Edité par Springer, New York, NY, U.S.A., 2014
ISBN 10 : 1447164458 ISBN 13 : 9781447164456
Langue: anglais
Vendeur : Book Dispensary, Concord, ON, Canada
EUR 35,38
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierHardcover. Etat : As New. BRAND NEW hardcover. Book.
EUR 53,51
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Ajouter au panierEtat : New.
Vendeur : Lucky's Textbooks, Dallas, TX, Etats-Unis
EUR 52,32
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Ajouter au panierEtat : New.
EUR 53,85
Autre deviseQuantité disponible : 15 disponible(s)
Ajouter au panierEtat : New.
Vendeur : Lucky's Textbooks, Dallas, TX, Etats-Unis
EUR 52,66
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Ajouter au panierEtat : New.
EUR 60,93
Autre deviseQuantité disponible : Plus de 20 disponibles
Ajouter au panierEtat : As New. Unread book in perfect condition.
EUR 61,08
Autre deviseQuantité disponible : 15 disponible(s)
Ajouter au panierEtat : As New. Unread book in perfect condition.
Edité par Springer London Ltd, England, 2016
ISBN 10 : 1447172221 ISBN 13 : 9781447172222
Langue: anglais
Vendeur : Grand Eagle Retail, Bensenville, IL, Etats-Unis
EUR 65,44
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierPaperback. Etat : new. Paperback. Entertainment media are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as How can we convert consumers of entertainment into creators of entertainment? How can digital entertainment make a contribution to the emerging world?.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Edité par Springer London Ltd, England, 2014
ISBN 10 : 1447164458 ISBN 13 : 9781447164456
Langue: anglais
Vendeur : Grand Eagle Retail, Bensenville, IL, Etats-Unis
EUR 68,09
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierHardcover. Etat : new. Hardcover. Entertainment media are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as How can we convert consumers of entertainment into creators of entertainment? How can digital entertainment make a contribution to the emerging world?.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets. 'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives thatA use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as 'How can we convert consumers of entertainment into creators of entertainment?' 'How can digital entertainment make a contribution to the emerging world?'.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Vendeur : Ria Christie Collections, Uxbridge, Royaume-Uni
EUR 58,24
Autre deviseQuantité disponible : Plus de 20 disponibles
Ajouter au panierEtat : New. In.
Vendeur : Ria Christie Collections, Uxbridge, Royaume-Uni
EUR 58,24
Autre deviseQuantité disponible : Plus de 20 disponibles
Ajouter au panierEtat : New. In.
EUR 56,34
Autre deviseQuantité disponible : 10 disponible(s)
Ajouter au panierPF. Etat : New.
EUR 58,22
Autre deviseQuantité disponible : Plus de 20 disponibles
Ajouter au panierEtat : New.
EUR 66,05
Autre deviseQuantité disponible : Plus de 20 disponibles
Ajouter au panierEtat : As New. Unread book in perfect condition.
Vendeur : Books Puddle, New York, NY, Etats-Unis
EUR 101,30
Autre deviseQuantité disponible : 4 disponible(s)
Ajouter au panierEtat : New.
Edité par Springer-Verlag New York Inc, 2016
ISBN 10 : 1447172221 ISBN 13 : 9781447172222
Langue: anglais
Vendeur : Revaluation Books, Exeter, Royaume-Uni
EUR 76,55
Autre deviseQuantité disponible : 2 disponible(s)
Ajouter au panierPaperback. Etat : Brand New. reprint edition. 164 pages. 9.25x6.10x0.39 inches. In Stock.
EUR 78,54
Autre deviseQuantité disponible : 2 disponible(s)
Ajouter au panierHardcover. Etat : Brand New. 156 pages. 9.25x6.25x0.75 inches. In Stock.
Edité par Springer London, Springer London Sep 2016, 2016
ISBN 10 : 1447172221 ISBN 13 : 9781447172222
Langue: anglais
Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagne
EUR 53,49
Autre deviseQuantité disponible : 2 disponible(s)
Ajouter au panierTaschenbuch. Etat : Neu. Neuware -¿Entertainment mediä are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as ¿How can we convert consumers of entertainment into creators of entertainment ¿ ¿How can digital entertainment make a contribution to the emerging world ¿.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 164 pp. Englisch.
Edité par Springer London, Springer London Sep 2014, 2014
ISBN 10 : 1447164458 ISBN 13 : 9781447164456
Langue: anglais
Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagne
EUR 53,49
Autre deviseQuantité disponible : 2 disponible(s)
Ajouter au panierBuch. Etat : Neu. Neuware -¿Entertainment mediä are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as ¿How can we convert consumers of entertainment into creators of entertainment ¿ ¿How can digital entertainment make a contribution to the emerging world ¿.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 164 pp. Englisch.
Edité par Springer London, Springer London, 2016
ISBN 10 : 1447172221 ISBN 13 : 9781447172222
Langue: anglais
Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne
EUR 56,98
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierTaschenbuch. Etat : Neu. Druck auf Anfrage Neuware - Printed after ordering - 'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as 'How can we convert consumers of entertainment into creators of entertainment ' 'How can digital entertainment make a contribution to the emerging world '.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.
Edité par Springer London, Springer, 2014
ISBN 10 : 1447164458 ISBN 13 : 9781447164456
Langue: anglais
Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne
EUR 57,68
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierBuch. Etat : Neu. Druck auf Anfrage Neuware - Printed after ordering - 'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as 'How can we convert consumers of entertainment into creators of entertainment ' 'How can digital entertainment make a contribution to the emerging world '.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets.
EUR 41,60
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierEtat : Sehr gut. Zustand: Sehr gut | Sprache: Englisch | Produktart: Bücher.
Edité par Springer London Ltd, England, 2016
ISBN 10 : 1447172221 ISBN 13 : 9781447172222
Langue: anglais
Vendeur : AussieBookSeller, Truganina, VIC, Australie
EUR 155,51
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierPaperback. Etat : new. Paperback. Entertainment media are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as How can we convert consumers of entertainment into creators of entertainment? How can digital entertainment make a contribution to the emerging world?.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Edité par Springer London Ltd, England, 2014
ISBN 10 : 1447164458 ISBN 13 : 9781447164456
Langue: anglais
Vendeur : AussieBookSeller, Truganina, VIC, Australie
EUR 181,69
Autre deviseQuantité disponible : 1 disponible(s)
Ajouter au panierHardcover. Etat : new. Hardcover. Entertainment media are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as How can we convert consumers of entertainment into creators of entertainment? How can digital entertainment make a contribution to the emerging world?.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets. 'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives thatA use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as 'How can we convert consumers of entertainment into creators of entertainment?' 'How can digital entertainment make a contribution to the emerging world?'.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.
Edité par Springer London Sep 2016, 2016
ISBN 10 : 1447172221 ISBN 13 : 9781447172222
Langue: anglais
Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Allemagne
EUR 53,49
Autre deviseQuantité disponible : 2 disponible(s)
Ajouter au panierTaschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as 'How can we convert consumers of entertainment into creators of entertainment ' 'How can digital entertainment make a contribution to the emerging world '.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets. 164 pp. Englisch.
Edité par Springer London Sep 2014, 2014
ISBN 10 : 1447164458 ISBN 13 : 9781447164456
Langue: anglais
Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Allemagne
EUR 53,49
Autre deviseQuantité disponible : 2 disponible(s)
Ajouter au panierBuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -'Entertainment media' are entertainment products and services that rely on digital technology and include traditional media (such as movies, TV, computer animation etc) as well as emerging services for wireless and broadband, electronic toys, video games, edutainment, and location-based entertainment (from PC game rooms to theme parks).Whilst most of the digital entertainment industry is found in the developed countries such as USA, Europe, and Japan, the decreasing costs of computer and programming technologies enables developing countries to really benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among the youth of the developing world.Focusing specifically on initiatives that use entertainment technologies to promote economic development, education, creativity and cultural dissemination, this book explores how current technology and the use of off-the-shelf technologies (such as cheap sensors, Kinect, Arduino and others) can be exploited to achieve more innovative and affordable ways to harness the entertainment power of creating. It poses questions such as 'How can we convert consumers of entertainment into creators of entertainment ' 'How can digital entertainment make a contribution to the emerging world '.Academic researchers and students in human-computer interaction, entertainment computing, learning technologies will find the content thought-provoking, and companies and professionals in game and entertainment technology, mobile applications, social networking etc. will find this a valuable resource in developing new products and new markets. 164 pp. Englisch.
Vendeur : THE SAINT BOOKSTORE, Southport, Royaume-Uni
EUR 67,44
Autre deviseQuantité disponible : Plus de 20 disponibles
Ajouter au panierPaperback / softback. Etat : New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days 353.
Vendeur : THE SAINT BOOKSTORE, Southport, Royaume-Uni
EUR 67,44
Autre deviseQuantité disponible : Plus de 20 disponibles
Ajouter au panierHardback. Etat : New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days 440.
Vendeur : moluna, Greven, Allemagne
EUR 48,37
Autre deviseQuantité disponible : Plus de 20 disponibles
Ajouter au panierEtat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Shows how developing and transitioning leading-edge new media and human interface technology can help developing countries to be creative content creators and part of a high impact global marketExplores how art and culture in the developing world .
Vendeur : moluna, Greven, Allemagne
EUR 48,37
Autre deviseQuantité disponible : Plus de 20 disponibles
Ajouter au panierEtat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Shows how developing and transitioning leading-edge new media and human interface technology can help developing countries to be creative content creators and part of a high impact global marketExplores how art and culture in the developing world .