Two Bit Circus and the Future of Entertainment

Nonfiction, Computers, Advanced Computing, Programming, User Interfaces, Application Software, Multimedia, General Computing
Cover of the book Two Bit Circus and the Future of Entertainment by Elise Lemle, Katherine Bomkamp, Marcella Klein Williams, Elizabeth Cutbirth, Springer International Publishing
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Author: Elise Lemle, Katherine Bomkamp, Marcella Klein Williams, Elizabeth Cutbirth ISBN: 9783319257938
Publisher: Springer International Publishing Publication: December 9, 2015
Imprint: Springer Language: English
Author: Elise Lemle, Katherine Bomkamp, Marcella Klein Williams, Elizabeth Cutbirth
ISBN: 9783319257938
Publisher: Springer International Publishing
Publication: December 9, 2015
Imprint: Springer
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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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