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Entertainment technology information


This is a virtual reality example, which is part of 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, and provide plumbing (if functioning kitchen fixtures are required, or if "singing in the rain"). In this way, the entertainment technology field intersects with most other types of technology.

Entertainment technology helps people relax and enjoy some free time. The latest technology has revolutionized daily entertainment. Old ways such as recording on records, tapes, and CDs, have made music more accessible across the world. Movies are brought into living rooms through photography, film, and video. With the emergence of computer technology, ways of being entertained have been optimized greatly. Many households are now having computers, consoles, or any other kind of hand-holding computer game.[1] The diversity and complexity of entertainment technology will bring endless joy and convenience 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 entertainment experiences made possible by the advent of primarily computer-mediated digital technologies.[2]

  1. ^ Bruce, Linda, 1953- (2006). Entertainment technology. Bruce, Sam., Bruce, Jack. North Mankato, Minn.: Smart Apple Media. ISBN 978-1-58340-792-9. OCLC 62878392.{{cite book}}: CS1 maint: multiple names: authors list (link) CS1 maint: numeric names: authors list (link)
  2. ^ "Entertainment Tech". Tech Futures 2151. Retrieved 2019-12-08.

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to define marketing term, rests upon entertainment technology and ultimately on the enabling basic technologies computers, Internet/World Wide Web, Digital...

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Entertainment Technology New Zealand (ETNZ) formed in 2002 is a professional association for the design, management, craft and technical performing arts...

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Agetec Inc. ("ASCII Game Entertainment Technology") was an American video game publishing company that was best known for bringing Japanese titles to the...

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SingleTrac Entertainment Technologies, Inc. was an American video game developer, mostly for the PlayStation platform. The management team and much of...

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Anthony Daniels

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Daniels was an adjunct professor at Carnegie Mellon University's Entertainment Technology Center. Daniels was born in Salisbury, Wiltshire, England, the...

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Hybe Corporation

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in creating hyper-realistic voices using technology. Big Hit announced its rebranding into an entertainment lifestyle platform company under the name...

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Entertainment Services and Technology Association

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The Entertainment Services & Technology Association (ESTA) is an American non-profit trade association that represents the entertainment technology industry...

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Carnegie Mellon University

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Science, Urban Design, and Production Technology and Management. IDeATe also manages the Entertainment Technology Center (ETC) in conjunction with the...

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IFunny

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website and mobile application developed by Cyprus-based FunCorp, an entertainment technology company, that consists of memes in the form of images, videos,...

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NAMM Show

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industry’s largest stage, uniting the global music, sound and entertainment technology communities". It is typically held in January at the Anaheim Convention...

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Jesse Schell

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a distinguished professor of the practice of entertainment technology at CMU's Entertainment Technology Center (ETC), a joint master's program between...

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Kiss Technology was an entertainment technology company based in Denmark that existed from 1994 to 2005. It produced DVD players. In 2003, its DR-450 model...

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Master of Entertainment

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Entertainment may also refer to an educational degree, for example John Tarnoff's "Masters of Entertainment Technology" degree from the Entertainment...

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Superliminal

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team of Pillow Castle, led by Albert Shih, a student from the Entertainment Technology Center (ETC) at Carnegie Mellon University. Shih had developed...

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Sony Interactive Entertainment LLC (SIE) is an American multinational video game and digital entertainment company of Sony. Jointly established by two...

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ASCII Corporation

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entertainment channel in America, startup company Agetec (for "Ascii Game Entertainment Technology") was spun off as an independent corporation in 1998 and later...

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