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Titlebook: Entertaining the Whole World; Adrian David Cheok,Anton Nijholt,Teresa Rom?o Book 2014 Springer-Verlag London 2014 Computer Entertainment.D

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書目名稱Entertaining the Whole World
編輯Adrian David Cheok,Anton Nijholt,Teresa Rom?o
視頻videohttp://file.papertrans.cn/312/311596/311596.mp4
概述Shows how developing and transitioning leading-edge new media and human interface technology can help developing countries to be creative content creators and part of a high impact global market.Explo
叢書名稱Human–Computer Interaction Series
圖書封面Titlebook: Entertaining the Whole World;  Adrian David Cheok,Anton Nijholt,Teresa Rom?o Book 2014 Springer-Verlag London 2014 Computer Entertainment.D
描述.‘Entertainment media’ are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks)..Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world..Focusing specifically on initiatives that? use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such a
出版日期Book 2014
關(guān)鍵詞Computer Entertainment; Digital Entertainment; Edutainment; Games
版次1
doihttps://doi.org/10.1007/978-1-4471-6446-3
isbn_softcover978-1-4471-7222-2
isbn_ebook978-1-4471-6446-3Series ISSN 1571-5035 Series E-ISSN 2524-4477
issn_series 1571-5035
copyrightSpringer-Verlag London 2014
The information of publication is updating

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Yellow is Mine!: Designing Interactive Playgrounds Based on Traditional Childrens Play,possibilities of computer games with the physical and open-ended aspects of traditional children’s games. The method is explored through the development of a prototype interactive playground that has been implemented and evaluated.
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Embedded Smarthouse Bathroom Entertainment Systems for Improving Quality of Life,e Quality of Life (QoL); the other is to improve social smartness, which includes human communications and social consumptions. This chapter primarily describes entertainment systems that can be embedded particularly in the bathrooms of smarthouses and used by humans in everyday life to improve QoL.
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Social Presence and Artificial Opponents,e try to replace one of the players with an artificial opponent, the social interaction between players is negatively affected by the social inability of nowadays artificial opponents. Currently, the social presence that human players attribute to artificial opponents is quite low. In order to tackl
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https://doi.org/10.1007/978-3-319-63988-8cribe the ideas behind the children workshops concept and the individual workshops themselves, the settings in which the workshops took place and the nature of the participants and the overall experience and outcome of the workshops.
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