Two Bit Circus and the Future of Entertainment / by Elise Lemle, Katherine Bomkamp, Marcella Klein Williams, Elizabeth Cutbirth.
Material type: TextLanguage: İngilizce Series: SpringerBriefs in Computer SciencePublisher: Cham : Springer International Publishing : Imprint: Springer, 2015Description: 1 online resourceContent type:- text
- computer
- online resource
- 9783319257938
- QA76.575
- N7433.94
Item type | Current library | Home library | Collection | Call number | Status | Notes | Date due | Barcode | |
---|---|---|---|---|---|---|---|---|---|
E-Book | Merkez Kütüphane | Merkez Kütüphane | E-Kitap Koleksiyonu | QA76.575EBK (Browse shelf(Opens below)) | Geçerli değil-e-Kitap / Not applicable-e-Book | BİL | EBK00983 |
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.
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