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Entertainment Computing - Technologies and Application (Paperback, Softcover reprint of the original 1st ed. 2003): Ryohei... Entertainment Computing - Technologies and Application (Paperback, Softcover reprint of the original 1st ed. 2003)
Ryohei Nakatsu, Junichi Hoshino
R3,040 Discovery Miles 30 400 Ships in 10 - 15 working days

This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.

Entertainment Computing - Technologies and Application (Hardcover, 2003 ed.): Ryohei Nakatsu, Junichi Hoshino Entertainment Computing - Technologies and Application (Hardcover, 2003 ed.)
Ryohei Nakatsu, Junichi Hoshino
R3,306 Discovery Miles 33 060 Ships in 10 - 15 working days

This volume is the Proceedings of the First International Workshop on Entertainment Computing (IWEC 2002). Entertainment has been taking very important parts in our life by refreshing us and activating our creativity. Recently by the advancement of computers and networks new types of entertainment have been emerging such as video games, entertainment robots, and network games. As these new games have a strong power to change our lives, it is good time for people who work in this area to discuss various aspects of entertainment and to promote entertainment related researches. Based on these considerations, we have organized a first workshop on entertainment computing. This workshop brings together researchers, developers, and practitioners working in the area of entertainment computing. It covers wide range of entertainment computing such as theoretical issues, hardware/software issues, systems, human interfaces, and applications. The particular areas covered by the workshop are: 1. Computers & Games Computer game algorithms, modeling of players, web technologies for networked games, human interface technologies for game applications. 2. Home/Arcade Games and Interactive Movies Video game computer technologies, motion capture technologies, real-time computer graphics technologies, interactive movie systems, story generation for games/movies, human factors of video games.

Entertainment Computing - ICEC 2017 - 16th IFIP TC 14 International Conference, Tsukuba City, Japan, September 18-21, 2017,... Entertainment Computing - ICEC 2017 - 16th IFIP TC 14 International Conference, Tsukuba City, Japan, September 18-21, 2017, Proceedings (Paperback, 1st ed. 2017)
Nagisa Munekata, Itsuki Kunita, Junichi Hoshino
R1,644 Discovery Miles 16 440 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 16th International Conference on Entertainment Computing, ICEC 2017, held in Tsukuba City, Japan, in September 2017. The 16 full papers, 13 short papers, and 2 posters presented were carefully reviewed and selected from 46 submissions.

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