1.

Record Nr.

UNISA996465399903316

Titolo

Entertainment Computing - ICEC 2004 [[electronic resource] ] : Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings / / edited by Matthias Rauterberg

Pubbl/distr/stampa

Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2004

ISBN

3-540-28643-8

Edizione

[1st ed. 2004.]

Descrizione fisica

1 online resource (XXIII, 617 p.)

Collana

Lecture Notes in Computer Science, , 0302-9743 ; ; 3166

Disciplina

790.20285

Soggetti

Application software

User interfaces (Computer systems)

Multimedia information systems

Artificial intelligence

Computer Applications

User Interfaces and Human Computer Interaction

Information Systems Applications (incl. Internet)

Multimedia Information Systems

Artificial Intelligence

Computer Appl. in Arts and Humanities

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Bibliographic Level Mode of Issuance: Monograph

Nota di bibliografia

Includes bibliographical references at the end of each chapters and index.

Nota di contenuto

Invited Presentations -- Advanced Interaction Design -- Art, Design, and Media -- Augmented, Virtual, and Mixed Reality -- Computer Games -- Human Factors of Games -- Intelligent Games -- Mobile Entertainment -- Sound and Music -- Visual Media Engineering.

Sommario/riassunto

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.