Entertainment Technology
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Entertainment Technology

Entertainment technology is the discipline of using manufactured or created components to enhance or make possible any sort of entertainment experience. Because entertainment categories are so broad, and because entertainment models the world in many ways, the types of implemented technology are derived from a variety of sources. Thus, in theatre, for example, entertainment technology practitioners must be able to design and construct scenery, install electrical systems, build clothing, use motors if there is scenery automation,[clarification needed] provide plumbing (if functioning kitchen fixtures are required, or if "singing in the rain"), etc. In this way, the entertainment technology field intersects with most other types of technology.

Traditionally, entertainment technology is derived from theatrical stagecraft, and stagecraft is an important subset of the discipline. However, the rise of new types and venues for entertainment, as well as rapidly advancing technological development, has increased the range and scope of its practice.

Entertainment technology includes:

In animation and game design, the phrase "entertainment technology" refers to a very real world of entertainment experiences made possible by the advent of primarily computer-mediated digital technologies.[]

History

Entertainment Technology can be traced back to the "Pre-digital Age." The invention of the first phonograph machine, which is used to record and playback sound, dates back to 1877 by inventor Thomas Edison. There has been a significant progression from that antiquated modality of entertainment. From silent films (which also gave way to the art of creative storytelling using moving pictures) to the digital age, in which we now see growth on a global scale and, relative to earlier inventions, an extremely fast pace. By comparison, from the invention of the phonograph machine in 1877 to the invention of the first motion picture camera by Louis Lumiere in 1895 shows a gap of 18 years between significant entertainment technology inventions. Whereas compact discs were introduced in the 1980's and within the next 10 years, satellite television was introduced. More recent developments in entertainment technology are sometimes considered to be a "race" in terms of which company will develop and distribute their product first. Knowing what we have available to us and where it all began can be used as a footnote in our ever-increasing development of entertainment and other technological advances.[1]

Impact on Society

Society has completely been changed and advanced in many different ways by all the advancements in entertainment technology. Ranging from how companies get their product name out and get customers to buy into that product, to how people come into contact with one another and how we converse. Media and entertainment have become such a huge part of everyone's life. We are all invested in some kind of media whether it is a tv show or a vlog and the producer of those are all very aware of the consumption of their product and will try to advertise it in as many ways as possible. They will reach out and promote their form of entertainment by having it on multiple platforms. Media companies will share their product on many different popular websites and forms of social media and ask its consumers to share it as well, generating more views and continuously advancing their products notoriety. Millions of dollars have been spent on Artificial Intelligence. Companies use AI because it is so detailed and precise with all of its obtained knowledge, they will use it to help market their brand because AI knows exactly what people like and what they want to see and will put together the final product that will succeed the most. Entertainment websites and websites that sell goods maintain and expand their viewers and customers by advertising something new you haven't seen before when you are done with what you originally visited the website for. A big reason why a company became so successful and became so popular is that they bundled everything people want into a smaller collection, instead of having a much larger bundle that only included a couple items a consumer wants. Virtual reality is giving us a new way to experience the world. You can travel to see your favorite live event anywhere in the world without even having to leave your house.[2][3]

Examples

Virtual Reality

A three dimensional, computer generated simulation of a real seeming environment brought on by the use of special electronic equipment. This technology is used to replace the user's entire real world environment with a computer generated (or simulated) one.[4]

Augmented Reality  

An interactive technology that intertwines computer generated images with real world objects. These artificial images can align with or block the real world environment. This technology is used to alter the user's perception of the real world which should not to be confused with virtual reality in which the user's whole perception is changed.[5]

High Dynamic Range

A rich visual and audio experience that provides a greater contrast than standard dynamic range. This technology is most associated with display devices, sound recording, 3D rendering, and photography. Technology like this provides a more lifelike image in the visual aspect.[6]

Light Field Devices   

A device (usually a camera) that captures information about the light field that is emerging from a real life scene which is; the direction of the light rays in space and the intensity of the light in the actual environment/scene. This technology will someday surpass Virtual Reality.[7]

Future Developments

Video streaming is becoming a huge part of society in this day and age and it is only beginning to expand. Video streaming brought in a revenue of $30.29 billion in 2016 and based on projections conducted by Research and Markets, will reach an astonishing $70.05 billion in the year 2021. This projected drastic increase has caused there to be more competition in streaming, which has led to rapid growth, development, and a large increase in the number of users. Technology is a data based driven field, and with this rapid growth the future is bright for this field. Technology has been enhancing discoveries for as long as it has been invented. It holds the digital power to entertain, inform, and persuade. Technology will continue to provide all of these sentiments and will continue to do so for as long as developments keep forthcoming. Rapid growth and development does not only affect the consumers, but the producers. Large technology companies will have improve content quality of all while extracting maximum value of the product. Challenges for development in the media industry are how to maximize content, brands, and advertising. While also created tailoring consumers needs to enhance their experience. Consumers drive this field, companies are constantly running data about consumers preferences, relationships, habits, and locations. Technology is a growing field and with companies beginning to care more about the consumers, and with rapid growing development in this field, expect technology to take bigger steps forward in years to come.  [8][9]

Education

Schools that offer programs or degrees in entertainment technology include:

Currently,[when?] the only university offering a degree specifically in Entertainment Engineering and Design (EED) is the University of Nevada, Las Vegas (UNLV).[] Because UNLV's program is in its infancy, current entertainment technologists come from a wide variety of educational backgrounds, the most prevalent of which are theater and mechanical technology. Several other institutions of higher education offer similar programs for entertainment-related ventures.[]

A bachelor's degree in these areas will typically have a difference of only a few specialized classes.[]

Traditionally, people interested in careers in this field either presented themselves as apprentices within craft unions, or attended college programs in theatre technology. Although both are appropriate in limited ways, the growing world of entertainment technology encompasses many different types of performance and display environments than the theatre. To this end, newer opportunities have arisen that provide a wider educational base than these more traditional environments. An article "Rethinking Entertainment Technology Education" by John Huntington describes new teaching philosophies that resonate with the need for a richer and more flexible educational environment:[15]

"We need to bridge the worlds of ivory-tower theatre education with the commercial world of live entertainment production. I believe this bridge would be beneficial not just to the technical students, but to the whole art of performance. When high-tech systems such as video, moving lights, computerized sound, mechanized scenery and show control are mastered by even average entertainment technicians, they can advance the state of their craft, which will allow artists to advance the state of their art."[15]

See also

References

  1. ^ "IEEE Xplore Full-Text PDF:". ieeexplore.ieee.org. Retrieved .
  2. ^ Newman, Daniel. "Top Six Digital Transformation Trends In Media And Entertainment". Forbes. Retrieved .
  3. ^ "Digital Transformation in Media and Entertainment - Accenture". www.accenture.com. Retrieved .
  4. ^ "VIRTUAL REALITY - Overview". archive.ncsa.illinois.edu. Retrieved .
  5. ^ "Augmented Reality - definition of Augmented Reality, Meaning of Augmented Reality, BuzzWord from Macmillan Dictionary". www.macmillandictionary.com. Retrieved .
  6. ^ "Understanding Dynamic Range in Digital Photography". www.cambridgeincolour.com. Retrieved .
  7. ^ "PopSci's How It Works - 100 Megapixel Camera". 2008-01-17. Retrieved .
  8. ^ "2018 Media and Entertainment Industry Trends | Deloitte US". Deloitte United States. Retrieved .
  9. ^ DataArt (2018-01-09). "Technology to Shape the Future of Media & Entertainment". Medium. Retrieved .
  10. ^ Entertainment Technology Center.
  11. ^ Entertainment Technology, New York City College of Technology.
  12. ^ Entertainment Technology Center Archived 2009-05-26 at the Wayback Machine., University of Southern California.
  13. ^ Tshwane University of Technology, South Africa.
  14. ^ Entertainment Technology Training, New Zealand.
  15. ^ a b Huntington, John (September 1, 2002). "Rethinking Entertainment Technology Education". Theatre Design and Technology Magazine. 38 (4). Retrieved .

  This article uses material from the Wikipedia page available here. It is released under the Creative Commons Attribution-Share-Alike License 3.0.

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