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

Current price: $109.99
Entertainment Computing - ICEC 2004: Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings / Edition 1
Entertainment Computing - ICEC 2004: Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings / Edition 1

Barnes and Noble

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

Current price: $109.99

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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 office. 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. The event called RoboCup has been increasing the number 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 field of entertainment computing focuses on users’ growing use of entertainment 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 children in industrialized countries have computers in their homes as well.

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