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Librería: Ria Christie Collections, Uxbridge, Reino Unido
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Librería: GreatBookPricesUK, Woodford Green, Reino Unido
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Añadir al carritoCondición: New. pp. 556.
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Añadir al carritoCondición: New. pp. 556 Illus.
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Añadir al carritoCondición: New. pp. 556.
Idioma: Inglés
Publicado por Kluwer Academic Publishers, 2003
ISBN 10: 1402073607 ISBN 13: 9781402073601
Librería: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlanda
EUR 141,73
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Añadir al carritoCondición: New. With the advancement of computers and networks, new types of entertainment have emerged such as video games and network games. This book brings together researchers and practitioners working in the area of entertainment computing, and covers a wide range of issues, from theoretical to hardware/software, systems, human interfaces, and applications. Editor(s): Nakatsu, Ryohei (Kwansei Gakuin University, Sanda, Japan); Hoshino, Junichi (University of Tsukuba, Japan). Series: IFIP Advances in Information and Communication Technology. Num Pages: 552 pages, biography. BIC Classification: UG. Category: (P) Professional & Vocational; (UP) Postgraduate, Research & Scholarly. Dimension: 234 x 156 x 30. Weight in Grams: 951. . 2003. Hardback. . . . .
EUR 124,02
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Añadir al carritoGebunden. Condición: New. 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 computer.
Idioma: Inglés
Publicado por Kluwer Academic Publishers, 2003
ISBN 10: 1402073607 ISBN 13: 9781402073601
Librería: Kennys Bookstore, Olney, MD, Estados Unidos de America
EUR 173,49
Cantidad disponible: 15 disponibles
Añadir al carritoCondición: New. With the advancement of computers and networks, new types of entertainment have emerged such as video games and network games. This book brings together researchers and practitioners working in the area of entertainment computing, and covers a wide range of issues, from theoretical to hardware/software, systems, human interfaces, and applications. Editor(s): Nakatsu, Ryohei (Kwansei Gakuin University, Sanda, Japan); Hoshino, Junichi (University of Tsukuba, Japan). Series: IFIP Advances in Information and Communication Technology. Num Pages: 552 pages, biography. BIC Classification: UG. Category: (P) Professional & Vocational; (UP) Postgraduate, Research & Scholarly. Dimension: 234 x 156 x 30. Weight in Grams: 951. . 2003. Hardback. . . . . Books ship from the US and Ireland.
Idioma: Inglés
Publicado por Springer US, Springer US, 2003
ISBN 10: 1402073607 ISBN 13: 9781402073601
Librería: AHA-BUCH GmbH, Einbeck, Alemania
EUR 116,27
Cantidad disponible: 1 disponibles
Añadir al carritoBuch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 173,14
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Añadir al carritoCondición: As New. Unread book in perfect condition.
Librería: Mispah books, Redhill, SURRE, Reino Unido
EUR 163,66
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Añadir al carritoHardcover. Condición: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 195,92
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Añadir al carritoCondición: As New. Unread book in perfect condition.
Idioma: Inglés
Publicado por Springer US, Springer US Feb 2003, 2003
ISBN 10: 1402073607 ISBN 13: 9781402073601
Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemania
EUR 106,99
Cantidad disponible: 1 disponibles
Añadir al carritoBuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 556 pp. Englisch.