E-Book, Englisch, 769 Seiten, eBook
Furht Handbook of Multimedia for Digital Entertainment and Arts
2009
ISBN: 978-0-387-89024-1
Verlag: Springer US
Format: PDF
Kopierschutz: 1 - PDF Watermark
E-Book, Englisch, 769 Seiten, eBook
ISBN: 978-0-387-89024-1
Verlag: Springer US
Format: PDF
Kopierschutz: 1 - PDF Watermark
The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives.
Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field.
Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
PART I – DIGITAL ENTERTAINMENT TECHNOLOGIES
Topics will include:
Digital entertainment systems and their performance
Interactive Digital Entertainment Unification framework
Networked and free-standing interactive computer games
Massive multi-player online games
E-performance: e-Opera, e-Theatre, e-Concert
Wearable computing for entertainment purposes
Telepresence for entertainment and education purposes
Entertainment robotics
Development of haptic devices
Home automation
Novel interactive entertainment applications
PART II –NEW MEDIA EMERGING TECHNOLOGIES
Topics will include:
Digital consumer networks
Personal broadcasting
Novel applications for mobile phones
Social and interactive computing applications
Collaborative spaces and environments
Media technologies applied in the arts
Mixed reality and enhanced visualization
Adaptive media and AI
Augmented reality
Interactive music
Video annotation in multimedia entertainment
PART III – DIGITAL ART
Topics will include:
Algorithmic art
Software art
Net art
Tangible computing
Sonic Art
Graphical user interface in art applications
Virtual reality systems for 3D digital art
PART IV – DIGITAL VISUAL AND AUDITORY MEDIA
Topics will include:
Digital photography
Digital imaging asart
Advances in 3D modeling
Digital printing
Non-photorealistic rendering
Digital sound and music
Digital music synthesis and composition
Graphics and animation
Digital comics
Software & hardware implementations
Digital video
Interactive movies
Interactive television and cinema
PART V – CULTURE OF NEW MEDIA
Topics will include:
Digital lifestyle
Managing digital entertainment
Philosophy of new media
Digital identity
New human-computer interaction models




