Handbook of Digital Games and Entertainment Technologies -

Handbook of Digital Games and Entertainment Technologies

Buch | Hardcover
1362 Seiten
2016 | 1st ed. 2017
Springer Verlag, Singapore
978-981-4560-49-8 (ISBN)
909,49 inkl. MwSt
The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas.  The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledgeare connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field.

Ryohei Nakatsu received the B.S., M.S. and Ph.D. degrees in electronic engineering from Kyoto University in 1969, 1971 and 1982 respectively.  After joining NTT (Nippon Telegraph & Telephone) in 1971, he mainly worked on speech recognition technology.  In 1994, he joined ATR (Advanced Telecommunications Research Institute) as the president of ATR Media Integration & Communications Research Laboratories.  In 2002 he became Professor at School of Science and Technology, Kwansei Gakuin University.  Since March of 2008 he is Professor at National University of Singapore (NUS) and Research Director at Interactive & Digital Media Institute (IDMI) at NUS. His research interests include interactive media, entertainment technologies and communication robot/agent. He is a fellow of the IEEE, the Institute of Electronics, Information and Communication Engineers Japan (IEICE-J), and Virtual Reality Society of Japan. Matthias Rauterberg received the B.S. in Psychology (1978) at theUniversity of Marburg (Germany), the B.S. in Philosophy (1981) and Computer Science (1983), the M.S. in Psychology (1981, summa cum laude) and Computer Science (1986, summa cum laude) at the University of Hamburg (Germany), and the Ph.D. in Computer Science/Mathematics (1995, awarded) at the University of Zurich (Switzerland). He was a senior lecturer for ‘usability engineering’ in computer science and industrial engineering at the Swiss Federal Institute of Technology (ETH) in Zurich. He was the head of the Man-Machine Interaction research group (MMI) from the Department of Industrial Engineering at the ETH-Zurich (Switzerland). In 1998 he was appointed as fulltime professor for 'Human Communication Technology' and since 2012 he is professor for ‘Interactive Systems Design’, first at IPO - Center for Research on User-System Interaction, and later at the department of Industrial Design at Eindhoven University of Technology (The Netherlands). From 1999 till 2001 he was director of theCenter for Research on User-System Interaction (IPO), and director of the User-System-Interaction (USI) design program. He is now the head of the Designed Intelligence (DI) group. The DI group has a Simulation Lab, Robotics Lab, Biofeedback Lab, Game Lab, Cultural Computing Lab and an Interactive Vision Studio.

Monte-Carlo Tree Search in Board Games.- Action Games.-  Motor Imagery.-  and Control Strategies: Toward a Multi-button Controller.- Hand Gesture Interface for Entertainment Games.- Interactive Storytelling Paradigms and Representations: A Humanities-based Perspective.- Video Gaming on Ad Hoc Networks: Challenges and Solutions.- Serious games and their application in creating corporate identity.- Interface-Centric Art Games.- Design and Development of Playful Robotic Interfaces for Affective Telepresence.- Interactive Digital Narratives for iTV and Online Video.- Addiction and Entertainment Products.- Ethics.-  Privacy and Trust in Serious Games.

Reihe/Serie Handbook of Digital Games and Entertainment Technologies | 1.10
Zusatzinfo 255 Illustrations, color; 118 Illustrations, black and white; XXV, 1362 p. 373 illus., 255 illus. in color. In 2 volumes, not available separately.
Verlagsort Singapore
Sprache englisch
Maße 155 x 235 mm
Themenwelt Informatik Software Entwicklung User Interfaces (HCI)
Informatik Theorie / Studium Künstliche Intelligenz / Robotik
Informatik Weitere Themen Computerspiele
Mathematik / Informatik Mathematik Angewandte Mathematik
Sozialwissenschaften Soziologie
Technik
Schlagworte digital entertainment • Entertainment Technologies • Games Aesthetic • Games Design • Games Psychology • Games Sociology • Human Computer Interaction • Serious Games
ISBN-10 981-4560-49-9 / 9814560499
ISBN-13 978-981-4560-49-8 / 9789814560498
Zustand Neuware
Haben Sie eine Frage zum Produkt?
Mehr entdecken
aus dem Bereich
Aus- und Weiterbildung nach iSAQB-Standard zum Certified Professional …

von Mahbouba Gharbi; Arne Koschel; Andreas Rausch; Gernot Starke

Buch | Hardcover (2023)
dpunkt Verlag
34,90
Lean UX und Design Thinking: Teambasierte Entwicklung …

von Toni Steimle; Dieter Wallach

Buch | Hardcover (2022)
dpunkt (Verlag)
34,90
Wissensverarbeitung - Neuronale Netze

von Uwe Lämmel; Jürgen Cleve

Buch | Hardcover (2023)
Carl Hanser (Verlag)
34,99