Computer games have become increasingly important; not only in entertainment but also in serious applications. Games are being used in education, training, decisions support, communication, marketing and even as art forms. Games enable people to experience environments and situations that could never be experienced in real life, because they are too dangerous, unreachable, or simply do not exist. Games can train abilities in new, effective and enjoyable ways. And games can create new social networks in which people from all over the world meet, talk, and play together. New technology, like faster computers and graphics cards, new interface techniques, broadband connections and mobile devices, lead to new game play possibilities. But they also put a large burden on those of us who must create such games. Players get more demanding. They expect not only realistic graphics and physics but also natural behaviour of the entities that inhibit the virtual game worlds. They expect gripping storylines that are smoothly incorporated in the game play. They expect to be challenged by game play that understands the player and automatically adapts to her abilities. This is only achievable by hard work and new research. Research in new graphics and physics techniques, research in new forms of artificial intelligence, research in human-computer interaction, research in learning and automatic scenario design, and research in the artistic aspects of games. Fortunately digital entertainment and creative technology is nowadays considered as a serious academic domain and the number of researchers studying these topics is rapidly increasing. An excellent way to advance the state-of-the-art in digital entertainment and creative technology is to have people from all these different, multi-disciplinary areas of research meet and discuss their problems and achievements. The IEEE Digital Entertainment, Networked Virtual Environments, and Creative Technology Workshop is an excellent opportunity for this. The purpose of this workshop is to bring together academic and industry researchers, designers and computer entertainment developers and practitioners, to address and advance the research and development issues related to computer entertainment.

3rd IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DENVECT 2011) - Satellite Workshop of 8th IEEE Consumer Communications & Networking Conference / Madjid Merabti; Marco Roccetti; Abdennour El Rhalibi; Kevin Wong. - (2011).

3rd IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DENVECT 2011) - Satellite Workshop of 8th IEEE Consumer Communications & Networking Conference

ROCCETTI, MARCO;
2011

Abstract

Computer games have become increasingly important; not only in entertainment but also in serious applications. Games are being used in education, training, decisions support, communication, marketing and even as art forms. Games enable people to experience environments and situations that could never be experienced in real life, because they are too dangerous, unreachable, or simply do not exist. Games can train abilities in new, effective and enjoyable ways. And games can create new social networks in which people from all over the world meet, talk, and play together. New technology, like faster computers and graphics cards, new interface techniques, broadband connections and mobile devices, lead to new game play possibilities. But they also put a large burden on those of us who must create such games. Players get more demanding. They expect not only realistic graphics and physics but also natural behaviour of the entities that inhibit the virtual game worlds. They expect gripping storylines that are smoothly incorporated in the game play. They expect to be challenged by game play that understands the player and automatically adapts to her abilities. This is only achievable by hard work and new research. Research in new graphics and physics techniques, research in new forms of artificial intelligence, research in human-computer interaction, research in learning and automatic scenario design, and research in the artistic aspects of games. Fortunately digital entertainment and creative technology is nowadays considered as a serious academic domain and the number of researchers studying these topics is rapidly increasing. An excellent way to advance the state-of-the-art in digital entertainment and creative technology is to have people from all these different, multi-disciplinary areas of research meet and discuss their problems and achievements. The IEEE Digital Entertainment, Networked Virtual Environments, and Creative Technology Workshop is an excellent opportunity for this. The purpose of this workshop is to bring together academic and industry researchers, designers and computer entertainment developers and practitioners, to address and advance the research and development issues related to computer entertainment.
2011
3rd IEEE International Workshop on Digital Entertainment, Networked Virtual Environments, and Creative Technology (DENVECT 2011) - Satellite Workshop of 8th IEEE Consumer Communications & Networking Conference / Madjid Merabti; Marco Roccetti; Abdennour El Rhalibi; Kevin Wong. - (2011).
Madjid Merabti; Marco Roccetti; Abdennour El Rhalibi; Kevin Wong
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/90740
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