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



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Titolo: Entertainment Computing - ICEC 2004 [[electronic resource] ] : Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings / / edited by Matthias Rauterberg Visualizza cluster
Pubblicazione: Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2004
Edizione: 1st ed. 2004.
Descrizione fisica: 1 online resource (XXIII, 617 p.)
Disciplina: 790.20285
Soggetto topico: 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
Persona (resp. second.): RauterbergMatthias
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.
Titolo autorizzato: Entertainment Computing - ICEC 2004  Visualizza cluster
ISBN: 3-540-28643-8
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910144159003321
Lo trovi qui: Univ. Federico II
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Serie: Lecture Notes in Computer Science, . 0302-9743 ; ; 3166