Computer Games and Immersive Entertainment

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Author :
Publisher : American Bar Association
ISBN 13 : 9781634251181
Total Pages : 0 pages
Book Rating : 4.2/5 (511 download)

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Book Synopsis Computer Games and Immersive Entertainment by : Chrissie Scelsi

Download or read book Computer Games and Immersive Entertainment written by Chrissie Scelsi and published by American Bar Association. This book was released on 2019 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The U.S. video game industry revenue has continued to grow to a total of $36 billion in both hardware and software sales, more than doubling in less than a decade. Fueling this growth at breakneck speed is the evolution of technology. With the rapid expansion of the video game and immersive entertainment industry and technology's continued evolution, intellectual property law plays an increasingly prominent role in this arena. Game developers routinely wrestle with all aspects of IP law and need informed legal counsel on a multitude of issues, including end-user license agreements, ownership of user-generated content, the scope of copyright protection, remedies for trade secret appropriation, approaches for simulating reality without running afoul of existing trademark rights of real-world companies and people, and more. Providing a one-of-a-kind aid for counseling clients about the issues involved in the industry, the second edition of Computer Games and Immersive Entertainment covers a broad range of topics to help lawyers develop creative solutions to protect their clients while still engaging the players and end-users. Topics include: - Contracts, including EULAs, TOS, and TOU agreements- Copyrights- Patents- Trademarks- Trade secrets- Rights of publicity- International considerations, and more

Two Bit Circus and the Future of Entertainment

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Author :
Publisher : Springer
ISBN 13 : 3319257935
Total Pages : 47 pages
Book Rating : 4.3/5 (192 download)

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Book Synopsis Two Bit Circus and the Future of Entertainment by : Elise Lemle

Download or read book Two Bit Circus and the Future of Entertainment written by Elise Lemle and published by Springer. This book was released on 2015-12-09 with total page 47 pages. Available in PDF, EPUB and Kindle. Book excerpt: This brief will explore topics in computer science through the lens of Two Bit Circus, an engineering entertainment company based out of downtown Los Angeles. This brief examines the ways they apply computer science to a wide variety of applications, including interactive games, immersive adventures, and virtual reality. The authors demonstrate how technology can encourage children and adults to become more comfortable with the STEAM field. Educators and people interested in the ways that innovation and technology can solve current problems in entertainment, healthcare, education, and business will find this brief a valuable resource. Two Bit Circus creates unique productions that encourage playful collaboration across multiple platforms in interactive and meaningful ways. The company produces high tech games and immersive entertainment experiences that merge physical and digital play.

Computer Human Interaction

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Publisher : Springer Science & Business Media
ISBN 13 : 3540223126
Total Pages : 706 pages
Book Rating : 4.5/5 (42 download)

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Book Synopsis Computer Human Interaction by : Masood Masoodian

Download or read book Computer Human Interaction written by Masood Masoodian and published by Springer Science & Business Media. This book was released on 2004-06-17 with total page 706 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 6th Asia Pacific Conference on Computer Human Interaction, APCHI 2004, held in Rotorua, New Zealand in June/July 2004. The 56 revised full papers and 13 revised short papers presented together with 10 short papers from a doctoral consortium track were carefully reviewed and selected for inclusion in the book. The topics addressed span the entire spectrum of HCI, including human factors and ergonomics, user interface tools and technologies, mobile and ubiquitous computing, visualization, augmented reality, collaborative systems, internationalization and cultural issues, etc.

Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030

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Publisher : Springer Nature
ISBN 13 : 3031276396
Total Pages : 285 pages
Book Rating : 4.0/5 (312 download)

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Book Synopsis Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 by : Rodrigo Pereira dos Santos

Download or read book Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030 written by Rodrigo Pereira dos Santos and published by Springer Nature. This book was released on 2023-03-09 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes selected papers presented during the two events: the First Forum, GranDGamesBR 2020, held in Recife, Brazil, in November 2020, and the Second Forum, GranDGamesBR 2021, held in Gramado, Brazi, in October 2021. The 12 papers presented were thoroughly reviewed and selected from 24 submissions. The topics included in this volume cover the following fields connected to games and entertainment computing: game design, educational games, games evaluation, game-based learning, player experience, human-computer interaction, games industry, business models, game software ecosystems, ethics, serious games, cyberdemocracy, emotional design, computer graphics, cognitive simulation, immersive entertainment, virtual/augmented/extended reality, gamification, and creative process.

The Out-of-Home Immersive Entertainment Frontier

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Author :
Publisher : Gower Publishing, Ltd.
ISBN 13 : 1472426975
Total Pages : 217 pages
Book Rating : 4.4/5 (724 download)

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Book Synopsis The Out-of-Home Immersive Entertainment Frontier by : Mr Kevin Williams

Download or read book The Out-of-Home Immersive Entertainment Frontier written by Mr Kevin Williams and published by Gower Publishing, Ltd.. This book was released on 2014-06-28 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital Out of Home Entertainment is transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. This book provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them--and is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage.

The Future of Entertainment

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Publisher :
ISBN 13 : 1543592252
Total Pages : 49 pages
Book Rating : 4.5/5 (435 download)

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Book Synopsis The Future of Entertainment by : M. M. Eboch

Download or read book The Future of Entertainment written by M. M. Eboch and published by . This book was released on 2020 with total page 49 pages. Available in PDF, EPUB and Kindle. Book excerpt: From stage productions to television to movies, humans have always been entertained by a good story. But how might entertainment change in the future? From immersive virtual reality games to social media with 3-D holograms, readers can find out what cool new technologies might change the way they are entertained.

Official Gazette of the United States Patent and Trademark Office

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Publisher :
ISBN 13 :
Total Pages : 858 pages
Book Rating : 4.0/5 ( download)

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Book Synopsis Official Gazette of the United States Patent and Trademark Office by :

Download or read book Official Gazette of the United States Patent and Trademark Office written by and published by . This book was released on 2002 with total page 858 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Advances of Immersive Entertainment Experience in Tourism

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Publisher : Scientific Research Publishing, Inc. USA
ISBN 13 : 1649978618
Total Pages : 202 pages
Book Rating : 4.6/5 (499 download)

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Book Synopsis Advances of Immersive Entertainment Experience in Tourism by : 陈丽英

Download or read book Advances of Immersive Entertainment Experience in Tourism written by 陈丽英 and published by Scientific Research Publishing, Inc. USA. This book was released on 2024-03-08 with total page 202 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book studied the newly emerged business format of immersive entertainments experience, mainly focusing on offline forms, which have been proved to contribute a lot to the upgrading of modern culture and tourism industry development. With solid theoretical research on interactive digital narrative and immersive experience etc., it defined the immersive entertainment. Based on comprehensive analysis of immersive entertainment industry development at home and abroad, the research team initiated a thorough investigation of status quo of immersive entertainment in Shanghai. By deep interviewing with professionals, operators and consumers in the immersive entertainment industry, it aims to explore the reasons behind the popularity of immersive entertainment experience and the booming immersive industry, introduce typical formats and classification methods of immersive experiences, compare common development models in the immersive entertainment industry, identify development bottlenecks, and discuss future trends and suggestions in the immersive entertainment industry. This book is the collaborative effort of researchers led by Chen Liying’s research team. Chen Liying established the research framework for the entire project and oversaw the final manuscript and revisions. Tao Tingfang contributed a lot to the original idea and framework of the book. Zhangjing was responsible for the initial draft of Chapter 4, 5, 6. Yin Weihua was responsible for the Shanghai immersive entertainment development. Guan Xu was responsible for international cases and experiences. Chen Liying was responsible for Chapter 1, 2, 3, 7 and the initial draft of Chapter 8, as well as supplementing some case studies. Ma Yingjie was responsible for the technological path of Chapter 7.

Mastering the Game:

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Author :
Publisher : WIPO
ISBN 13 :
Total Pages : 378 pages
Book Rating : 4./5 ( download)

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Book Synopsis Mastering the Game: by : World Intellectual Property Organization

Download or read book Mastering the Game: written by World Intellectual Property Organization and published by WIPO. This book was released on with total page 378 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Mastering the Game” provides professionals in the videogames industry with practical insights and guidance on legal and business issues related to the use of intellectual property protection in this area. The training material takes the reader through all stages of the game development and distribution process pointing out the role of intellectual property in relation to the various uses of the content.

The Wealth of Networks

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Publisher : Yale University Press
ISBN 13 : 0300127235
Total Pages : 447 pages
Book Rating : 4.3/5 (1 download)

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Book Synopsis The Wealth of Networks by : Yochai Benkler

Download or read book The Wealth of Networks written by Yochai Benkler and published by Yale University Press. This book was released on 2006-01-01 with total page 447 pages. Available in PDF, EPUB and Kindle. Book excerpt: Describes how patterns of information, knowledge, and cultural production are changing. The author shows that the way information and knowledge are made available can either limit or enlarge the ways people create and express themselves. He describes the range of legal and policy choices that confront.

Entertainment Computing - ICEC 2008

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Publisher : Springer Science & Business Media
ISBN 13 : 3540892214
Total Pages : 253 pages
Book Rating : 4.5/5 (48 download)

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Book Synopsis Entertainment Computing - ICEC 2008 by : Scott M. Stevens

Download or read book Entertainment Computing - ICEC 2008 written by Scott M. Stevens and published by Springer Science & Business Media. This book was released on 2008-11-24 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 7th International Conference on Entertainment Computing, under the auspices of the International Federation for Information Processing (IFIP), was held September 25–27, 2008 in Pittsburgh, Pennsylvania. Based on the very successful first international workshop (IWEC 2002) and the following international conferences (ICEC 2003 through ICEC 2007), ICEC 2008 was an international forum for the exchange of experience and knowledge amongst researchers and developers in the field of entertainment computing. ICEC is the longest established and most prestigious conference in the field of entertainment computing. The conference provides an interdisciplinary forum for advanced research in entertainment computing, broadly defined. ICEC is truly international with leading experts from 14 nations representing academia and industry attending this year’s conference. These leaders presented their newest research, insights, products and demonstrations. Although the field of entertainment computing is thought of as new, in fact modern digital computer games go back over 45 years with games such as Spacewar developed in 1961. This is not to say entertainment computing is limited to computer games. As evidenced by papers in this volume, entertainment computing covers virtually every aspect of today’s recreational diversions.

Handbook of Human Factors and Ergonomics

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Publisher : John Wiley & Sons
ISBN 13 : 1118129083
Total Pages : 1754 pages
Book Rating : 4.1/5 (181 download)

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Book Synopsis Handbook of Human Factors and Ergonomics by : Gavriel Salvendy

Download or read book Handbook of Human Factors and Ergonomics written by Gavriel Salvendy and published by John Wiley & Sons. This book was released on 2012-05-24 with total page 1754 pages. Available in PDF, EPUB and Kindle. Book excerpt: The fourth edition of the Handbook of Human Factors and Ergonomics has been completely revised and updated. This includes all existing third edition chapters plus new chapters written to cover new areas. These include the following subjects: Managing low-back disorder risk in the workplace Online interactivity Neuroergonomics Office ergonomics Social networking HF&E in motor vehicle transportation User requirements Human factors and ergonomics in aviation Human factors in ambient intelligent environments As with the earlier editions, the main purpose of this handbook is to serve the needs of the human factors and ergonomics researchers, practitioners, and graduate students. Each chapter has a strong theory and scientific base, but is heavily focused on real world applications. As such, a significant number of case studies, examples, figures, and tables are included to aid in the understanding and application of the material covered.

The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories

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Publisher : W. W. Norton & Company
ISBN 13 : 0393341259
Total Pages : 385 pages
Book Rating : 4.3/5 (933 download)

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Book Synopsis The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories by : Frank Rose

Download or read book The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories written by Frank Rose and published by W. W. Norton & Company. This book was released on 2012-03-05 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a field guide to the visionaries - and the fans - who are reinventing the art of storytelling.

New Directions in Third Wave Human-Computer Interaction: Volume 1 - Technologies

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Publisher : Springer
ISBN 13 : 3319733567
Total Pages : 284 pages
Book Rating : 4.3/5 (197 download)

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Book Synopsis New Directions in Third Wave Human-Computer Interaction: Volume 1 - Technologies by : Michael Filimowicz

Download or read book New Directions in Third Wave Human-Computer Interaction: Volume 1 - Technologies written by Michael Filimowicz and published by Springer. This book was released on 2018-07-02 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: As the first extensive exploration of contemporary third wave HCI, this handbook covers key developments at the leading edge of human-computer interactions. Now in its second decade as a major current of HCI research, the third wave integrates insights from the humanities and social sciences to emphasize human dimensions beyond workplace efficiency or cognitive capacities. The earliest HCI work was strongly based on the concept of human-machine coupling, which expanded to workplace collaboration as computers came into mainstream professional use. Today HCI can connect to almost any human experience because there are new applications for every aspect of daily life. Volume 1 - Technologies covers technical application areas related to artificial intelligence, metacreation, machine learning, perceptual computing, 3D printing, critical making, physical computing, the internet of things, accessibility, sonification, natural language processing, multimodal display, and virtual reality.

Understanding Video Games

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Publisher : Routledge
ISBN 13 : 1317533127
Total Pages : 552 pages
Book Rating : 4.3/5 (175 download)

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Book Synopsis Understanding Video Games by : Simon Egenfeldt-Nielsen

Download or read book Understanding Video Games written by Simon Egenfeldt-Nielsen and published by Routledge. This book was released on 2015-12-07 with total page 552 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

Entertainment Computing

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Publisher : Springer
ISBN 13 : 0387356606
Total Pages : 536 pages
Book Rating : 4.3/5 (873 download)

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Book Synopsis Entertainment Computing by : Ryohei Nakatsu

Download or read book Entertainment Computing written by Ryohei Nakatsu and published by Springer. This book was released on 2013-04-17 with total page 536 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 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.

Applied Ethics in a Digital World

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Publisher : IGI Global
ISBN 13 : 1799884694
Total Pages : 316 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Applied Ethics in a Digital World by : Vasiliu-Feltes, Ingrid

Download or read book Applied Ethics in a Digital World written by Vasiliu-Feltes, Ingrid and published by IGI Global. This book was released on 2021-11-19 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: As advances in disruptive technologies transform politics and increase the velocity of information and policy flows worldwide, the public is being confronted with changes that move faster than they can comprehend. There is an urgent need to analyze and communicate the ethical issues of these advancements. In a perpetually updating digital world, data is becoming the dominant basis for reality. This new world demands a new approach because traditional methods are not fit for a non-physical space like the internet. Applied Ethics in a Digital World provides an analysis of the ethical questions raised by modern science, technological advancements, and the fourth industrial revolution and explores how to harness the speed, accuracy, and power of emerging technologies in policy research and public engagement to help leaders, policymakers, and the public understand the impact that these technologies will have on economies, legal and political systems, and the way of life. Covering topics such as artificial intelligence (AI) ethics, digital equity, and translational ethics, this book is a dynamic resource for policymakers, civil society, CEOs, ethicists, technologists, security advisors, sociologists, cyber behavior specialists, criminologists, data scientists, global governments, students, researchers, professors, academicians, and professionals.