Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing. Adrian David Cheok argues that entertainment as an end-product is useful for interactive play, however it is also a powerful tool for learning and communication and it is also a key driver for the development of information technology. This book explores the future of entertainment technologies used for communication and describes quantum step research. It will inform and inspire readers to create their own radical inventions and...
Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainm...
This journal serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment.
This journal serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations,...
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design.
The 27 papers of this volume deal with virtual humans; graphics...
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical inve...
'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...
'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, co...
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 17 papers presented in the 12th issue were organized in four...
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical inve...
This book provides a blue sky research perspective on entertainment computing. It explores the future of entertainment technologies and provides inspiration for academics, researchers, graduate students, industry thought leaders and industry development labs.
This book provides a blue sky research perspective on entertainment computing. It explores the future of entertainment technologies and provides inspi...
'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...
'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, co...
This book explores the emerging field of hyperconnectivity looking at technology and systems that allow person-to-person and person-to-machine communication in networked organizations and the social and economic impact of this society.
The author begins by presenting literary culture and interaction, focusing on the development of the Poetry Mix-Up platform, before looking at electronic and magnetic user interfaces for multisensory experiences. He then offers insights into the controversial topic of human intimacy with robots, looking at recent developments like the Kissinger...
This book explores the emerging field of hyperconnectivity looking at technology and systems that allow person-to-person and person-to-machine communi...