• Documents
  • Authors
  • Tables
  • Log in
  • Sign up
  • MetaCart
  • DMCA
  • Donate

CiteSeerX logo

Advanced Search Include Citations

Tools

Sorted by:
Try your query at:
Semantic Scholar Scholar Academic
Google Bing DBLP
Results 1 - 10 of 805
Next 10 →

DIGITAL ENTERTAINMENT BY

by Katie Marie Lever, Katie Marie Lever , 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 ..."
Abstract - Add to MetaCart
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

by Paulo Lopes, Francisco C. Pereira, Carlos Bento, Maria José Marcelino
"... 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 ..."
Abstract - Add to MetaCart
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.

by unknown authors
"... Accurately simulating fluid dynamics on arbitrary surfaces is of significance ..."
Abstract - Add to MetaCart
Accurately simulating fluid dynamics on arbitrary surfaces is of significance

ARCADE: Augmented Reality Computing Arena for Digital Entertainment

by Michael R. Lyu, Irwin King, T. T. Wong, Edward Yau, P. W. Chan - 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 ..."
Abstract - Cited by 6 (2 self) - Add to MetaCart
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

by Mayu Okumura, Yasushi Makihara, Shinsuke Nakamura, Shigeo Morishima, Yasushi Yagi - 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 - Cited by 2 (2 self) - Add to MetaCart
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

by Georgios N. Yannakakis, John Hallam , 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 - Cited by 6 (5 self) - Add to MetaCart
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

by Ahmet M. Eskicioglu A, John Town B, Edward J. Delp C
"... 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 - Add to MetaCart
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

by Ahmet Eskicioglu John, John Town, Edward J. Delp - 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 - Add to MetaCart
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

by Rogerio E. Da Silva, Amilcar Cardoso, Luis Macedo
"... 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 ..."
Abstract - Add to MetaCart
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’?

by Mark Grindle, Brian Robinson
"... 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 ..."
Abstract - Add to MetaCart
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
Next 10 →
Results 1 - 10 of 805
Powered by: Apache Solr
  • About CiteSeerX
  • Submit and Index Documents
  • Privacy Policy
  • Help
  • Data
  • Source
  • Contact Us

Developed at and hosted by The College of Information Sciences and Technology

© 2007-2019 The Pennsylvania State University