Since the advent of Web 2.0, online social environments have become common destinations for young people all around the world. In general, entertainment applications and platforms represent the most popular attractive of digital technology. Nonetheless, these virtual environments for users’ leisure are currently criticised for their frivolous and selfish aims. One may argue that it is quite disappointing to see huge investments and participation in entertainment technology instead of focusing on health or any other serious issue. Yet, we demonstrate in this paper that technology advancements for leisure applications can easily be transferred toward serious use. To this aim, we discuss three representative examples of entertainment technol...
In his ACM Computers in Entertainment article, titled "Artist and Audience: Emerging the Nano-entert...
International audienceMost young people (at least in countries were social communication technologie...
In the early 2000’s the idea about digital pervasive gaming was somewhat limited, as there was a lot...
Since the advent of Web 2.0, online social environments have become common destinations for young p...
Since the advent of Web 2.0, online social environments have become common destinations for young pe...
In future ambient intelligence (AmI) environments we assume intelligence embedded in the environment...
In future ambient intelligence (AmI) environments we assume intelligence embedded in the environment...
This article introduces a new form of digital entertainment, where playing is not limited to what ca...
Intelligent environments and smart applications require creating engaging interactions with their us...
In this chapter we embed recent research advances in creating playful user interfaces in a historica...
This book covers the latest advances in playful user interfaces – interfaces that invite social and ...
Advances in computer and communication technologies provide significant potentials for improving hea...
The book is about user interfaces to applications that have been designed for social and physical in...
Nowadays, Information and Communication Technologies (ICTs) have spread extensively in everyday life...
This book highlights the challenges and potential of educational learning or industry-based training...
In his ACM Computers in Entertainment article, titled "Artist and Audience: Emerging the Nano-entert...
International audienceMost young people (at least in countries were social communication technologie...
In the early 2000’s the idea about digital pervasive gaming was somewhat limited, as there was a lot...
Since the advent of Web 2.0, online social environments have become common destinations for young p...
Since the advent of Web 2.0, online social environments have become common destinations for young pe...
In future ambient intelligence (AmI) environments we assume intelligence embedded in the environment...
In future ambient intelligence (AmI) environments we assume intelligence embedded in the environment...
This article introduces a new form of digital entertainment, where playing is not limited to what ca...
Intelligent environments and smart applications require creating engaging interactions with their us...
In this chapter we embed recent research advances in creating playful user interfaces in a historica...
This book covers the latest advances in playful user interfaces – interfaces that invite social and ...
Advances in computer and communication technologies provide significant potentials for improving hea...
The book is about user interfaces to applications that have been designed for social and physical in...
Nowadays, Information and Communication Technologies (ICTs) have spread extensively in everyday life...
This book highlights the challenges and potential of educational learning or industry-based training...
In his ACM Computers in Entertainment article, titled "Artist and Audience: Emerging the Nano-entert...
International audienceMost young people (at least in countries were social communication technologie...
In the early 2000’s the idea about digital pervasive gaming was somewhat limited, as there was a lot...