ENGLISH

Entertainment Computing – ICEC 2004: Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004. Proceedings

Book information

Publisher
Springer-Verlag Berlin Heidelberg
Year
2004
ISBN
3540229477, 9783540229476, 9783540286431
DOI
10.1007/b99837
ISSN
0302-9743
LCC
QA76.9.E57 I34 2004
Open Library ID
OL3315756M
Language
english
Format
PDF
Filesize
24 MB (25557906 bytes)
Series
Lecture Notes in Computer Science 3166
Edition
1
Pages
617\645
Topic
Computers
Library
Kolxo3
Scanned
yes
Time added
2010-02-04 11:10:02

Description

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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