Technology and art of entertainment computing: advances in interactive new media for entertainment computing

Technology and art of entertainment computing: advances in interactive new media for entertainment computing

Cheok, Adrian David

83,15 €(IVA inc.)

Digital entertainment media is unique in that its products and services are intimately tied to digital technology, which has been in a continuous state of innovation since its inception. Each new generation of integrated circuits hasthe potential to shake-up the landscape of market leaders, products and services that are possible, and boundaries between market segments. Arguably, digital technology innovation today is driven by entertainment applications. Although digital entertainment relies heavily upon technology, it is equally dependent upon creative art, content, and design. It has been demonstrated time and time again (from web portals to broadband networks to electronic toys to video game consoles to digital audio formats) that state-of-the-art products and services will fail in the marketplace without compelling content or creative intellectual property (CIP). Electronic gaming, a curiosity twenty years ago, is now one of the most popular forms of entertainment and a pervasive component ofglobal culture. The ubiquity and growth of games requires that we understand them not just as commercial products, but that we appreciate them from many points of view. Games are aesthetic objects, learning contexts, technical constructs and cultural phenomena—among many other things. This book is unique in that it provides a blue sky research perspective on the field of entertainment computing. It explores the future of entertainment technologies and provides inspiration for academics, researchers, graduate students, industry thought leaders and industry development labs. A unique book which brings together pioneers in computer entertainment to write a research oriented publication on interactive new media and computer entertainment The book will contain a full open source toolkit, with fully developed applications, to develop mixes reality entertainment, the first time such advanced techniques have been openly availableoutside the labs to the public at large INDICE: Introduction.- Human Pacman: A mobile wide-area entertainment system based on physical, social, and ubiquitous computing.- Interactive Theatre Experience with 3D Live Captured Actors and Spatial Sound.- Metazoa Ludens: Mixed Reality Interaction and Play Between Humans and Animals.- Poultry Internet.- Age Invaders: Entertainment for Elderly and Young.- Huggy Pajama: remote interactive touch system.- Technology and Digital System to Explore Culture.- Kawaii / Cute InteractiveMedia.- Designing for Entertaining Everyday Experiences.- Tabletop Games: Platforms, Experimental Games and Design Recommendations.- ATutorial for Developing Mixed Reality Entertainment Applications using MXRToolkit.

  • ISBN: 978-1-84996-136-3
  • Editorial: Springer
  • Encuadernacion: Cartoné
  • Páginas: 400
  • Fecha Publicación: 01/04/2010
  • Nº Volúmenes: 1
  • Idioma: Inglés