Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Handbook of digital games and entert...
~
Nakatsu, Ryohei.
Linked to FindBook
Google Book
Amazon
博客來
Handbook of digital games and entertainment technologies
Record Type:
Electronic resources : Monograph/item
Title/Author:
Handbook of digital games and entertainment technologies/ edited by Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini.
other author:
Nakatsu, Ryohei.
Published:
Singapore :Springer Singapore : : 2017.,
Description:
xxv, 1362 p. :ill. (some col.), digital ;24 cm.
[NT 15003449]:
Monte-Carlo Tree Search in Board Games -- Action Games -- Motor Imagery -- and Control Strategies: Toward a Multi-button Controller -- Hand Gesture Interface for Entertainment Games -- Interactive Storytelling Paradigms and Representations: A Humanities-based Perspective -- Video Gaming on Ad Hoc Networks: Challenges and Solutions -- Serious games and their application in creating corporate identity -- Interface-Centric Art Games -- Design and Development of Playful Robotic Interfaces for Affective Telepresence -- Interactive Digital Narratives for iTV and Online Video -- Addiction and Entertainment Products -- Ethics -- Privacy and Trust in Serious Games.
Contained By:
Springer eBooks
Subject:
Interactive multimedia - Handbooks, manuals, etc. -
Online resource:
http://dx.doi.org/10.1007/978-981-4560-50-4
ISBN:
9789814560504
Handbook of digital games and entertainment technologies
Handbook of digital games and entertainment technologies
[electronic resource] /edited by Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini. - Singapore :Springer Singapore :2017. - xxv, 1362 p. :ill. (some col.), digital ;24 cm.
Monte-Carlo Tree Search in Board Games -- Action Games -- Motor Imagery -- and Control Strategies: Toward a Multi-button Controller -- Hand Gesture Interface for Entertainment Games -- Interactive Storytelling Paradigms and Representations: A Humanities-based Perspective -- Video Gaming on Ad Hoc Networks: Challenges and Solutions -- Serious games and their application in creating corporate identity -- Interface-Centric Art Games -- Design and Development of Playful Robotic Interfaces for Affective Telepresence -- Interactive Digital Narratives for iTV and Online Video -- Addiction and Entertainment Products -- Ethics -- Privacy and Trust in Serious Games.
The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field.
ISBN: 9789814560504
Standard No.: 10.1007/978-981-4560-50-4doiSubjects--Topical Terms:
686850
Interactive multimedia
--Handbooks, manuals, etc.
LC Class. No.: QA76.76.I59
Dewey Class. No.: 006.7
Handbook of digital games and entertainment technologies
LDR
:02977nmm a2200313 a 4500
001
2087657
003
DE-He213
005
20160809181032.0
006
m d
007
cr nn 008maaau
008
171013s2017 si s 0 eng d
020
$a
9789814560504
$q
(electronic bk.)
020
$a
9789814560498
$q
(paper)
024
7
$a
10.1007/978-981-4560-50-4
$2
doi
035
$a
978-981-4560-50-4
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
QA76.76.I59
072
7
$a
UYQ
$2
bicssc
072
7
$a
COM004000
$2
bisacsh
082
0 4
$a
006.7
$2
23
090
$a
QA76.76.I59
$b
H236 2017
245
0 0
$a
Handbook of digital games and entertainment technologies
$h
[electronic resource] /
$c
edited by Ryohei Nakatsu, Matthias Rauterberg, Paolo Ciancarini.
260
$a
Singapore :
$b
Springer Singapore :
$b
Imprint: Springer,
$c
2017.
300
$a
xxv, 1362 p. :
$b
ill. (some col.), digital ;
$c
24 cm.
505
0
$a
Monte-Carlo Tree Search in Board Games -- Action Games -- Motor Imagery -- and Control Strategies: Toward a Multi-button Controller -- Hand Gesture Interface for Entertainment Games -- Interactive Storytelling Paradigms and Representations: A Humanities-based Perspective -- Video Gaming on Ad Hoc Networks: Challenges and Solutions -- Serious games and their application in creating corporate identity -- Interface-Centric Art Games -- Design and Development of Playful Robotic Interfaces for Affective Telepresence -- Interactive Digital Narratives for iTV and Online Video -- Addiction and Entertainment Products -- Ethics -- Privacy and Trust in Serious Games.
520
$a
The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field.
650
0
$a
Interactive multimedia
$x
Handbooks, manuals, etc.
$3
686850
650
0
$a
Electronic games
$v
Handbooks, manuals, etc.
$3
631451
650
2 4
$a
Computational Intelligence.
$3
1001631
650
1 4
$a
Engineering.
$3
586835
650
2 4
$a
User Interfaces and Human Computer Interaction.
$3
892554
650
2 4
$a
Mathematical Applications in Computer Science.
$3
1567978
650
2 4
$a
Media Sociology.
$3
2056998
700
1
$a
Nakatsu, Ryohei.
$3
1244990
700
1
$a
Rauterberg, Matthias.
$3
880036
700
1
$a
Ciancarini, Paolo.
$3
907697
710
2
$a
SpringerLink (Online service)
$3
836513
773
0
$t
Springer eBooks
856
4 0
$u
http://dx.doi.org/10.1007/978-981-4560-50-4
950
$a
Engineering (Springer-11647)
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9313829
電子資源
11.線上閱覽_V
電子書
EB QA76.76.I59
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login