Read While You Wait - Get immediate ebook access, if available*, when you order a print book

Lecture Notes in Computer Science IFIP-LNCS Volumes

Entertainment Computing - ICEC 2004

Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings

Editors: Rauterberg, Matthias (Ed.)

Free Preview

Buy this book

eBook $129.00
price for USA in USD
  • ISBN 978-3-540-28643-1
  • Digitally watermarked, DRM-free
  • Included format: PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Softcover $169.00
price for USA in USD
  • ISBN 978-3-540-22947-6
  • Free shipping for individuals worldwide
  • Immediate ebook access, if available*, with your print order
  • Usually dispatched within 3 to 5 business days.
About this book

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.

Table of contents (82 chapters)

Table of contents (82 chapters)
  • Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design

    Pages 3-13

    Lindley, Craig A.

  • Realization of Tai-Chi Motion Using a Humanoid Robot

    Pages 14-19

    Wama, Takenori (et al.)

  • Building Better Systems for Learning and Training: Bringing the Entertainment Industry and Simulation Technology Together

    Pages 20-20

    Swartout, William R.

  • Game Intelligence: From Animal Play Behavior to Entertainment Computing

    Pages 21-21

    Bönsch-Kauke, Marion

  • Effects of Violent Video Games on Aggressive Behavior, Helping Behavior, Aggressive Thoughts, Angry Feelings, and Physiological Arousal

    Pages 22-22

    Bushman, Brad

Buy this book

eBook $129.00
price for USA in USD
  • ISBN 978-3-540-28643-1
  • Digitally watermarked, DRM-free
  • Included format: PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Softcover $169.00
price for USA in USD
  • ISBN 978-3-540-22947-6
  • Free shipping for individuals worldwide
  • Immediate ebook access, if available*, with your print order
  • Usually dispatched within 3 to 5 business days.
Loading...

Recommended for you

Loading...

Bibliographic Information

Bibliographic Information
Book Title
Entertainment Computing - ICEC 2004
Book Subtitle
Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings
Editors
  • Matthias Rauterberg
Series Title
Lecture Notes in Computer Science
Series Volume
3166
Copyright
2004
Publisher
Springer-Verlag Berlin Heidelberg
Copyright Holder
IFIP International Federation for Information Processing
eBook ISBN
978-3-540-28643-1
DOI
10.1007/b99837
Softcover ISBN
978-3-540-22947-6
Series ISSN
0302-9743
Edition Number
1
Number of Pages
XXIII, 617
Topics

*immediately available upon purchase as print book shipments may be delayed due to the COVID-19 crisis. ebook access is temporary and does not include ownership of the ebook. Only valid for books with an ebook version. Springer Reference Works are not included.