in Future Cellular Systems

by Geir M. Koien

There are now (Q1 2009) more than 4 billion cellular subscribers in the world and this number is constantly growing. With this in mind it should be clear that use of mobile communication has already become both pervasive and ubiquitous. It has become a global commodity really. Entity Authentication and Personal Privacy in Future Cellular Systems aims at explaining and examining access security as it is found in mobile/cellular systems. A thorough investigation of how access security and personal privacy is handled in the 3GPP system is conducted. This includes both the 2G systems GSM/GPRS and the 3G system UMTS. The emerging fourth generation LTE architecture is also examined. The first part of the book deals exclusively with presenting access security as found in the 3GPP system. Particular attention is given to the authentication and key agreement procedures. The 3GPP systems have evolved and the access security architecture in LTE is substantially more advanced and mature than what you would find in GSM/GPRS, but even the LTE security architecture has its limitations. In part two of the book we go on to examine what is missing from the current cellular access security architectures. Some of the shortcomings found in GSM/GPRS and later UMTS have been partially addressed in LTE, but the burden of backwards compatibility has meant that many issues could not easily be resolved. Free from those restrictions, we shall see that one can provide substantially improved subscriber privacy and enhanced entity authentication, while also avoiding the delegated authentication control that all 3GPP systems have.The design of authentication protocols is discussed in depth, and this would also include looking into the role of formal verification in the design of security protocols.

Entity Framework 4.0 Recipes: A Problem-Solution Approach

by Larry Tenny Zeeshan Hirani

Entity Framework 4.0 Recipes provides an exhaustive collection of ready-to-use code solutions for Entity Framework, Microsoft’s vision for the future of data access. Entity Framework is a model-centric data access platform with an ocean of new concepts and patterns for developers to learn. With this book, you will learn the core concepts of Entity Framework through a broad range of clear and concise solutions to everyday data access tasks. Armed with this experience, you will be ready to dive deep into Entity Framework, experiment with new approaches, and develop ways to solve even the most difficult data access challenges. If you are a developer who likes to learn by example, then this is the right book for you. Gives ready-to-use, real-world recipes to help you with everyday tasks Provides guideposts for learning core concepts Maps out key landmarks for experimenting with your own solutions

Entity Framework 6 Recipes

by Zeeshan Hirani Larry Tenny Nitin Gupta Brian Driscoll Robert Vettor

Entity Framework 6 Recipes provides an exhaustive collection of ready-to-use code solutions for Entity Framework, Microsoft's model-centric, data-access platform for the .NET Framework and ASP.NET development. With this book, you will learn the core concepts of Entity Framework through a broad range of clear and concise solutions to everyday data access tasks. Armed with this experience, you will be ready to dive deep into Entity Framework, experiment with new approaches, and develop ways to solve even the most difficult data access challenges. If you are a developer who likes to learn by example, then this is the right book for you. Gives ready-to-use, real-world recipes to help you with everyday tasks Places strong focus on DbContext and the Code First approach Covers new features such as Asynch Query and Save, Codebased Configuration, Connection Resiliency, Dependency Resolution, and much more

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