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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,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.

Entertainment technology helps us relax and enjoy our free time. Latest technology has been revolutionized the daily entertainment. Old ways such as recording on records, tapes, and CDs, have made music across the world. Movies are brought into living rooms through photography, film, and video. With the emerging of computer technology, ways of being entertained have optimized greatly. Many households are now having computers, consoles, or any other kinds of hand-hold computer game. The diversity and complexity of entertainment technology will bring endless joy and convenient to people's spare time.

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.

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.[citation needed]

The first paragraph need some clarifications and citations.

Big Data
Big data is a buzzword that has soared in popularity in latest years. Big data is the description of giant amount of both geared up or unorganized facts that is analyzed to make an knowledgeable decision or evaluation. The records can be taken from a large range of sources including searching history, geolocation, social media, purchase records and scientific records. Big data consists of complicated records that would overwhelm the processing strength of typical simple database systems. Three primary traits are associated with huge data: volume, range and pace. Every of these three traits requires a perfect massive statistics analytics system to demonstrate to the biggest extent, which would enable it to operate at its most efficient stage discussed as follows.

Volumeis a characteristic used to describe the extensive quantities of data that is utilized by big data. The quantities of statistics usually range from gigabytes to yottabytes. The large records should be capable to take care of any quantity of information even as it expectedly grows exponentially.

Varietyis a attribute used to describe the many one-of-a-kind kinds of records sources that are used as section of a huge facts analytics system. There are more than one data storage codecs that are utilized by way of laptop devices in the course of the world. There are structured facts such as databases, .csv, video, SMS and excel sheets. The unstructured facts should be in the shape such as handwritten notes. All the records from these sources would ideally be beneficial to a large statistics analytics gadget.

Velocityis a attribute used to describe the pace at which records is generated. It is additionally used to describe the pace at which the generated facts is processed. With a click of a button, an on line retailer is in a position to shortly view massive facts about a positive customer. Velocity is also vital to ensure that statistics is current and updated in real-time, as a result allowing the system to function the nice it can. This pace is fundamental as real-time information generation helps corporations velocity up operations processes; which can save agencies a large amount of money.

History
According to Sheau Ng, entertainment technology began with the invention of the phonograph by Thomas Edison, which was used to record and playback sound. This was followed by other media such as silent films, broadcast media, and different formats of pre-recorded music and other entertainment. This in turn impacted society, as this technology became a large part of everyday life and allowed people, governments, and organizations a way to communicate their ideas and creations with others.

Since 19th century, the production, regulation, and dissemination of the entertainment technology have been the core of controversies over the waft of information and cultural products. These technology include video games, virtual worlds and online role-playing games and recreational social networking technologies. In addition, there are two fundamental emphases in the scholarly cure of entertainment technologies. At the stage of audience consumption and participation, media outlets considered as entertainment applied sciences can be discussed as capacity for acquiring statistics and cultivating attitudes and as a "space" for interaction. At the "macro" level of social family members and production, illustration can work to fortify modes of belonging, identity, and attitudes.

Future Development
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 $70.05 billion in the year 2021. Challenges for development in the media industry are how to maximize content, brands, and advertising. Consumers drive this field, companies are constantly running data about consumers preferences, relationships, habits, and locations.

Facebook jacked up the 2016 election, your apps are stalking you and there is now a medically-recognized situation referred to as “text-neck.” But technological know-how is now not all bad. For every ominous development, there’s another that will make our lives easier, fuller and way greater fun. In the spirit of embracing all the future has to bring, we investigated the trends, products and innovations that are changing the world of amusement proper now. Some are cool, some are freaky and all are bearing down on us in the subsequent few years — whether we like it or not. Strap on your area goggles and get geared up for liftoff.

CGI Is Bringing Back Amy Winehouse[edit]
Everyone dies — but thanks to CGI, a select few can come back to life. While the technology is not new (it was used as far back as 1993, after Brandon Lee died while filming The Crow), it has been dramatically refined in recent years. For the 2016 Star Wars prequel, Rogue One, Peter Cushing, who died in 1994, reprised his 1977 role of Grand Moff Tarkin. Visual effects (VFX) artists studied motion-capture video of a stand-in reading Tarkin’s lines to inform their painstaking re-creation of Cushing’s likeness in CGI. “There are so many elements that make a face look real, from how light bounces off skin and hair to micro eye-darts and blood-flow coloration under the skin,” says Darren Hendler head of digital humans at Digital Domain, a VFX studio that turned Josh Brolin into Thanos for Avengers: Infinity War and worked on the Tupac hologram that took the Coachella stage in 2012. The latest benefactor: Amy Winehouse, who’ll be touring in hologram form in 2019. The company behind the effort, BASE Hologram, will take a similar approach to its re-creation of Winehouse, but rather than reflecting the hologram onto a stage mirror, executive producer and CEO Marty Tudor says the company will rely on powerful Epson projectors with “military-grade lasers.” The effect is a hologram that appears less translucent — and therefore more alive — than any you’ve seen in the past. What’s next? While digital artists are pushing toward ever greater attention to detail (for example, using high-fidelity 3D scans to render pores more accurately), the future of CGI may lie with artificial intelligence. Computers can be trained to replicate how a human face moves by referencing countless hours of footage. Prepare for the rise of the machines.

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Virtual Reality Gets Actually Cool[edit]
There’s long been a collective yawn toward virtual reality. But the minds behind the Void have the answer. The four-year-old company, which has eight locations around the world and plans to build five more, is betting on “hyper-reality,” 360-degree VR and real-life interactions that combine to create an immersive experience set in the world of movies from Ghostbusters to Star Wars and more (including a collaboration with Marvel Studios next year). Before stepping into the faux world (a room of about 20×20 feet), visitors don a VR headset, noise-canceling headphones and a wireless haptic feedback vest, which can mimic anything from a jolt upon being shot in the chest to the sensation of an elevator rising. While the digital scenarios are rendered in high-definition, what really sells the illusion are additions that tap the senses. A battle set near a lava pit includes gusts of hot air and the pungent scent of sulfur; if a player wants to touch the droid providing a mission briefing, they’ll find an appropriately shaped object to pat. Beyond the mechanics, Void chief creative officer Curtis Hickman sees broader uses for the technology: “Imagine how a virtual world could impact [training for] jobs that are dangerous. In the Void, you can re-create those environments, and they look and feel real.”

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Cars As Traveling Speaker[edit]
A car’s sound system can be a point of pride, but one company is on a quest to make the whole notion obsolete. The goal: to turn the body of the vehicle itself into a speaker. Continental Automotive’s Ac2ated Sound technology uses surface vibration to deliver sound. Tiny actuators — like the cores of traditional speakers — are attached to different materials in the car and then tuned. Each area has a different frequency response: Stiff materials like rear window glass can produce a deep output (so no space-hogging subwoofer needed), and narrow pillars can deliver the high-end range. “You get immersive sound because the spaces we’re using are large, like whole inner door panels,” explains Jens Friedrich, technical-project lead for Ac2ated Sound. “The sound radiates from the whole surface, so you feel deep inside it.” The technology saves weight (Continental says up to 30 pounds) and runs on less energy than traditional speakers — key features for the next wave of battery-powered vehicles. The system should roll out in 2021.

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Gaming Grows Up[edit]
Arlington, Texas, 20 miles outside Dallas, may be best known for AT&T Stadium, or “Jerry World,” a standing paean to football (and Cowboys owner Jerry Jones). But with the November opening of Esports Stadium Arlington, officials are hoping the city becomes the epicenter of esports, the rapidly-growing industry expected to generate $1.7 billion in revenue by 2021. The largest such venue in North America, at 100,000 square feet, it features an 80-foot-wide stage where some of the best gamers in the world go head-to-head, an 85-foot LED wall that displays their moves, theatrical lighting, and seating for 2,000. It is the latest in a wave of dedicated esports temples, including Esports Arena Las Vegas at the Luxor and Esports Arena in Oakland, both of which opened last spring. The facilities are designed not just to host championship events, such as the $750,000 contest for the first-person-shooter game Counter-Strike Global Offensive that opened Arlington, but also to be training centers where gamers can get together and hone their skills. Esports has so much traction with young fans that traditional sports team executives from Jones to Michael Jordan, New England Patriots owner Bob Kraft and New York Mets owner Jeff Wilpon have invested millions in nascent gaming franchises. Says Arlington city manager Trey Yelverton, “These guys are working in esports because it’s the future of engagement with the millennial crowd.”

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Living In the Future With Will.i.am[edit]
Anyone still thinking of Will.i.am as just a hitmaking producer-rapper is decidedly 2000-and-late, at least as far as Silicon Valley is concerned. Though his Puls smartwatch wasn’t a success back in 2015, he is taken seriously by venture capitalists, who have reportedly provided more than $100 million in funding to his company, I.am+, which is working on a personalized artificial-intelligence assistant. In this interview, he shares his vision for the future of entertainment and more.

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Education[edit]
Schools that offer programs or degrees in entertainment technology include:


 * Carnegie Mellon University, Entertainment Technology Center
 * New York City College of Technology, Department of Entertainment Technology
 * University of Southern California, Entertainment Technology Center
 * The University of Texas at Austin, School of Design and Creative Technologies
 * Millersville University, Multidisciplinary Studies
 * Tshwane University of Technology, Pretoria, South Africa
 * Entertainment Technology Training, New Zealand

Currently,[when?] the only university offering a degree specifically in Entertainment Engineering and Design (EED) is the University of Nevada, Las Vegas(UNLV).[citation needed] 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.[citation needed]

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

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:"'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.'"

Contents

 * 1History
 * 2Types of entertainment technology
 * 3Future Developments
 * 4Education
 * 5See also
 * 6References

Add content for each type of entertainment technology.