TY - BOOK ID - 5449460 TI - Entertainment Computing - ICEC 2004 : Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004, Proceedings AU - Rauterberg, Matthias. AU - ICEC 2004 PY - 2004 SN - 3540286438 3540229477 PB - Berlin, Heidelberg : Springer Berlin Heidelberg : Imprint: Springer, DB - UniCat KW - Entertainment computing KW - Computer Science KW - Engineering & Applied Sciences KW - Computer science. KW - Multimedia information systems. KW - User interfaces (Computer systems). KW - Artificial intelligence. KW - Application software. KW - Computer Science. KW - Computer Applications. KW - User Interfaces and Human Computer Interaction. KW - Information Systems Applications (incl. Internet). KW - Multimedia Information Systems. KW - Artificial Intelligence (incl. Robotics). KW - Computer Appl. in Arts and Humanities. KW - Amusements KW - Electronic data processing KW - Multimedia systems. KW - Information systems. KW - Artificial Intelligence. KW - AI (Artificial intelligence) KW - Artificial thinking KW - Electronic brains KW - Intellectronics KW - Intelligence, Artificial KW - Intelligent machines KW - Machine intelligence KW - Thinking, Artificial KW - Bionics KW - Cognitive science KW - Digital computer simulation KW - Logic machines KW - Machine theory KW - Self-organizing systems KW - Simulation methods KW - Fifth generation computers KW - Neural computers KW - Computer-based multimedia information systems KW - Multimedia computing KW - Multimedia information systems KW - Multimedia knowledge systems KW - Information storage and retrieval systems KW - Informatics KW - Science KW - Interfaces, User (Computer systems) KW - Human-machine systems KW - Human-computer interaction KW - Application computer programs KW - Application computer software KW - Applications software KW - Apps (Computer software) KW - Computer software UR - https://www.unicat.be/uniCat?func=search&query=sysid:5449460 AB - The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-related industries such as the video and computer game industries have been growing rapidly in the last 10 years, and today the entertainment computing bu- ness outperforms the turnover of the movie industry. Entertainment robots are drawing theattentionofyoungpeople. TheeventcalledRoboCuphasbeenincreasingthenumber of participants year by year. Entertainment technologies cover a broad range of pr- ucts and services: movies, music, TV (including upcoming interactive TV), VCR, VoD (including music on demand), computer games, game consoles, video arcades, g- bling machines, the Internet (e. g. , chat rooms, board and card games, MUD), intelligent toys, edutainment, simulations, sport, theme parks, virtual reality, and upcoming service robots. The?eldofentertainmentcomputingfocusesonusers’growinguseofentertainment technologies at work, in school and at home, and the impact of this technology on their behavior. Nearly every working and living place has computers, and over two-thirds of childreninindustrializedcountrieshavecomputersintheirhomesaswell. ER -