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Über dieses Buch

‘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.

Inhaltsverzeichnis

Frontmatter

1. Entertaining the Whole World

Abstract
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 countries can greatly 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 developing world youth. In 2012, the international conference ACE 2012 or Advances in Computer Entertainment was held in Nepal to spark new frontiers of entertainment media in the developing world. The discussions and projects benefit the emerging world through digital entertainment. For example, youth in emerging markets can become creators as well as consumers of digital entertainment. They can distribute their work through apps and internet, and through media creativity benefit their country and economy. This book is a summary of some of the research projects and discussions which took place in Nepal.
Adrian David Cheok, Teresa Romão, Anton Nijholt, Gino Yu

2. The Kathmandu Kids Entertainment Workshops

Abstract
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 what these innovations or the lack thereof mean to their lives. The result was a mixture of surprise, play, inquiry and reflection. In this chapter, we describe the ideas behind the children workshops concept and the individual workshops themselves, the settings in which the workshops took place and the nature of the participants and the overall experience and outcome of the workshops.
Yoram I. Chisik, Alissa N. Antle, Brian Birtles, Elena Márquez Segura, Cristina Sylla

3. Digital Pop Kids

Abstract
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.
Ichiya Nakamura

4. Fostering Learning and Behavior Change Through Computer Entertainment

Abstract
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 and behavior change. Entertaining games that invoke positive emotions, guide players towards relevant goals and provide them with the appropriate messages and knowledge have the potential to encourage behavior changes.
This chapter presents and discusses several game prototypes built to foster users awareness, learning and behavior change. Most of these prototypes are related with environmental sustainability, as it is a relevant matter affecting the whole world, and rely on persuasive technology and entertainment techniques to provide users with the appropriate messages and experiences that stimulate them to take pro-environmental actions in the real world.
Teresa Romão

5. Yellow is Mine!: Designing Interactive Playgrounds Based on Traditional Childrens Play

Abstract
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 development of a prototype interactive playground that has been implemented and evaluated.
Daniel Tetteroo, Dennis Reidsma, Betsy van Dijk, Anton Nijholt

6. Embedded Smarthouse Bathroom Entertainment Systems for Improving Quality of Life

Abstract
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 primarily describes entertainment systems that can be embedded particularly in the bathrooms of smarthouses and used by humans in everyday life to improve QoL. The systems include “Bathonify,” a sonification system that reflects the bathing states and vital signs of the bather; “TubTouch,” a bathtub entertainment system that uses embedded touch sensors and a projector to control various equipment and systems; and “Bathcratch,” a DJ scratching music system that is operated by rubbing and touching the bathtub. Even though these systems are based on Japanese bathing culture and style, they provide advances in the pleasures of everyday life. In addition, these embedded systems and their techniques provide advances in computer entertainment platforms that can be extended to various places and situations.
Shigeyuki Hirai

7. Social Presence and Artificial Opponents

Abstract
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 inability of nowadays artificial opponents. Currently, the social presence that human players attribute to artificial opponents is quite low. In order to tackle this problem, we investigate the topic of social presence, its definitions and which are its contributing factors. Also, we looked at nowadays social interactions with artificial agents and how these kind of agents deal with long term interactions. This related work along with some previous studies contributed to the development of a set of five guidelines intended for improving social presence in board game artificial opponents. Finally, in order to illustrate howone can implement such guidelines, we give an example of how we implemented them in a scenario where a digital table is used as an interface for a board game and a social robot plays Risk against three human opponents.
André Pereira, Rui Prada, Ana Paiva

8. Observations on Tinkering in Scientific Education

Abstract
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 novice tinkerers, allowing people to take control of technology and prototype solutions to personal problems and aims. Likewise, education benefits by providing students with tools and platforms to learn by doing and making. However, these advances lead to new challenges for scientific research and education. In this chapter, we explore some of the opportunities and challenges and summarize these into key observations. Particular attention is given to tinkering in research-based education, and the opportunities for digital tinkering in emerging worlds.
Maarten H. Lamers, Peter van der Putten, Fons J. Verbeek

Backmatter

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