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  • Reference work
  • © 2017

Handbook of Digital Games and Entertainment Technologies

  • First major reference work presenting a comprehensive overview to the field of games and entertainment technologies
  • Covers many different topics in games and entertainment which are interdisciplinary, this includes technology, design/art, and sociology
  • Organized to cater for students, academics and professionals from diverse scientific and engineering communities
  • Written by foremost experts from the field
  • Includes supplementary material: sn.pub/extras

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Table of contents (50 entries)

  1. Front Matter

    Pages i-xxv
  2. AI and Games

    1. Front Matter

      Pages 1-1
    2. Game Solvers

      • Akihiro Kishimoto, Martin Mueller
      Pages 3-22
    3. General Game Playing

      • Yngvi Björnsson, Stephan Schiffel
      Pages 23-45
    4. Monte-Carlo Tree Search in Board Games

      • Mark H. M. Winands
      Pages 47-76
    5. Physics Simulation Games

      • Jochen Renz, Xiaoyu Ge
      Pages 77-95
  3. BCI and Games

    1. Front Matter

      Pages 97-97
    2. Action Games, Motor Imagery, and Control Strategies: Toward a Multi-button Controller

      • Damien Coyle, Jacqueline Stow, Karl. A. McCreadie, Chen Li, Jhonatan Garcia, Jacinta McElligott et al.
      Pages 99-132
    3. Brain-Computer Interface Games: Towards a Framework

      • Hayrettin Gurkok, Anton Nijholt, Mannes Poel
      Pages 133-150
    4. Brain-Computer Interfacing and Virtual Reality

      • Doron Friedman
      Pages 151-171
    5. Games for BCI Skill Learning

      • Reinhold Scherer, Gernot Müller-Putz, Elisabeth V. C. Friedrich, Viktoria Pammer-Schindler, Karin Wilding, Stephan Keller et al.
      Pages 173-196
    6. Towards Serious Games for Improved BCI

      • Brent J. Lance, Jon Touryan, Yu-Kai Wang, Shao-Wei Lu, Chun-Hsiang Chuang, Peter Khooshabeh et al.
      Pages 197-224
    7. User-Centered BCI Videogame Design

      • Emilie Loup-Escande, Fabien Lotte, Guillaume Loup, Anatole Lécuyer
      Pages 225-250
  4. Entertainment Games

    1. Front Matter

      Pages 251-251
    2. Hand Gesture Interface for Entertainment Games

      • Kiyoshi Hoshino
      Pages 293-312
  5. Interactive Storytelling

    1. Front Matter

      Pages 347-347

About this book

The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas.  The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledgeare connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field.

Reviews

   

Editors and Affiliations

  • Design School, Kyoto University, Kyoto, Japan

    Ryohei Nakatsu

  • Industrial Design, Eindhoven University of Technology, Eindhoven, The Netherlands

    Matthias Rauterberg

  • Dipto. Scienze dell'Informazione, Università di Bologna , Bologna, Italy

    Paolo Ciancarini

About the editors

Ryohei Nakatsu received the B.S., M.S. and Ph.D. degrees in electronic engineering from Kyoto University in 1969, 1971 and 1982 respectively.  After joining NTT (Nippon Telegraph & Telephone) in 1971, he mainly worked on speech recognition technology.  In 1994, he joined ATR (Advanced Telecommunications Research Institute) as the president of ATR Media Integration & Communications Research Laboratories.  In 2002 he became Professor at School of Science and Technology, Kwansei Gakuin University.  Since March of 2008 he is Professor at National University of Singapore (NUS) and Research Director at Interactive & Digital Media Institute (IDMI) at NUS. His research interests include interactive media, entertainment technologies and communication robot/agent. He is a fellow of the IEEE, the Institute of Electronics, Information and Communication Engineers Japan (IEICE-J), and Virtual Reality Society of Japan.
Matthias Rauterberg received the B.S. in Psychology (1978) at theUniversity of Marburg (Germany), the B.S. in Philosophy (1981) and Computer Science (1983), the M.S. in Psychology (1981, summa cum laude) and Computer Science (1986, summa cum laude) at the University of Hamburg (Germany), and the Ph.D. in Computer Science/Mathematics (1995, awarded) at the University of Zurich (Switzerland). He was a senior lecturer for ‘usability engineering’ in computer science and industrial engineering at the Swiss Federal Institute of Technology (ETH) in Zurich. He was the head of the Man-Machine Interaction research group (MMI) from the Department of Industrial Engineering at the ETH-Zurich (Switzerland). In 1998 he was appointed as fulltime professor for 'Human Communication Technology' and since 2012 he is professor for ‘Interactive Systems Design’, first at IPO - Center for Research on User-System Interaction, and later at the department of Industrial Design at Eindhoven University of Technology (The Netherlands). From 1999 till 2001 he was director of theCenter for Research on User-System Interaction (IPO), and director of the User-System-Interaction (USI) design program. He is now the head of the Designed Intelligence (DI) group. The DI group has a Simulation Lab, Robotics Lab, Biofeedback Lab, Game Lab, Cultural Computing Lab and an Interactive Vision Studio.

Bibliographic Information

Buy it now

Buying options

eBook USD 699.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book USD 949.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access