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Titlebook: Handbook of Digital Games and Entertainment Technologies; Ryohei Nakatsu,Matthias Rauterberg,Paolo Ciancarin Reference work 2017 Springer

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書目名稱Handbook of Digital Games and Entertainment Technologies
編輯Ryohei Nakatsu,Matthias Rauterberg,Paolo Ciancarin
視頻videohttp://file.papertrans.cn/422/421161/421161.mp4
概述First major reference work presenting a comprehensive overview to the field of games and entertainment technologies.Covers many different topics in games and entertainment which are interdisciplinary,
圖書封面Titlebook: Handbook of Digital Games and Entertainment Technologies;  Ryohei Nakatsu,Matthias Rauterberg,Paolo Ciancarin Reference work 2017 Springer
描述The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas.? The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledgeare connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understanda
出版日期Reference work 2017
關(guān)鍵詞Digital Entertainment; Entertainment Technologies; Games Aesthetic; Games Design; Games Psychology; Games
版次1
doihttps://doi.org/10.1007/978-981-4560-50-4
isbn_ebook978-981-4560-50-4
copyrightSpringer Science+Business Media Singapore 2017
The information of publication is updating

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https://doi.org/10.1007/978-3-658-15735-7ovides a rich feedback environment for BCI while retaining a controlled and safe environment. The combination of VR and BCI allows for providing participants with novel experiences that are impossible otherwise. Both fields still pose many technological challenges to scientists and engineers, but bo
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https://doi.org/10.1007/978-3-663-07366-6amework is based on the contributions of ergonomics to ensure these games are well suited for their users (i.e., players). It provides methods, criteria, and metrics to complete the different phases required by a human-centered design process. This aims to understand the context of use, specify the
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