All aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal. Specific areas of interest include: • Computer, video, console and internet games • Cultural computing and cultural issues in entertainment • Digital new media for entertainment • Entertainment robots and robot like applications • Entertainment technology, applications, application program interfaces, and entertainment system architectures • Human factors of entertainment technology • Impact of entertainment technology on users and society • Integration of interaction and multimedia capabilities in entertainment systems • Interactive television and broadcasting • Interactive art and entertainment • Methodologies, paradigms, tools, and software/hardware architectures for supporting entertainment applications • Mixed, augmented and virtual reality systems for entertainment • New genres of entertainment technology • Serious Games used in education, training, and research • Simulation/gaming methodologies used in education, training, and research • Social media for entertainment
P.Ciancarini (In stampa/Attività in corso). Entertainment computing.
Entertainment computing
CIANCARINI, PAOLO
In corso di stampa
Abstract
All aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal. Specific areas of interest include: • Computer, video, console and internet games • Cultural computing and cultural issues in entertainment • Digital new media for entertainment • Entertainment robots and robot like applications • Entertainment technology, applications, application program interfaces, and entertainment system architectures • Human factors of entertainment technology • Impact of entertainment technology on users and society • Integration of interaction and multimedia capabilities in entertainment systems • Interactive television and broadcasting • Interactive art and entertainment • Methodologies, paradigms, tools, and software/hardware architectures for supporting entertainment applications • Mixed, augmented and virtual reality systems for entertainment • New genres of entertainment technology • Serious Games used in education, training, and research • Simulation/gaming methodologies used in education, training, and research • Social media for entertainmentI documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.