1 - 8 of 8 Chapters
[Entertainment media are entertainment products and services that rely on digital technology. Mostly the digital entertainment industry is focused on the developed world such as USA, Europe, and Japan. However, due to the decreasing cost of computer and programming technologies, developing...
[The Kathmandu kids workshops at Advances in Computer Entertainment (ACE) brought together local children and leading entertainment media researchers from around the world in a daylong exploration of how children interact with and think about the latest innovations in computer entertainment and...
[This chapter aims at describing what is going on in the digital society and what I am doing in order to create the future of the digital society as my project from the point of view of a producer and an activist, to entertain the whole world.]
[Entertainment is closely related with fun, positive feelings and emotions. It doesn’t have to be only fun and in most cases it need not be, but it is desirable that entertainment is always fun. By invoking positive emotions, entertainment can be exploited to promote learning, creative thinking...
[This paper presents a novel method for interactive playground design, based on traditional children’s play. This method combines the rich interaction possibilities of computer games with the physical and open-ended aspects of traditional children’s games. The method is explored through the...
[The phrase “Smarthouse to improve the smartness of a human’s daily life” has two meanings. One is to improve individual smartness, which represents the Quality of Life (QoL); the other is to improve social smartness, which includes human communications and social consumptions. This chapter...
[In this paper, we argue that playing board games is a form of entertainment that provides participant’s with rich social interactions. However, when we try to replace one of the players with an artificial opponent, the social interaction between players is negatively affected by the social...
[In recent years in arts, technology and science there appears an increasing push to use technology and design in a more personal and autonomous context, integrated with the physical world. Creative platforms are developed that open up personal digital/physical technology to larger groups of...
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