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Table of contents

  1. Riccardo Berta, Francesco Bellotti, Erik van der Spek, Thomas Winkler
  2. Damien Coyle, Jacqueline Stow, Karl. A. McCreadie, Chen Li, Jhonatan Garcia, Jacinta McElligott et al.
  3. Mark D. Griffiths, Halley M. Pontes
  4. Hayrettin Gurkok, Anton Nijholt, Mannes Poel
  5. Mayumi Bono, Perla Maiolino, Augustin Lefebvre, Fulvio Mastrogiovanni, Hiroshi Ishiguro
  6. Gary Ushaw, Richard Davison, Graham Morgan
  7. Josef Wiemeyer, Lars L. Tremper
  8. Ryohei Nakatsu, Naoko Tosa, Matthias Rauterberg, Wang Xuan
  9. Rod McCall, Lynne Baillie
  10. Akihiro Kishimoto, Martin Mueller
  11. Reinhold Scherer, Gernot Müller-Putz, Elisabeth V C Friedrich, Viktoria Pammer-Schindler, Karin Wilding, Stephan Keller et al.
  12. Siddharth Ramakrishnan, Victoria Vesna
  13. Alke Martens, Wolfgang Müller
  14. Yngvi Björnsson, Stephan Schiffel
  15. Christa Sommerer, Ulrich Brandstätter, Laurent Mignonneau
  16. Marc Cavazza, R. Michael Young
  17. Adrian David Cheok, David Levy, Kasun Karunanayaka, Yukihiro Morisawa
  18. Christopher L. Groves, Craig A. Anderson
  19. Armir Bujari, Marco Furini, Claudio E. Palazzi
  20. Dario Maggiorini, Laura Anna Ripamonti, Christian Quadri
  21. Jochen Renz, Xiaoyu Ge
  22. Jose Saldana, Mirko Suznjevic
  23. Brent J. Lance, Jon Touryan, Yu-Kai Wang, Shao-Wei Lu, Chun-Hsiang Chuang, Peter Khooshabeh et al.
  24. Huang-Ming Chang, Leonid Ivonin, Matthias Rauterberg
  25. Emilie Loup-Escande, Fabien Lotte, Guillaume Loup, Anatole Lécuyer

About this book

Introduction

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 knowledge are 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.

Editors and affiliations

  • Ryohei Nakatsu
    • 1
  • Matthias Rauterberg
    • 2
  • Paolo Ciancarini
    • 3
  1. 1.Interactive & Digital Media InstituteNational University of SingaporeSingaporeSingapore
  2. 2.Industrial DesignEindhoven University of TechnologyEindhovenThe Netherlands
  3. 3.Scienze dell'InformazioneUniversity of BolognaBolognaItaly

Bibliographic information

  • DOI https://doi.org/10.1007/978-981-4560-52-8
  • Copyright Information Springer Science+Business Media Singapore 2016
  • Publisher Name Springer, Singapore
  • eBook Packages Engineering
  • Online ISBN 978-981-4560-52-8