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001 978-3-540-28643-1
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005 20240423125652.0
007 cr nn 008mamaa
008 121227s2004 gw | s |||| 0|eng d
020 _a9783540286431
_9978-3-540-28643-1
024 7 _a10.1007/b99837
_2doi
050 4 _aQA76.76.A65
072 7 _aUB
_2bicssc
072 7 _aCOM005000
_2bisacsh
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082 0 4 _a005.3
_223
245 1 0 _aEntertainment Computing - ICEC 2004
_h[electronic resource] :
_bThird International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings /
_cedited by Matthias Rauterberg.
250 _a1st ed. 2004.
264 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg :
_bImprint: Springer,
_c2004.
300 _aXXIII, 617 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aLecture Notes in Computer Science,
_x1611-3349 ;
_v3166
505 0 _aInvited Presentations -- Advanced Interaction Design -- Art, Design, and Media -- Augmented, Virtual, and Mixed Reality -- Computer Games -- Human Factors of Games -- Intelligent Games -- Mobile Entertainment -- Sound and Music -- Visual Media Engineering.
520 _aThe 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.
650 0 _aApplication software.
650 0 _aUser interfaces (Computer systems).
650 0 _aHuman-computer interaction.
650 0 _aMultimedia systems.
650 0 _aArtificial intelligence.
650 0 _aDigital humanities.
650 1 4 _aComputer and Information Systems Applications.
650 2 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aMultimedia Information Systems.
650 2 4 _aArtificial Intelligence.
650 2 4 _aDigital Humanities.
700 1 _aRauterberg, Matthias.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783540229476
776 0 8 _iPrinted edition:
_z9783662163955
830 0 _aLecture Notes in Computer Science,
_x1611-3349 ;
_v3166
856 4 0 _uhttps://doi.org/10.1007/b99837
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