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Two Bit Circus and the Future of Entertainment [electronic resource] / by Elise Lemle, Katherine Bomkamp, Marcella Klein Williams, Elizabeth Cutbirth.

By: Lemle, Elise [author.].
Contributor(s): Bomkamp, Katherine [author.] | Williams, Marcella Klein [author.] | Cutbirth, Elizabeth [author.] | SpringerLink (Online service).
Material type: materialTypeLabelBookSeries: SpringerBriefs in Computer Science: Publisher: Cham : Springer International Publishing : Imprint: Springer, 2015Description: XVI, 47 p. 38 illus., 7 illus. in color. online resource.Content type: text Media type: computer Carrier type: online resourceISBN: 9783319257938.Subject(s): Computer science | User interfaces (Computer systems) | Multimedia systems | Computer Science | Media Design | User Interfaces and Human Computer InteractionAdditional physical formats: Printed edition:: No titleDDC classification: 006.7 Online resources: Click here to access online
Contents:
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.
In: Springer eBooksSummary: 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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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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