LEADER 04831nam 22007695 450 001 9910298976503321 005 20230810155903.0 010 $a1-4471-6446-6 024 7 $a10.1007/978-1-4471-6446-3 035 $a(CKB)3710000000239241 035 $a(EBL)1968014 035 $a(OCoLC)893685557 035 $a(SSID)ssj0001353826 035 $a(PQKBManifestationID)11730293 035 $a(PQKBTitleCode)TC0001353826 035 $a(PQKBWorkID)11317016 035 $a(PQKB)10950636 035 $a(MiAaPQ)EBC1968014 035 $a(DE-He213)978-1-4471-6446-3 035 $a(PPN)181353385 035 $a(EXLCZ)993710000000239241 100 $a20140912d2014 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aEntertaining the Whole World /$fedited by Adrian David Cheok, Anton Nijholt, Teresa Romão 205 $a1st ed. 2014. 210 1$aLondon :$cSpringer London :$cImprint: Springer,$d2014. 215 $a1 online resource (160 p.) 225 1 $aHuman?Computer Interaction Series,$x2524-4477 300 $aDescription based upon print version of record. 311 $a1-4471-6445-8 320 $aIncludes bibliographical references at the end of each chapters. 327 $aEntertaining the Whole World -- The Kathmandu Kids Entertainment Workshop.- Digital Pop Kids.- Fostering Learning and Behaviour Change Through Computer Entertainment. Design of an Interactive Playground Based on Traditional Children?s Play.- Embedded Smart house Bathroom Entertainment: Systems for Improving Quality of Life.- Social Presence and Artificial Opponents.- Observations on Tinkering in Scientific Education -- Appendix: Enhancing Learning Experience Through Robotics in Nepal. 330 $a?Entertainment media? are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks). Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world. Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as ?How can we convert consumers of entertainment into creators of entertainment?? ?How can digital entertainment make a contribution to the emerging world??. Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc will find this a valuable resource in developing new products and new markets. 410 0$aHuman?Computer Interaction Series,$x2524-4477 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aEducation$xData processing 606 $aComputers 606 $aEducational technology 606 $aUser Interfaces and Human Computer Interaction 606 $aComputers and Education 606 $aComputing Milieux 606 $aDigital Education and Educational Technology 615 0$aUser interfaces (Computer systems). 615 0$aHuman-computer interaction. 615 0$aEducation$xData processing. 615 0$aComputers. 615 0$aEducational technology. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aComputers and Education. 615 24$aComputing Milieux. 615 24$aDigital Education and Educational Technology. 676 $a001.64 702 $aCheok$b Adrian David$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aNijholt$b Anton$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aRomão$b Teresa$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910298976503321 996 $aEntertaining the Whole World$92022595 997 $aUNINA