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Two bit circus and the future of ent...
~
Lemle, Elise.
Two bit circus and the future of entertainment[electronic resource] /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
杜威分類號:
371.102
書名/作者:
Two bit circus and the future of entertainment/ by Elise Lemle ... [et al.].
其他作者:
Lemle, Elise.
出版者:
Cham : : Springer International Publishing :, 2015.
面頁冊數:
xvi, 47 p. : : ill., digital ;; 24 cm.
Contained By:
Springer eBooks
標題:
Teaching.
標題:
Educational technology.
標題:
Computer Science.
標題:
Media Design.
標題:
User Interfaces and Human Computer Interaction.
ISBN:
9783319257938
ISBN:
9783319257914
內容註:
Swinging from Digital Playgrounds -- At the Intersection of Digital and Physical Play: The Lifecycle of a Two Bit Circus Game -- Story Room: The Computer as Live-action Storyteller for Adaptive Game Play -- Virtual Reality and the Future of Entertainment -- Interview with Brent N. Bushnell, Co-Founder and CEO of Two Bit Circus.
摘要、提要註:
This brief will explore topics in computer science through the lens of Two Bit Circus, an engineering entertainment company based out of downtown Los Angeles. This brief examines the ways they apply computer science to a wide variety of applications, including interactive games, immersive adventures, and virtual reality. The authors demonstrate how technology can encourage children and adults to become more comfortable with the STEAM field. Educators and people interested in the ways that innovation and technology can solve current problems in entertainment, healthcare, education, and business will find this brief a valuable resource. Two Bit Circus creates unique productions that encourage playful collaboration across multiple platforms in interactive and meaningful ways. The company produces high tech games and immersive entertainment experiences that merge physical and digital play.
電子資源:
http://dx.doi.org/10.1007/978-3-319-25793-8
Two bit circus and the future of entertainment[electronic resource] /
Two bit circus and the future of entertainment
[electronic resource] /by Elise Lemle ... [et al.]. - Cham :Springer International Publishing :2015. - xvi, 47 p. :ill., digital ;24 cm. - SpringerBriefs in computer science,2191-5768. - SpringerBriefs in computer science..
Swinging from Digital Playgrounds -- At the Intersection of Digital and Physical Play: The Lifecycle of a Two Bit Circus Game -- Story Room: The Computer as Live-action Storyteller for Adaptive Game Play -- Virtual Reality and the Future of Entertainment -- Interview with Brent N. Bushnell, Co-Founder and CEO of Two Bit Circus.
This brief will explore topics in computer science through the lens of Two Bit Circus, an engineering entertainment company based out of downtown Los Angeles. This brief examines the ways they apply computer science to a wide variety of applications, including interactive games, immersive adventures, and virtual reality. The authors demonstrate how technology can encourage children and adults to become more comfortable with the STEAM field. Educators and people interested in the ways that innovation and technology can solve current problems in entertainment, healthcare, education, and business will find this brief a valuable resource. Two Bit Circus creates unique productions that encourage playful collaboration across multiple platforms in interactive and meaningful ways. The company produces high tech games and immersive entertainment experiences that merge physical and digital play.
ISBN: 9783319257938
Standard No.: 10.1007/978-3-319-25793-8doiSubjects--Topical Terms:
175412
Teaching.
LC Class. No.: LB1027.2
Dewey Class. No.: 371.102
Two bit circus and the future of entertainment[electronic resource] /
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This brief will explore topics in computer science through the lens of Two Bit Circus, an engineering entertainment company based out of downtown Los Angeles. This brief examines the ways they apply computer science to a wide variety of applications, including interactive games, immersive adventures, and virtual reality. The authors demonstrate how technology can encourage children and adults to become more comfortable with the STEAM field. Educators and people interested in the ways that innovation and technology can solve current problems in entertainment, healthcare, education, and business will find this brief a valuable resource. Two Bit Circus creates unique productions that encourage playful collaboration across multiple platforms in interactive and meaningful ways. The company produces high tech games and immersive entertainment experiences that merge physical and digital play.
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