Handbook of Digital Games and Entertainment Technologies by Ryohei NakatsuHandbook of Digital Games and Entertainment Technologies by Ryohei Nakatsu

Handbook of Digital Games and Entertainment Technologies

byRyohei NakatsuEditorMatthias Rauterberg, Paolo Ciancarini

Hardcover | August 19, 2016

Pricing and Purchase Info

$845.52 online 
$1,034.95 list price save 18%
Earn 4,228 plum® points

Prices and offers may vary in store

Quantity:

In stock online

Ships free on orders over $25

Not available in stores

about

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.
Ryohei Nakatsu received the B.S., M.S. and Ph.D. degrees in electronic engineering from Kyoto University in 1969, 1971 and 1982 respectively.  After joining NTT (Nippon Telegraph & Telephone) in 1971, he mainly worked on speech recognition technology.  In 1994, he joined ATR (Advanced Telecommunications Research Institute) as the presi...
Loading
Title:Handbook of Digital Games and Entertainment TechnologiesFormat:HardcoverDimensions:1362 pagesPublished:August 19, 2016Publisher:Springer-Verlag/Sci-Tech/TradeLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:9814560499

ISBN - 13:9789814560498

Look for similar items by category:

Reviews

Table of Contents

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.

Editorial Reviews

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.