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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, (Sheau Ng, 2012). There has been 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.

https://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=6182692

Entertainment Tech Examples (Alexus)


 * 1) Virtual Reality
 * 2) 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.
 * 3) Augmented Reality
 * 4) 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
 * 6) 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.
 * 7) Real Time Cloud Rendering
 * 8) Light Field Devices
 * 9) 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.
 * 1) 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.

Future Developments:

Video streaming is becoming a huge part of society in this day and age and it’s 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 amount 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’s 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.

 

Impact on Society for Entertainment Technology

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 in contact with one another and how we converse. Media and entertainment has 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.

Citations:

https://www2.deloitte.com/us/en/pages/technology-media-and-telecommunications/articles/media-and-entertainment-industry-outlook-trends.html

https://www.computer.org/web/computingnow/archive/february2015

https://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=6182692

Entertainment Tech Examples

Entertainment Tech Examples

Future Developments:

Impact on Society for Entertainment Technology


 * Video games, computer generated movies, theme parks, interactive museums, and ways to create and listen to music are some examples of how entertainment technology are pertinent to our society.
 * Students at Carnegie Mellon are on the front lines of groundbreaking developments in entertainment technology.