Details
Handbook of Multimedia for Digital Entertainment and Arts
213,99 € |
|
Verlag: | Springer |
Format: | |
Veröffentl.: | 10.03.2010 |
ISBN/EAN: | 9780387890241 |
Sprache: | englisch |
Anzahl Seiten: | 770 |
Dieses eBook enthält ein Wasserzeichen.
Beschreibungen
<P>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.</P>
<P></P>
<P>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.</P>
<P>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.</P>
<P> </P>
<P></P>
<P>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.</P>
<P>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.</P>
<P> </P>
DIGITAL ENTERTAINMENT TECHNOLOGIES.- Personalized Movie Recommendation.- Cross-category Recommendation for Multimedia Content.- Semantic-Based Framework for Integration and Personalization of Television Related Media.- Personalization on a Peer-to-Peer Television System.- A Target Advertisement System Based on TV Viewer’s Profile Reasoning.- Digital Video Quality Assessment Algorithms.- Countermeasures for Time-Cheat Detection in Multiplayer Online Games.- Zoning Issues and Area of Interest Management in Massively Multiplayer Online Games.- Cross-Modal Approach for Karaoke Artifacts Correction.- Dealing Bandwidth to Mobile Clients Using Games.- Hack-proof Synchronization Protocol for Multi-player Online Games.- Collaborative Movie Annotation.- DIGITAL AUDITORY MEDIA.- Content Based Digital Music Management and Retrieval.- Incentive Mechanisms for Mobile Music Distribution.- Pattern Discovery and Change Detection of Online Music Query Streams.- Music Search and Recommendation.- Automated Music Video Generation Using Multi-level Feature-based Segmentation.- DIGITAL VISUAL MEDIA.- Real-Time Content Filtering for Live Broadcasts in TV Terminals.- Digital Theater: Dynamic Theatre Spaces.- Video Browsing on Handheld Devices.- Projector-Camera Systems in Entertainment and Art.- Believable Characters.- Computer Graphics Using Raytracing.- The 3D Human Motion Control Through Refined Video Gesture Annotation.- DIGITAL ART.- Information Technology and Art: Concepts and State of the Practice.- Augmented Reality and Mobile Art.- The Creation Process in Digital Art.- Graphical User Interface in Art.- Storytelling on the Web 2.0 as a New Means of Creating Arts.- CULTURE OF NEW MEDIA.- A Study of Interactive Narrative from User's Perspective.- Soundscapes/Artabilitation – Evolutionof a Hybrid Human Performance Concept, Method & Apparatus Where Digital Interactive Media, The Arts, & Entertainment are Combined.- Natural Interaction in Intelligent Spaces: Designing for Architecture and Entertainment.- Mass Personalization: Social and Interactive Applications Using Sound-Track Identification.
<p>The list of contributors includes:</p><p>Jakob Abesser, Fraunhofer Institute, Ilmenau, Germany</p><p>Harry Agius, Brunel University, Uxbridge, United Kingdom</p><p>Dewan Tanvir Ahmed, University of Ottawa, Ottawa, Canada</p><p>Salah Uddin Ahmed, Norwegian University of Science and Technology, Norway</p><p>Marios Angelides, Brunel University, Uxbridge, United Kingdom</p><p>Lora Aroyo, Eindhoven University of Technology, Eindhoven, The Netherlands</p><p>Shumeet Baluja, Google, Mountain View, CA, USA</p><p>Pieter Bellekens, Eindhoven University of Technology, Eindhoven, The Netherlands</p><p>Oliver Bimber, Bauhaus University, Weimar, Germany </p><p>Leslie Bishko, Emily Carr University, Vancouver, Canada</p><p>Alan Bovik, University of Texas at Austin, Austin, Texas, USA</p><p>Karlheinz Brandenburg, Fraunhofer Institute, Ilmenau, Germany</p><p>Pedro Sergio Branco, University of Minho, Guimaraes, Portugal</p><p>Anthony Brooks, Aalborg University, Esbjerg, Denmark</p><p>Siwoo Byun, Anyang University, Anyang, Korea</p><p>Yiwei Cao, Technical University of Aachen, Aachen, Germany</p><p>Cristoforo Camerano, University of Catania, Italy</p><p>Petros Caravelas, Athens University of Economics and Business, Athens, Greece</p><p>Matina Charami, Athens University of Economics and Business, Athens, Greece</p><p>Michele Covell, Google, Mountain View, CA, USA</p><p>Christian Dittmar, Fraunhofer Institute, Ilmenau, Germany</p><p>Peter Dunker, Fraunhofer Institute, Ilmenau, Germany</p><p>Magy Seif El-Nasr, Simon Fraser University, Vancouver, Canada</p><p>Stefano Ferretti, University of Bologna, Bologna, Italy</p><p>Michael Fink, The Hebrew University of Jerusalem, Israel</p><p>Jenneke Fokker, Delft University of Technology, Delft, The Netherlands</p><p>Luigi Fortuna, University of Catania, Italy</p><p>Mattia Frasca, University of Catania, Italy</p><p>Yeung Siu Fung, The Chinese University of Hong Kong, Ma Liu Shui, China</p><p>Marco Furini, University of Modena and Reggio Emilia, Italy</p><p>Daniel Gartner, Fraunhofer Institute, Ilmenau, Germany</p><p>Holger Grossmann, Fraunhofer Institute, Ilmenau, Germany</p><p>Matthias Gruhne, Fraunhofer Institute, Ilmenau, Germany</p><p>Ian Gwilt, University of Technology, Sydney, Australia</p><p>Masaki Hoshino, Sony Corporation, Tokyo, Japan</p><p>Geert-Jan Houben, Eindhoven University of Technology, Eindhoven, The Netherlands</p><p>Wolfgang Hürst, Utrecht University, Utrecht, The Netherlands</p><p>Letizia Jaccheri, Norwegian University of Science and Technology, Norway</p><p>Matthias Jarke, Technical University of Aachen, Aachen, Germany</p><p>Sung Ho Jin, Information and Communications University, Daejeon, Korea</p><p>Yohan Jin, University of Texas at Dallas, Texas, USA</p><p>Naoki Kamimaeda, Sony Corporation, Tokyo, Japan</p><p>Mohan Kankanhalli, National University of Singapore, Singapore</p><p>Munchurl Kim, Information and Communication University, Daejeon, Korea</p><p>Munjo Kim, Information and Communication University, Daejeon, Korea</p><p>Ralf Klamma, Technical University of Aachen, Aachen, Germany</p><p>Bumshik Lee, Information and Communication University, Daejeon, Korea</p><p>Han Kyu Lee, Electronics and Telecommunications Research Institute, Daejeon, Korea</p><p>Heekyung Lee, Electronics and Telecommunications Research Institute, Daejeon, Korea</p><p>In-Kwon Lee, Yonsei University, Seoul, Korea</p><p>George Lekakos, Athens University of Economics and Business, Athens, Greece</p><p>Hua-Fu Li, Kainan University, Taoyuan, Taiwan</p><p>Jeongyeon Lim, Information and Communication University, Daejeon, Korea</p><p>John C.S. Lui, The Chinese University of Hong Kong, Ma Liu Shui, China</p><p>Rastislav Lukac, Epson Canada Ltd., Toronto, Canada</p><p>Hanna Lukashevich, Fraunhofer Institute, Ilmenau, Germany</p><p>Aderito Fernandes Marcos, University of Minho, Guimaraes, Portugal</p><p>David Milam, Simon Fraser University, Surrey, Canada</p><p>Manuela Montangero, University of Modena and ReggioEmilia, Italy</p><p>Anush K. Moorthy, University of Texas at Austin, Austin, Texas, USA</p><p>Michael Nixon, Simon Fraser University, Vancouver, Canada</p><p>Stefanie Nowak, Fraunhofer Institute, Ilmenau, Germany</p><p>Johan Pouwelse, Delft University of Technology, Delft, The Netherlands</p><p>B. Prabhakaran, University of Texas at Dallas, Texas, USA</p><p>Marcel Reinders, Delft University of Technology, Delft, The Netherlands</p><p>Yong Man Ro, Information and Communications University, Daejeon, Korea</p><p>Graham Sellers, Advanced Micro Devices, Orlando, Florida, USA</p><p>Kalpana Seshadrinathan, University of Texas at Austin, Austin, Texas, USA</p><p>Shervin Shirmohammadi, University of Ottawa, Ottawa, Canada</p><p>Anastas Sofokleus, Brunel University, Uxbridge, United Kingdom</p><p>Sara Owsley Sood, Pomona College, Claremont, CA, USA </p><p>Flavia Sparacino, Sensing Places and MIT, Santa Monica, CA, USA</p><p>Myunghoon Suk, University of Texas at Dallas, Texas, USA</p><p>Tomohiro Tsunoda, Sony Corporation, Tokyo, Japan</p><p>Athanasios Vasiliakos, University of Peloponnese, Nauplion, Greece</p><p>Arjen de Vries, CWI, Amsterdam, The Netherlands</p><p>Ron Wakkary, Simon Fraser University, Surrey, Canada</p><p>Jun Wang , Delft University of Technology, Delft, The Netherlands</p><p>Huaxin Wei, Simon Fraser University, Vancouver, Canada</p><p>Kay Wolter, Fraunhofer Institute, Ilmenau, Germany</p><p>Linxing Xiao, Tsinghua University, Beijing, China</p><p>WeiQi Yan, Queen’s University of Belfast, Belfast, UK</p><p>Xubo Yang, Shanghai Jiao Tong University, Shanghai, China</p><p>Jong-Chul Yoon, Yonsei University, Seoul, Korea</p><p>Damon Daylamani Zad, Brunel University, Uxbridge, United Kingdom</p><p>Nelson Troca Zagalo, University of Minho, Braga, Portugal</p><p>Veronica Zammitto, Simon Fraser University, Vancouver, Canada</p><p>Jie Zhou, Tsinghua University, Beijing, China</p>
<P>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.</P>
<P></P>
<P>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.</P>
<P>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.</P>
<P> </P>
<P></P>
<P>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.</P>
<P>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.</P>
<P> </P>
The first comprehensive handbook to cover recent research and technical trends in the field of digital entertainment and art Includes an outline for future research directions within this explosive field Includes supplementary material: sn.pub/extras
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