Overview
- The first book dedicated to toy computing, a new discipline that explores how technology influences and enhances the development of modern toys
- Surveys emerging mobile computing technologies, trends, best practices and their applications in toy computing
- Includes case studies that illustrate many of the challenges facing modern toy designers, and outline potential solutions for them
Part of the book series: International Series on Computer, Entertainment and Media Technology (ISCEMT)
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Table of contents (9 chapters)
Keywords
About this book
Editors and Affiliations
Bibliographic Information
Book Title: Computing in Smart Toys
Editors: Jeff K.T. Tang, Patrick C. K. Hung
Series Title: International Series on Computer, Entertainment and Media Technology
DOI: https://doi.org/10.1007/978-3-319-62072-5
Publisher: Springer Cham
eBook Packages: Computer Science, Computer Science (R0)
Copyright Information: Springer International Publishing AG 2017
Hardcover ISBN: 978-3-319-62071-8Published: 29 August 2017
Softcover ISBN: 978-3-319-87227-8Published: 12 May 2018
eBook ISBN: 978-3-319-62072-5Published: 10 August 2017
Series ISSN: 2364-947X
Series E-ISSN: 2364-9488
Edition Number: 1
Number of Pages: V, 164
Number of Illustrations: 6 b/w illustrations, 50 illustrations in colour
Topics: User Interfaces and Human Computer Interaction, Special Purpose and Application-Based Systems