Entertainment Computing: Technologies and Application

Entertainment Computing Technologies and Application This volume is the Proceedings of the First International Workshop on Entertainment Computing IWEC Entertainment has been taking very important parts in our life by refreshing us and activating o

  • Title: Entertainment Computing: Technologies and Application
  • Author: Ryohei Nakatsu Junichi Hoshino
  • ISBN: 9781475751536
  • Page: 407
  • Format: Paperback
  • 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 gaThis 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.

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