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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
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Produktbeschreibung
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 advancedtopics. 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.

Autorenporträt
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 ReggioEmilia, 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
Rezensionen
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)