Entertainment Computing - ICEC 2004 -

Entertainment Computing - ICEC 2004

Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings

Matthias Rauterberg (Herausgeber)

Buch | Softcover
XXIII, 617 Seiten
2004 | 2004
Springer Berlin (Verlag)
978-3-540-22947-6 (ISBN)
106,99 inkl. MwSt
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.

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.

Erscheint lt. Verlag 23.8.2004
Reihe/Serie Lecture Notes in Computer Science
Zusatzinfo XXIII, 617 p.
Verlagsort Berlin
Sprache englisch
Maße 152 x 229 mm
Gewicht 900 g
Themenwelt Mathematik / Informatik Informatik Betriebssysteme / Server
Schlagworte augmented reality • chat rooms • Computer Games • Edutainment • Entertainment Computing • Interactive design • Lifelike Characters • Mobile Gaming • Multimedia • music on demand • PC (Personal Computer); Spezielle Anwendungsbereiche • Performance • Rendering • Robotics • Robot Soccer • Telecommunication Services • Television • therapy • Unterhaltungselektronik • video on demand • Virtual Reality • Visualization • Xbox
ISBN-10 3-540-22947-7 / 3540229477
ISBN-13 978-3-540-22947-6 / 9783540229476
Zustand Neuware
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