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Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing. Adrian David Cheok argues that entertainment as an end-product is useful for interactive play, however it is also a powerful tool for learning and communication and it is also a key driver for the development of information technology. This book explores the future of entertainment technologies used for communication and describes quantum step research. It will inform and inspire readers to create their own radical inventions and innovations that are not incremental, but which break through ideas and non-obvious solutions. One of...
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This special issue consists of two parts: the first one features original research papers on interactive digital storytelling in the applied context of edutainment; the second part contains a selection of revised and expanded best papers from the 4th eLearning Baltics (eLBa 2011) conference. The papers on digital storytelling have been split into sections on theory, technology, and case studies; the eLBA 2011 conference papers deal with technology and applications, case studies and mobile applications, and game-based learning and social media.
The idea of humans falling in love with artificial beings is not a modern conception. Our relationship with artificial partners has come a long way since Pygmalion and his ivory lover. In recent years, there has been a strong upsurge of interest and discussions in the various aspects of intimate relationships between humans and artificial partners. This interest is evidenced by the increase in media coverage, TV documentaries and films on this topic, as well as the active research efforts within the academic community. This book provides a comprehensive collection and overview of the latest development in the field of intimate relationships between humans and artificial partners, in particul...
Art and Technology of Entertainment Computing and Communication takes a blue sky research perspective on the field of interactive media for entertainment computing. Adrian David Cheok argues that entertainment as an end-product is useful for interactive play, however it is also a powerful tool for learning and communication and it is also a key driver for the development of information technology. This book explores the future of entertainment technologies used for communication and describes quantum step research. It will inform and inspire readers to create their own radical inventions and innovations that are not incremental, but which break through ideas and non-obvious solutions. One of...
This book constitutes the refereed proceedings of the Second International Conference on Love and Sex with Robots 2016 in December 2016, in London, UK. The 12 revised papers presented together with 1 keynote were carefully reviewed and selected from a total of 38 submissions. The papers of the Second International Conference have been accepted and reviewed in 2015 but could not be presented as there was no conference in 2015 but at the conference in 2016. The topics of the conferences were as follows: robot emotions, humanoid robots, clone robots, entertainment robots, robot personalities, teledildonics, intelligent electronic sex hardware, gender approaches, affective approaches, psychologi...
"This book is for anyone who wants to understand the greatest new political and societal movement of the 21st Century as it offers analyses in depth of the rise of Trump-era populism, on how the bailouts led directly to events such as Brexit and the 2016 election, and especially the global rise of populism and anti-elitism"--
Currently, Internet and virtual reality communication is essentially audio-visual. The next important breakthrough of the Internet will be the communication and sharing of smell and taste experiences digitally. Audio-visual stimuli are frequency based, and they can be easily digitized and actuated. On the other hand, taste and smell stimuli are based on chemical molecules, therefore, they are not easy to digitize or actuate. To solve this problem, we are required to discover new digital actuation technologies for taste and smell. The authors of this book have experimented on developing digital actuation devices for several years. This book will provide a complete overview of the importance of digitizing taste and smell, prior works, proposed technologies by the authors, other state of the art research, advantages and limitations of the proposed methods, and future applications. We expect digital taste and smell technologies will revolutionize the field of multisensory augmented reality and open up new interaction possibilities in different disciplines such as Human Computer Interaction, Communication, and Augmented and Virtual Reality.
This book constitutes the refereed proceedings of the Third International Conference on Love and Sex with Robots, LSR 2017, held in December 2017, in London, UK. The 12 revised papers presented together with 2 keynotes were carefully reviewed and selected from a total of 83 submissions. One of the biggest challenges of the Love and Sex with Robots conference is to engage a wider scientific community in the discussions of the multifaceted topic, which has only recently established itself as an academic research topic within, but not limited to, the disciplines of artificial intelligence, human-computer interaction, robotics, biomedical science and robot ethics etc.
This book constitutes the refereed proceedings of the 5th International Symposium on Mobile Human-Computer Interaction, Mobile HCI 2003, held in Udine, Italy in September 2003. The 21 revised full papers and 29 revised short papers presented together with a keynote paper and an abstract of a keynote speech were carefully reviewed and selected from 122 submissions. The papers are organized in topical sections on mobile users in natural context, input techniques for mobile devices, location-aware guides and planners, bringing mobile services to groups in workplaces, mobile gambling, tools and frameworks for mobile interface design and generation, and usability and HCI research methods.
An encyclopedic handbook on audio programming for students and professionals, with many cross-platform open source examples and a DVD covering advanced topics. This comprehensive handbook of mathematical and programming techniques for audio signal processing will be an essential reference for all computer musicians, computer scientists, engineers, and anyone interested in audio. Designed to be used by readers with varying levels of programming expertise, it not only provides the foundations for music and audio development but also tackles issues that sometimes remain mysterious even to experienced software designers. Exercises and copious examples (all cross-platform and based on free or ope...