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Item Details
Title: ENTERTAINING THE WHOLE WORLD
By: Adrian David Cheok (Editor), Anton Nijholt (Editor), Teresa Romao (Editor)
Format: Paperback

List price: £59.99


We currently do not stock this item, please contact the publisher directly for further information.

ISBN 10: 1447172221
ISBN 13: 9781447172222
Publisher: SPRINGER LONDON LTD
Pub. date: 10 September, 2016
Edition: Softcover reprint of the original 1st ed. 2014
Series: Human-Computer Interaction Series
Pages: 156
Synopsis: `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 in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as `How can we convert consumers of entertainment into creators of entertainment?' `How can digital entertainment make a contribution to the emerging world?'.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.
Illustrations: 10 Tables, black and white; 78 Illustrations, color; 7 Illustrations, black
Publication: UK
Imprint: Springer London Ltd
Returns: Returnable
Some other items by this author:
ADVANCES IN ARTIFICIAL REALITY AND TELE-EXISTENCE (PB)
ADVANCES IN COMPUTER ENTERTAINMENT (PB)
ADVANCES IN COMPUTER ENTERTAINMENT (PB)
ADVANCES IN PROBABILISTIC AND OTHER PARSING TECHNOLOGIES (HB)
ADVANCES IN PROBABILISTIC AND OTHER PARSING TECHNOLOGIES (PB)
ART AND TECHNOLOGY OF ENTERTAINMENT COMPUTING AND COMMUNICATION
ART AND TECHNOLOGY OF ENTERTAINMENT COMPUTING AND COMMUNICATION (HB)
ARTIFICAL INTELLIGENCE FOR HUMAN COMPUTING (PB)
BRAIN-COMPUTER INTERFACES (HB)
BRAIN-COMPUTER INTERFACES (PB)
COMPUTATIONAL LINGUISTICS IN THE NETHERLANDS 2001 (HB)
CONTEXT-FREE GRAMMARS (PB)
DEEP NEURAL NETWORK APPLICATIONS
DEEP NEURAL NETWORK APPLICATIONS (HB)
DIGITAL ECONOMY. EMERGING TECHNOLOGIES AND BUSINESS INNOVATION (PB)
ENTERTAINING THE WHOLE WORLD (HB)
HYPERCONNECTIVITY (PB)
INTELLIGENT TECHNOLOGIES FOR INTERACTIVE ENTERTAINMENT (PB)
INTELLIGENT VIRTUAL AGENTS (PB)
LOVE AND SEX WITH ROBOTS (PB)
MORE PLAYFUL USER INTERFACES
MORE PLAYFUL USER INTERFACES (HB)
PLAYABLE CITIES (HB)
PLAYABLE CITIES : THE CITY AS A DIGITAL (PB)
PLAYFUL USER INTERFACES (HB)
PLAYFUL USER INTERFACES (PB)
TRANSACTIONS ON EDUTAINMENT (PB)
TRANSACTIONS ON EDUTAINMENT (PB)
TRANSACTIONS ON EDUTAINMENT (PB)
TRANSACTIONS ON EDUTAINMENT (PB)
TRANSACTIONS ON EDUTAINMENT IX (PB)
TRANSACTIONS ON EDUTAINMENT V (PB)
TRANSACTIONS ON EDUTAINMENT VI (PB)
TRANSACTIONS ON EDUTAINMENT VII (PB)
TRANSACTIONS ON EDUTAINMENT X (PB)
TRANSACTIONS ON EDUTAINMENT XI (PB)
TRANSACTIONS ON EDUTAINMENT XIII (PB)

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