![]() His research interests include interactive media, entertainment technologies and communication robot/agent. Since March of 2008 he is Professor at National University of Singapore (NUS) and Research Director at Interactive & Digital Media Institute (IDMI) at NUS. ![]() In 2002 he became Professor at School of Science and Technology, Kwansei Gakuin University. ![]() In 1994, he joined ATR (Advanced Telecommunications Research Institute) as the president of ATR Media Integration & Communications Research Laboratories. After joining NTT (Nippon Telegraph & Telephone) in 1971, he mainly worked on speech recognition technology. degrees in electronic engineering from Kyoto University in 1969, 19 respectively. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. At present, there is no reference work in the field that provides such a broad and complete picture of the field. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment technology, design/art, and sociology.
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