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  • 1
    UID:
    almahu_9947920430202882
    Umfang: XXIII, 617 p. , online resource.
    ISBN: 9783540286431
    Serie: Lecture Notes in Computer Science, 3166
    Inhalt: 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.
    Anmerkung: 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.
    In: Springer eBooks
    Weitere Ausg.: Printed edition: ISBN 9783540229476
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 2
    UID:
    almahu_9948621456002882
    Umfang: XXIII, 617 p. , online resource.
    Ausgabe: 1st ed. 2004.
    ISBN: 9783540286431
    Serie: Lecture Notes in Computer Science, 3166
    Inhalt: 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.
    Anmerkung: 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.
    In: Springer Nature eBook
    Weitere Ausg.: Printed edition: ISBN 9783662163955
    Weitere Ausg.: Printed edition: ISBN 9783540229476
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 3
    UID:
    gbv_749245611
    Umfang: Online-Ressource (XXIII, 617 p. Also available online) , digital
    Ausgabe: Springer eBook Collection. Computer Science
    ISBN: 9783540286431 , 3540229477 , 9783540229476
    Serie: Lecture Notes in Computer Science 3166
    Inhalt: This book constitutes the refereed proceedings of the Third International Conference on Entertainment Computing, ICEC 2004, held in Eindhoven, The Netherlands in September 2004. The 27 revised full papers, 27 revised short papers, 18 revised poster papers, and 3 demo papers presented together with 3 keynote papers and 3 invited topic papers were carefully reviewed and selected from 114 submissions. The papers are organized in topical sections on advanced interaction design; art, design, and media; augmented, virtual, and mixed reality; computers and games; human factors and games; intelligent games; mobile entertainment; sound and music; and visual media engineering
    Weitere Ausg.: ISBN 9783540229476
    Weitere Ausg.: Erscheint auch als Druck-Ausgabe ISBN 9783662163955
    Weitere Ausg.: Erscheint auch als Druck-Ausgabe ISBN 9783540229476
    Sprache: Englisch
    Fachgebiete: Informatik
    RVK:
    RVK:
    URL: Volltext  (lizenzpflichtig)
    URL: Volltext  (Online Access)
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
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