The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives.
Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field.
Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.
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From the reviews:
“This handbook is a good collection of the latest research papers on digital entertainment ... . The target audience includes post-graduates, research scholars, and teachers of computing, electronics, and electrical engineering, as well as programmers in the field of digital art and edutainment. A sound literature review and a helpful index are a plus.” (Soubhik Chakraborty, ACM Computing Reviews, August, 2010)The list of contributors includes:
Jakob Abesser, Fraunhofer Institute, Ilmenau, Germany
Harry Agius, Brunel University, Uxbridge, United Kingdom
Dewan Tanvir Ahmed, University of Ottawa, Ottawa, Canada
Salah Uddin Ahmed, Norwegian University of Science and Technology, Norway
Marios Angelides, Brunel University, Uxbridge, United Kingdom
Lora Aroyo, Eindhoven University of Technology, Eindhoven, The Netherlands
Shumeet Baluja, Google, Mountain View, CA, USA
Pieter Bellekens, Eindhoven University of Technology, Eindhoven, The Netherlands
Oliver Bimber, Bauhaus University, Weimar, Germany
Leslie Bishko, Emily Carr University, Vancouver, Canada
Alan Bovik, University of Texas at Austin, Austin, Texas, USA
Karlheinz Brandenburg, Fraunhofer Institute, Ilmenau, Germany
Pedro Sergio Branco, University of Minho, Guimaraes, Portugal
Anthony Brooks, Aalborg University, Esbjerg, Denmark
Siwoo Byun, Anyang University, Anyang, Korea
Yiwei Cao, Technical University of Aachen, Aachen, Germany
Cristoforo Camerano, University of Catania, Italy
Petros Caravelas, Athens University of Economics and Business, Athens, Greece
Matina Charami, Athens University of Economics and Business, Athens, Greece
Michele Covell, Google, Mountain View, CA, USA
Christian Dittmar, Fraunhofer Institute, Ilmenau, Germany
Peter Dunker, Fraunhofer Institute, Ilmenau, Germany
Magy Seif El-Nasr, Simon Fraser University, Vancouver, Canada
Stefano Ferretti, University of Bologna, Bologna, Italy
Michael Fink, The Hebrew University of Jerusalem, Israel
Jenneke Fokker, Delft University of Technology, Delft, The Netherlands
Luigi Fortuna, University of Catania, Italy
Mattia Frasca, University of Catania, Italy
Yeung Siu Fung, The Chinese University of Hong Kong, Ma Liu Shui, China
Marco Furini, University of Modena and Reggio Emilia, Italy
Daniel Gartner, Fraunhofer Institute, Ilmenau, Germany
Holger Grossmann, Fraunhofer Institute, Ilmenau, Germany
Matthias Gruhne, Fraunhofer Institute, Ilmenau, Germany
Ian Gwilt, University of Technology, Sydney, Australia
Masaki Hoshino, Sony Corporation, Tokyo, Japan
Geert-Jan Houben, Eindhoven University of Technology, Eindhoven, The Netherlands
Wolfgang Hürst, Utrecht University, Utrecht, The Netherlands
Letizia Jaccheri, Norwegian University of Science and Technology, Norway
Matthias Jarke, Technical University of Aachen, Aachen, Germany
Sung Ho Jin, Information and Communications University, Daejeon, Korea
Yohan Jin, University of Texas at Dallas, Texas, USA
Naoki Kamimaeda, Sony Corporation, Tokyo, Japan
Mohan Kankanhalli, National University of Singapore, Singapore
Munchurl Kim, Information and Communication University, Daejeon, Korea
Munjo Kim, Information and Communication University, Daejeon, Korea
Ralf Klamma, Technical University of Aachen, Aachen, Germany
Bumshik Lee, Information and Communication University, Daejeon, Korea
Han Kyu Lee, Electronics and Telecommunications Research Institute, Daejeon, Korea
Heekyung Lee, Electronics and Telecommunications Research Institute, Daejeon, Korea
In-Kwon Lee, Yonsei University, Seoul, Korea
George Lekakos, Athens University of Economics and Business, Athens, Greece
Hua-Fu Li, Kainan University, Taoyuan, Taiwan
Jeongyeon Lim, Information and Communication University, Daejeon, Korea
John C.S. Lui, The Chinese University of Hong Kong, Ma Liu Shui, China
Rastislav Lukac, Epson Canada Ltd., Toronto, Canada
Hanna Lukashevich, Fraunhofer Institute, Ilmenau, Germany
Aderito Fernandes Marcos, University of Minho, Guimaraes, Portugal
David Milam, Simon Fraser University, Surrey, Canada
Manuela Montangero, University of Modena and Reggio Emilia, Italy
Anush K. Moorthy, University of Texas at Austin, Austin, Texas, USA
Michael Nixon, Simon Fraser University, Vancouver, Canada
Stefanie Nowak, Fraunhofer Institute, Ilmenau, Germany
Johan Pouwelse, Delft University of Technology, Delft, The Netherlands
B. Prabhakaran, University of Texas at Dallas, Texas, USA
Marcel Reinders, Delft University of Technology, Delft, The Netherlands
Yong Man Ro, Information and Communications University, Daejeon, Korea
Graham Sellers, Advanced Micro Devices, Orlando, Florida, USA
Kalpana Seshadrinathan, University of Texas at Austin, Austin, Texas, USA
Shervin Shirmohammadi, University of Ottawa, Ottawa, Canada
Anastas Sofokleus, Brunel University, Uxbridge, United Kingdom
Sara Owsley Sood, Pomona College, Claremont, CA, USA
Flavia Sparacino, Sensing Places and MIT, Santa Monica, CA, USA
Myunghoon Suk, University of Texas at Dallas, Texas, USA
Tomohiro Tsunoda, Sony Corporation, Tokyo, Japan
Athanasios Vasiliakos, University of Peloponnese, Nauplion, Greece
Arjen de Vries, CWI, Amsterdam, The Netherlands
Ron Wakkary, Simon Fraser University, Surrey, Canada
Jun Wang , Delft University of Technology, Delft, The Netherlands
Huaxin Wei, Simon Fraser University, Vancouver, Canada
Kay Wolter, Fraunhofer Institute, Ilmenau, Germany
Linxing Xiao, Tsinghua University, Beijing, China
WeiQi Yan, Queen’s University of Belfast, Belfast, UK
Xubo Yang, Shanghai Jiao Tong University, Shanghai, China
Jong-Chul Yoon, Yonsei University, Seoul, Korea
Damon Daylamani Zad, Brunel University, Uxbridge, United Kingdom
Nelson Troca Zagalo, University of Minho, Braga, Portugal
Veronica Zammitto, Simon Fraser University, Vancouver, Canada
Jie Zhou, Tsinghua University, Beijing, China
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Book Description Condition: New. pp. 790 52:B&W 6.14 x 9.21in or 234 x 156mm (Royal 8vo) Case Laminate on White w/Gloss Lam. Seller Inventory # 8365083
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Book Description Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The first comprehensive handbook to cover recent research and technical trends in the field of digital entertainment and artIncludes an outline for future research directions within this explosive field The list of contribut. Seller Inventory # 5911504
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Book Description Buch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives.Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Artstargets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field.Handbook of Multimedia for Digital Entertainment and Artsserves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field. 769 pp. Englisch. Seller Inventory # 9780387890234
Book Description Buch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives.Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Artstargets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field.Handbook of Multimedia for Digital Entertainment and Artsserves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field. Seller Inventory # 9780387890234
Book Description Condition: New. Advances in computer entertainment have impacted upon our lives. This cutting edge handbook covers recent research and technical trends in the field of digital entertainment and art. The book concludes with future trends and developments within this field. Editor(s): Furht, Borko. Num Pages: 769 pages, biography. BIC Classification: UG. Category: (P) Professional & Vocational. Dimension: 166 x 269 x 51. Weight in Grams: 1318. . 2009. Hardback. . . . . Seller Inventory # V9780387890234