Ralf Klamma, Technical University of Aachen, Aachen, Germanyīumshik Lee, Information and Communication University, Daejeon, Korea Munjo Kim, Information and Communication University, Daejeon, Korea Munchurl Kim, Information and Communication University, Daejeon, Korea
Mohan Kankanhalli, National University of Singapore, Singapore Naoki Kamimaeda, Sony Corporation, Tokyo, Japan Yohan Jin, University of Texas at Dallas, Texas, USA Sung Ho Jin, Information and Communications University, Daejeon, Korea Matthias Jarke, Technical University of Aachen, Aachen, Germany Letizia Jaccheri, Norwegian University of Science and Technology, Norway Wolfgang Hürst, Utrecht University, Utrecht, The Netherlands Geert-Jan Houben, Eindhoven University of Technology, Eindhoven, The Netherlands Masaki Hoshino, Sony Corporation, Tokyo, Japan Ian Gwilt, University of Technology, Sydney, Australia Matthias Gruhne, Fraunhofer Institute, Ilmenau, Germany Holger Grossmann, Fraunhofer Institute, Ilmenau, Germany Marco Furini, University of Modena and Reggio Emilia, Italyĭaniel Gartner, Fraunhofer Institute, Ilmenau, Germany Yeung Siu Fung, The Chinese University of Hong Kong, Ma Liu Shui, China Mattia Frasca, University of Catania, Italy Luigi Fortuna, University of Catania, Italy Jenneke Fokker, Delft University of Technology, Delft, The Netherlands Michael Fink, The Hebrew University of Jerusalem, Israel Stefano Ferretti, University of Bologna, Bologna, Italy Magy Seif El-Nasr, Simon Fraser University, Vancouver, Canada Peter Dunker, Fraunhofer Institute, Ilmenau, Germany Michele Covell, Google, Mountain View, CA, USAĬhristian Dittmar, Fraunhofer Institute, Ilmenau, Germany Matina Charami, Athens University of Economics and Business, Athens, Greece Petros Caravelas, Athens University of Economics and Business, Athens, Greece Yiwei Cao, Technical University of Aachen, Aachen, GermanyĬristoforo Camerano, University of Catania, Italy Siwoo Byun, Anyang University, Anyang, Korea Pedro Sergio Branco, University of Minho, Guimaraes, PortugalĪnthony Brooks, Aalborg University, Esbjerg, Denmark Karlheinz Brandenburg, Fraunhofer Institute, Ilmenau, Germany Leslie Bishko, Emily Carr University, Vancouver, CanadaĪlan Bovik, University of Texas at Austin, Austin, Texas, USA Oliver Bimber, Bauhaus University, Weimar, Germany Pieter Bellekens, Eindhoven University of Technology, Eindhoven, The Netherlands Shumeet Baluja, Google, Mountain View, CA, USA
Lora Aroyo, Eindhoven University of Technology, Eindhoven, The Netherlands Marios Angelides, Brunel University, Uxbridge, United Kingdom Salah Uddin Ahmed, Norwegian University of Science and Technology, Norway Harry Agius, Brunel University, Uxbridge, United Kingdomĭewan Tanvir Ahmed, University of Ottawa, Ottawa, Canada Jakob Abesser, Fraunhofer Institute, Ilmenau, Germany 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.
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. The final chapters of this book present future trends and developments within this explosive field. 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. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. 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. 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. 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.