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805
DIGITAL ENTERTAINMENT BY
, 2007
"... This dissertation explores the social implications of MP3 use, and particularly focuses on the ways in which these technologies have the major effect of isolating users and the ways in which they facilitate sharing practices and social interaction. This dissertation asks: why do students adopt MP3 ..."
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consumption behavior are the environmental isolation and personal entertainment factors which can be provided by the mobile players. However, a substantial minority of students also use the device not to isolate themselves but rather, to
Ubiquitous Digital Entertainment Community Dynamics
"... Abstract. Community dynamics is one of the strongest potentials for ubiquitous computing. This article presents an evaluation framework for ubiquitous digital entertainment within the social context. The article analyzes the overlapping evaluation models for online social interaction, social adaptab ..."
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Abstract. Community dynamics is one of the strongest potentials for ubiquitous computing. This article presents an evaluation framework for ubiquitous digital entertainment within the social context. The article analyzes the overlapping evaluation models for online social interaction, social
in graphics, digital entertainment, and engineering applications.
"... Accurately simulating fluid dynamics on arbitrary surfaces is of significance ..."
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Accurately simulating fluid dynamics on arbitrary surfaces is of significance
ARCADE: Augmented Reality Computing Arena for Digital Entertainment
- Proceedings 2005 IEEE Aerospace Conference, Big Sky
"... Abstract — Augmented Reality (AR) technology for digital composition of animation with real scenes is to bring new digital entertainment experience to the viewers. Augmented Reality is a form of human-machine interaction. The key feature of the Augmented Reality technology is to present auxiliary in ..."
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Cited by 6 (2 self)
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Abstract — Augmented Reality (AR) technology for digital composition of animation with real scenes is to bring new digital entertainment experience to the viewers. Augmented Reality is a form of human-machine interaction. The key feature of the Augmented Reality technology is to present auxiliary
The online gait measurement for the audience-participant digital entertainment
- in Invited Workshop on Vision Based Human Modeling and Synthesis in Motion and Expression
, 2009
"... Abstract. This paper presents a method to measure online the gait features from the gait silhouette images and reflect the gait features to CG characters for an audience-participation digital entertainment. First, both static and dynamic gait features are extracted from the silhouette images capture ..."
Abstract
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Cited by 2 (2 self)
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Abstract. This paper presents a method to measure online the gait features from the gait silhouette images and reflect the gait features to CG characters for an audience-participation digital entertainment. First, both static and dynamic gait features are extracted from the silhouette images
A Scheme for Creating Digital Entertainment with Substance
, 2005
"... Computer games constitute a major branch of the entertainment industry nowadays. The financial and research potentials of making games more appealing (or else more interesting) are more than impressive. ..."
Abstract
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Cited by 6 (5 self)
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Computer games constitute a major branch of the entertainment industry nowadays. The financial and research potentials of making games more appealing (or else more interesting) are more than impressive.
Security of digital entertainment content from creation to consumption
"... With the advent of digital technologies, many new market opportunities have emerged for content owners, content distributors, and consumer electronics/information technology industries. An essential requirement for developing a thriving marketplace is the protection of copyrighted content in digital ..."
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in digital form. There are four major stages in the delivery of content to the consumer: (1) capturing on digital media, (2) packaging, (3) distribution to home networks, and (4) transfer to the final audio/visual device within the home network. Entertainment content is of particular importance
Security of Digital Entertainment Content From Creation to Consumption
- Consumption,” Signal Processing: Image Communication, Special Issue on Image Security
, 2001
"... With the advent of digital technologies, many new market opportunities have emerged for content owners, content distributors, and consumer electronics/information technology industries. An essential requirement for developing a thriving marketplace is the protection of copyrighted content in digital ..."
Abstract
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in digital form. There are four major stages in the delivery of content to the consumer: (1) capturing on digital media, (2) packaging, (3) distribution to home networks, and (4) transfer to the final audio/visual device within the home network. Entertainment content is of particular importance
An Affective Agent Framework Towards Believable Agents for Digital Entertainment
"... Abstract. Digital entertainment industry uses multi-agents techniques based on several different approaches to establish autonomous characters that behave the most believable way as possible. This article presents a preliminary version of an agent architecture based on psychological and neurobiologi ..."
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Abstract. Digital entertainment industry uses multi-agents techniques based on several different approaches to establish autonomous characters that behave the most believable way as possible. This article presents a preliminary version of an agent architecture based on psychological
Developing Talent & Intellectual Property for Digital Entertainment: Space to ‘Play’?
"... This paper considers the notion of ‘play ’ in education; as an integral part of developing talent and concepts for the digital entertainment industries; as a tool for designing and evaluating participants ’ experience of an educational trajectory; and as an approach towards developing innovative Con ..."
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This paper considers the notion of ‘play ’ in education; as an integral part of developing talent and concepts for the digital entertainment industries; as a tool for designing and evaluating participants ’ experience of an educational trajectory; and as an approach towards developing innovative
Results 1 - 10
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805