000 03077nam a22005295i 4500
001 978-3-319-25793-8
003 DE-He213
005 20200421112227.0
007 cr nn 008mamaa
008 151209s2015 gw | s |||| 0|eng d
020 _a9783319257938
_9978-3-319-25793-8
024 7 _a10.1007/978-3-319-25793-8
_2doi
050 4 _aQA76.575
050 4 _aN7433.94
072 7 _aUG
_2bicssc
072 7 _aCOM034000
_2bisacsh
072 7 _aBUS070060
_2bisacsh
082 0 4 _a006.7
_223
100 1 _aLemle, Elise.
_eauthor.
245 1 0 _aTwo Bit Circus and the Future of Entertainment
_h[electronic resource] /
_cby Elise Lemle, Katherine Bomkamp, Marcella Klein Williams, Elizabeth Cutbirth.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2015.
300 _aXVI, 47 p. 38 illus., 7 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSpringerBriefs in Computer Science,
_x2191-5768
505 0 _aSwinging 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.
520 _aThis 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.
650 0 _aComputer science.
650 0 _aUser interfaces (Computer systems).
650 0 _aMultimedia systems.
650 1 4 _aComputer Science.
650 2 4 _aMedia Design.
650 2 4 _aUser Interfaces and Human Computer Interaction.
700 1 _aBomkamp, Katherine.
_eauthor.
700 1 _aWilliams, Marcella Klein.
_eauthor.
700 1 _aCutbirth, Elizabeth.
_eauthor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783319257914
830 0 _aSpringerBriefs in Computer Science,
_x2191-5768
856 4 0 _uhttp://dx.doi.org/10.1007/978-3-319-25793-8
912 _aZDB-2-SCS
942 _cEBK
999 _c57764
_d57764