
Entertaining the Whole World
Series: Human?Computer Interaction Series;
- Publisher's listprice EUR 53.49
-
The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.
- Discount 8% (cc. 1 815 Ft off)
- Discounted price 20 874 Ft (19 880 Ft + 5% VAT)
22 690 Ft
Availability
Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
Not in stock at Prospero.
Why don't you give exact delivery time?
Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.
Product details:
- Edition number Softcover reprint of the original 1st ed. 2014
- Publisher Springer
- Date of Publication 10 September 2016
- Number of Volumes 1 pieces, Previously published in hardcover
- ISBN 9781447172222
- Binding Paperback
- No. of pages156 pages
- Size 235x155 mm
- Weight 2584 g
- Language English
- Illustrations 7 Illustrations, black & white; 78 Illustrations, color 0
Categories
Short description:
?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.
MoreLong description:
?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.
MoreTable of Contents:
Entertaining 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.
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