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Adrian Cheok (ed.) | Akateeminen Kirjakauppa

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Entertaining the Whole World
Tekijä: Adrian David Cheok (ed.); Anton Nijholt (ed.); Teresa Romão (ed.)
Kustantaja: Springer (2014)
Saatavuus: Noin 17-20 arkipäivää
EUR   49,60
Advances in Artificial Reality and Tele-Existence : 16th International Conference on Artificial Reality and Telexistence, ICAT 2
Tekijä: Ronghua Liang (ed.); Zhigeng Pan (ed.); Adrian Cheok (ed.); Michael Haller (ed.); Rynson W.H. Lau (ed.); Hideo Saito (ed.)
Kustantaja: Springer (2006)
Saatavuus: Noin 17-20 arkipäivää
EUR   129,90
Emerging Technologies for Next Generation Learning Spaces
Tekijä: Bosede Iyiade Edwards (ed.); Nurbiha A. Shukor (ed.); Adrian David Cheok (ed.)
Kustantaja: Springer (2021)
Saatavuus: Noin 17-20 arkipäivää
EUR   97,90
Emerging Technologies for Next Generation Learning Spaces
Tekijä: Bosede Iyiade Edwards (ed.); Nurbiha A. Shukor (ed.); Adrian David Cheok (ed.)
Kustantaja: Springer (2022)
Saatavuus: Noin 17-20 arkipäivää
EUR   97,90
    
Springer
Sivumäärä: 156 sivua
Asu: Kovakantinen kirja
Painos: 2014
Julkaisuvuosi: 2014, 26.09.2014 (lisätietoa)
Kieli: Englanti

‘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 as ‘How can we convert consumers of entertainment into creators of entertainment?’ ‘How can digital entertainment make a contribution to the emerging world?’.

Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.



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Tilaustuote | Arvioimme, että tuote lähetetään meiltä noin 17-20 arkipäivässä
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