Entertainment Computing - ICEC 2004: Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings
Springer Science & Business Media, Aug 23, 2004 - Computers - 617 pages
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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3GPP actions activities adaptive algorithm application Artificial Immune Systems audio Augmented Reality avatar behavior character client Collaborative communication computer games create described detection devices display dynamic scripting effects emotional entertainment evaluation evolutionary algorithms example experience Federation for Information feedback function game AI game play game world genre ghosts graphics human Human-Computer Interaction ICEC IFIP International Federation immersion implemented Information Processing 2004 input interaction learning LNCS media contents method Mixed Reality MMOGs MMORPG mobile module motion multiplayer MUPE narrative objects opponent paper participants performance person physical player position PrOM search prototype QRIO Rauterberg robot rulebase screen selected server simulation social strategy structure Table tangible tangible user interfaces task techniques template Universiteit Maastricht usability user interface virtual environments virtual world visual wireless Xbox Live