Entertainment Computing: Technologies and Application
This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment h...
Gespeichert in:
Weitere Verfasser: | , |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
New York, NY
Springer US
2003
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Ausgabe: | 1st ed. 2003 |
Schriftenreihe: | IFIP Advances in Information and Communication Technology
112 |
Schlagworte: | |
Online-Zugang: | UBY01 Volltext |
Zusammenfassung: | This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games |
Beschreibung: | 1 Online-Ressource (XX, 536 p) |
ISBN: | 9780387356600 |
DOI: | 10.1007/978-0-387-35660-0 |
Internformat
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edition | 1st ed. 2003 |
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spelling | Entertainment Computing Technologies and Application edited by Ryohei Nakatsu, Junichi Hoshino 1st ed. 2003 New York, NY Springer US 2003 1 Online-Ressource (XX, 536 p) txt rdacontent c rdamedia cr rdacarrier IFIP Advances in Information and Communication Technology 112 This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games Artificial Intelligence Multimedia Information Systems User Interfaces and Human Computer Interaction The Computing Profession Artificial intelligence Multimedia information systems User interfaces (Computer systems) Computers Unterhaltung (DE-588)4186996-5 gnd rswk-swf Computer (DE-588)4070083-5 gnd rswk-swf Virtuelle Realität (DE-588)4399931-1 gnd rswk-swf (DE-588)1071861417 Konferenzschrift 2002 Makuhari gnd-content Computer (DE-588)4070083-5 s Virtuelle Realität (DE-588)4399931-1 s Unterhaltung (DE-588)4186996-5 s DE-604 Nakatsu, Ryohei edt Hoshino, Junichi edt Erscheint auch als Druck-Ausgabe 9781475751536 Erscheint auch als Druck-Ausgabe 9781402073601 Erscheint auch als Druck-Ausgabe 9781475751529 https://doi.org/10.1007/978-0-387-35660-0 Verlag URL des Eerstveröffentlichers Volltext |
spellingShingle | Entertainment Computing Technologies and Application Artificial Intelligence Multimedia Information Systems User Interfaces and Human Computer Interaction The Computing Profession Artificial intelligence Multimedia information systems User interfaces (Computer systems) Computers Unterhaltung (DE-588)4186996-5 gnd Computer (DE-588)4070083-5 gnd Virtuelle Realität (DE-588)4399931-1 gnd |
subject_GND | (DE-588)4186996-5 (DE-588)4070083-5 (DE-588)4399931-1 (DE-588)1071861417 |
title | Entertainment Computing Technologies and Application |
title_auth | Entertainment Computing Technologies and Application |
title_exact_search | Entertainment Computing Technologies and Application |
title_exact_search_txtP | Entertainment Computing Technologies and Application |
title_full | Entertainment Computing Technologies and Application edited by Ryohei Nakatsu, Junichi Hoshino |
title_fullStr | Entertainment Computing Technologies and Application edited by Ryohei Nakatsu, Junichi Hoshino |
title_full_unstemmed | Entertainment Computing Technologies and Application edited by Ryohei Nakatsu, Junichi Hoshino |
title_short | Entertainment Computing |
title_sort | entertainment computing technologies and application |
title_sub | Technologies and Application |
topic | Artificial Intelligence Multimedia Information Systems User Interfaces and Human Computer Interaction The Computing Profession Artificial intelligence Multimedia information systems User interfaces (Computer systems) Computers Unterhaltung (DE-588)4186996-5 gnd Computer (DE-588)4070083-5 gnd Virtuelle Realität (DE-588)4399931-1 gnd |
topic_facet | Artificial Intelligence Multimedia Information Systems User Interfaces and Human Computer Interaction The Computing Profession Artificial intelligence Multimedia information systems User interfaces (Computer systems) Computers Unterhaltung Computer Virtuelle Realität Konferenzschrift 2002 Makuhari |
url | https://doi.org/10.1007/978-0-387-35660-0 |
work_keys_str_mv | AT nakatsuryohei entertainmentcomputingtechnologiesandapplication AT hoshinojunichi entertainmentcomputingtechnologiesandapplication |