Ryohei Nakatsu – Handbook of Digital Games and Entertainment Technologies (2017)

1.860 

Автор: Ryohei Nakatsu
Название книги: Handbook of Digital Games and Entertainment Technologies
Формат: PDF
Жанр: Разработка игр
Страницы: 1359
Качество: Изначально компьютерное, E-book

The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field.

Topics

Computational Intelligence
User Interfaces and Human Computer Interaction
Mathematical Applications in Computer Science
Media Sociology

Volume 1

AI and Games
Game Solvers
General Game Playing
Monte-Carlo Tree Search in Board Games
Physics Simulation Games
BCI and Games
Action Games, Motor Imagery, and Control Strategies: Toward a Multi-button Controller
Brain-Computer Interface Games: Towards a Framework
Brain-Computer Interfacing and Virtual Reality
Games for BCI Skill Learning
Towards Serious Games for Improved BCI
User-Centered BCI Videogame Design
Entertainment Games
Current Status of Applying Artificial Intelligence in Digital Games
Hand Gesture Interface for Entertainment Games
Intelligent Character Technologies for Entertainment Games
Real-World Game Platform for Lifelong Learning Society
Interactive Storytelling
Discourse and Camera Control in Interactive Narratives
Interactive Storytelling Paradigms and Representations: A Humanities-Based Perspective
Introduction to Interactive Storytelling
Planning Technologies for Interactive Storytelling
User Interaction for Interactive Storytelling
Networking in Games
Commodity Video Game Technology in Teletherapy
Network Support for Mobile Gaming
Opportunistic Networking for Games and Entertainment
QoE and Latency Issues in Networked Games
Video Gaming on Ad Hoc Networks: Challenges and Solutions
Serious Games
A Tangible Serious Game Approach to Science, Technology, Engineering, and Mathematics (STEM) Education
Serious Games and Their Application in Creating Corporate Identity
Ethics, Privacy, and Trust in Serious Games

Volume 2

Art and Entertainment
Computer Music Languages and Systems: The Synergy Between Technology and Creativity
Häusliches Gl€ uck: A Case Study on Deception in a Mixed Reality Environment
Entertainment, Culture, and Media Art
Games of Chance: Explorations into Our Animal Selves
Interface-Centric Art Games
Love and Sex with Robots
Media, Art, and Society: Interface of the Digital Image, Aesthetics, and Culture
Edutainment
Edutainment in Sport and Health
Gamification
Entertainment Robots
Challenges for Robots Acting on a Stage
Design and Development of Playful Robotic Interfaces for Affective Telepresence
Enrobotment: Toy Robots in the Developing Brain
Manzai Robots: Entertainment Robots as Passive Media Based on Autocreated Manzai Scripts from Web News Articles
Interactive TV and Online Video Experiences
Digital Interactive Television and the Older Generation
Interactive Digital Narratives for iTV and Online Video
Place and ITV: Playful Design Strategies Towards Place-Oriented ITV
Social Interaction Design for Online Video and Television
The Interactive TV Experience: Where We Came From and Where We Are Going
Social and Ethical Issues
Addiction and Entertainment Products
Applied Entertainment: Positive Uses of Entertainment Media
Introduction to the Ethics of New and Emerging Science and Technology
Negative Effects of Video Game Play
Unconscious Emotions in Media Content

Отзывы

Отзывов пока нет.

Будьте первым, кто оставил отзыв на “Ryohei Nakatsu – Handbook of Digital Games and Entertainment Technologies (2017)”