Making Smart Cities More Playable: Exploring Playable Cities

Author:   Anton Nijholt
Publisher:   Springer Verlag, Singapore
Edition:   1st ed. 2020
ISBN:  

9789811397677


Pages:   377
Publication Date:   14 August 2020
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
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Making Smart Cities More Playable: Exploring Playable Cities


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Author:   Anton Nijholt
Publisher:   Springer Verlag, Singapore
Imprint:   Springer Verlag, Singapore
Edition:   1st ed. 2020
Weight:   0.599kg
ISBN:  

9789811397677


ISBN 10:   9811397678
Pages:   377
Publication Date:   14 August 2020
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

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Anton Nijholt studied mathematics and computer science at the Technical University of Delft, the Netherlands and received a Ph.D. in theoretical computer science from the Vrije Universiteit, Amsterdam, in 1980. Currently a Professor of Computer Science in the Human Media Interaction Group, University of Twente, Enschede, the Netherlands, he has held previous positions at various universities in the Netherlands and abroad. His main research interests are in entertainment computing, multimodal interaction, affective computing, and brain–computer interfacing. He has produced hundreds of scientific publications, including (edited) books on the history of computing, language processing, and brain–computer interfacing. Recently he has edited two books: Playable Cities and Brain Art, both with Springer. He has been a Guest Editor for Journal on Multimodal User Interfaces, International Journal of Arts and Technology, Entertainment Computing, International Journal of Creative Interfaces and Computer Graphics (IJCICG) and Brain–Computer Interfaces. In addition, Professor Nijholt has served as Program Chair and General Chair for the leading international conferences on affective computing, multimodal interaction, virtual agents, and entertainment computing.  

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