Games, Entertainment, and Media for Life, Health, and Community: IEEE GEM 2014
نویسندگان
چکیده
^ IEEE CONSUMER ELECTRONICS MAGAZINE 2162-2248/15©2015IEEE 67 I f you entered the room where the 2014 IEEE Games, Entertainment, and Media Conference (IEEE GEM 2014) was held, you would have thought that you were experiencing one of the imaginary worlds depicted in many good science fiction stories. The audience witnessed the current and future technologies that could and will be used in future games, entertainment, and media. In addition to being seriously technical, the participants were playful, enjoying their technology. IEEE GEM 2014 was held at the University of Toronto, Canada, 22–24 October 2014.
منابع مشابه
بررسی رابطه بین زمان تماشای تلویزیون و بازی های رایانه ای با توده چربی بدن در دانش آموزان ابتدایی رسانه و ترکیب بدن
Background and purpose: Childhood obesity is an important health issue in Iran, however, there is not enough information about the effects of entertainment media on this issue. The aim of this study was to evaluate the association between the times spent watching TV and playing games with body composition in children aged 6-9 years old in Tehran. Materials and methods: A cross sectional study ...
متن کاملRecap of the 2010 AI and Interactive Digital Entertainment Conference
ference is the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. The conference is targeted at the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial video games. AIIDE 2010 was held October 11–13, 20...
متن کاملMEDICINE AND THE MEDIA Violence in E-Rated Video Games
CREATED IN 1994, THE ENTERtainment Software Rating Board (ESRB) rates video games according to the categories listed in the BOX and using content descriptors, which game manufacturers display on the game box to inform consumer choices. Analogous to the G rating of films, the E rating (for “Everyone”) of video games suggests suitability for all audiences, but the E rating does not mean violence-...
متن کاملNext Steps for Mobile Entertainment Portals
M obile communications and integrated data and voice services are ushering in a new era of personal, portable, and pervasive computing, in which entertainment services will figure prominently. A September 2000 Datamonitor study predicted that the mobile entertainment industry revenue will increase to $6 billion by 2005. Broadband wireless technologies are already enabling the development of int...
متن کاملحمایت نظام حقوق مالکیت فکری از حقوق بازیباز کنشگردر بازیهای رایانهای
Nowadays video games are fast becoming one of the most popular media of choice. For more than thirty years now video games are amongst us. At the start being a new form of entertainment for the youth only, in no time it has grown into a medium enjoyed and used for various purposes by consumers of all ages. The global market for video games is still expected to grow substantially in the upcoming...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
- IEEE Consumer Electronics Magazine
دوره 4 شماره
صفحات -
تاریخ انتشار 2015