Entertainment Computing - ICEC 2004
- Indbinding:
- Paperback
- Sideantal:
- 648
- Udgivet:
- 23. august 2004
- Størrelse:
- 155x35x235 mm.
- Vægt:
- 966 g.
- 8-11 hverdage.
- 16. januar 2025
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Forlænget returret til d. 31. januar 2025
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- 1 valgfrit digitalt ugeblad
- 20 timers lytning og læsning
- Adgang til 70.000+ titler
- Ingen binding
Abonnementet koster 75 kr./md.
Ingen binding og kan opsiges når som helst.
Beskrivelse af Entertainment Computing - ICEC 2004
The 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.
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Bogen Entertainment Computing - ICEC 2004 findes i følgende kategorier:
- Business og læring > Computer og IT
- Databehandling og informationsteknologi > Grafisk IT og digitale medier
- Databehandling og informationsteknologi > Anvendt databehandling > Software til kunst og humaniora
- Databehandling og informationsteknologi > Anvendt databehandling > Software til pædagogik, psykologi, sociologi og samfundsfag
- Databehandling og informationsteknologi > Informatik > Kunstig intelligens
- Databehandling og informationsteknologi > Informatik > Menneske-maskine-interaktion
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