000 04125nam a22005655i 4500
001 978-1-4471-6446-3
003 DE-He213
005 20200420221255.0
007 cr nn 008mamaa
008 140912s2014 xxk| s |||| 0|eng d
020 _a9781447164463
_9978-1-4471-6446-3
024 7 _a10.1007/978-1-4471-6446-3
_2doi
050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
072 7 _aUYZG
_2bicssc
072 7 _aCOM070000
_2bisacsh
082 0 4 _a005.437
_223
082 0 4 _a4.019
_223
245 1 0 _aEntertaining the Whole World
_h[electronic resource] /
_cedited by Adrian David Cheok, Anton Nijholt, Teresa Rom�ao.
264 1 _aLondon :
_bSpringer London :
_bImprint: Springer,
_c2014.
300 _aVIII, 156 p. 85 illus., 78 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aHuman-Computer Interaction Series,
_x1571-5035
505 0 _aEntertaining the Whole World -- The Kathmandu Kids Entertainment Workshop.- Digital Pop Kids.- Fostering Learning and Behaviour Change Through Computer Entertainment. Design of an Interactive Playground Based on Traditional Children's Play.- Embedded Smart house Bathroom Entertainment: Systems for Improving Quality of Life.- Social Presence and Artificial Opponents.- Observations on Tinkering in Scientific Education -- Appendix: Enhancing Learning Experience Through Robotics in Nepal.
520 _a'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks). Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world. Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as 'How can we convert consumers of entertainment into creators of entertainment?' 'How can digital entertainment make a contribution to the emerging world?'. Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc will find this a valuable resource in developing new products and new markets.
650 0 _aComputer science.
650 0 _aUser interfaces (Computer systems).
650 0 _aComputers.
650 0 _aEducation
_xData processing.
650 0 _aEducational technology.
650 1 4 _aComputer Science.
650 2 4 _aUser Interfaces and Human Computer Interaction.
650 2 4 _aComputers and Education.
650 2 4 _aComputing Milieux.
650 2 4 _aEducational Technology.
700 1 _aCheok, Adrian David.
_eeditor.
700 1 _aNijholt, Anton.
_eeditor.
700 1 _aRom�ao, Teresa.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781447164456
830 0 _aHuman-Computer Interaction Series,
_x1571-5035
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4471-6446-3
912 _aZDB-2-SCS
942 _cEBK
999 _c52837
_d52837