000 | 04237nam a22006135i 4500 | ||
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001 | 978-3-540-28643-1 | ||
003 | DE-He213 | ||
005 | 20240423125652.0 | ||
007 | cr nn 008mamaa | ||
008 | 121227s2004 gw | s |||| 0|eng d | ||
020 |
_a9783540286431 _9978-3-540-28643-1 |
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024 | 7 |
_a10.1007/b99837 _2doi |
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050 | 4 | _aQA76.76.A65 | |
072 | 7 |
_aUB _2bicssc |
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072 | 7 |
_aCOM005000 _2bisacsh |
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072 | 7 |
_aUX _2thema |
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082 | 0 | 4 |
_a005.3 _223 |
245 | 1 | 0 |
_aEntertainment Computing - ICEC 2004 _h[electronic resource] : _bThird International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings / _cedited by Matthias Rauterberg. |
250 | _a1st ed. 2004. | ||
264 | 1 |
_aBerlin, Heidelberg : _bSpringer Berlin Heidelberg : _bImprint: Springer, _c2004. |
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300 |
_aXXIII, 617 p. _bonline resource. |
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_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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_atext file _bPDF _2rda |
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490 | 1 |
_aLecture Notes in Computer Science, _x1611-3349 ; _v3166 |
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505 | 0 | _aInvited 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. | |
520 | _aThe 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. | ||
650 | 0 | _aApplication software. | |
650 | 0 | _aUser interfaces (Computer systems). | |
650 | 0 | _aHuman-computer interaction. | |
650 | 0 | _aMultimedia systems. | |
650 | 0 | _aArtificial intelligence. | |
650 | 0 | _aDigital humanities. | |
650 | 1 | 4 | _aComputer and Information Systems Applications. |
650 | 2 | 4 | _aUser Interfaces and Human Computer Interaction. |
650 | 2 | 4 | _aMultimedia Information Systems. |
650 | 2 | 4 | _aArtificial Intelligence. |
650 | 2 | 4 | _aDigital Humanities. |
700 | 1 |
_aRauterberg, Matthias. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783540229476 |
776 | 0 | 8 |
_iPrinted edition: _z9783662163955 |
830 | 0 |
_aLecture Notes in Computer Science, _x1611-3349 ; _v3166 |
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856 | 4 | 0 | _uhttps://doi.org/10.1007/b99837 |
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912 | _aZDB-2-SXCS | ||
912 | _aZDB-2-LNC | ||
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