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Weitersagen:


Herausgeber: 
  • Matthias Rauterberg
  • Entertainment Computing - ICEC 2004: Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   Auf Bestellung (Lieferzeit unbekannt)
    Veröffentlichung:  August 2004  
    Genre:  EDV / Informatik 
     
    Application software / Artificial Intelligence / C / Computer and Information Systems Applications / Computer Appl. in Arts and Humanities / Computer Applications / Computer applications in the arts & humanities / computer science
    ISBN:  9783540229476 
    EAN-Code: 
    9783540229476 
    Verlag:  Springer EN 
    Einband:  Kartoniert  
    Sprache:  English  
    Serie:  #3166 - Lecture Notes in Computer Science  
    Dimensionen:  H 229 mm / B 152 mm / D  
    Gewicht:  966 gr 
    Seiten:  617 
    Illustration:  XXIII, 617 p. 
    Zus. Info:  EUDR exemption - product or manufacturing materials placed on the market prior to 31.12.2025. 
    Bewertung: Titel bewerten / Meinung schreiben
    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.

      



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