Two Bit Circus and the Future of Entertainment

Two Bit Circus and the Future of Entertainment
Title Two Bit Circus and the Future of Entertainment PDF eBook
Author Elise Lemle
Publisher Springer
Pages 63
Release 2015-12-09
Genre Computers
ISBN 3319257935

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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.

Handbook of Research on the Global Impacts and Roles of Immersive Media

Handbook of Research on the Global Impacts and Roles of Immersive Media
Title Handbook of Research on the Global Impacts and Roles of Immersive Media PDF eBook
Author Morie, Jacquelyn Ford
Publisher IGI Global
Pages 539
Release 2019-12-06
Genre Social Science
ISBN 1799824349

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The world is witnessing a media revolution similar to the birth of the film industry from the early 20th Century. New forms of media are expanding the human experience from passive viewership to active participants, surrounding and enveloping us in ways film or television never could. New immersive media forms include virtual reality (VR), augmented reality (AR), mixed reality (XR), fulldome, CAVEs, holographic characters, projection mapping, and mixed experimental combinations of old and new, live, and generated media. With the continued expansion beyond the traditional frame, practitioners are crafting these new media to see how they can influence and shape the world. The Handbook of Research on the Global Impacts and Roles of Immersive Media is a collection of innovative research that provides insights on the latest in existing and emerging immersive technologies through descriptions of case studies, new business models, philosophical viewpoints, and scientific findings. While highlighting topics including augmented reality, interactive media, and spatial computing, this book is ideally designed for media technologists, storytellers, artists, journalists, designers, programmers, developers, manufacturers, entertainment executives, content creators, industry professionals, academicians, researchers, and media students.

HCI in Games: Serious and Immersive Games

HCI in Games: Serious and Immersive Games
Title HCI in Games: Serious and Immersive Games PDF eBook
Author Xiaowen Fang
Publisher Springer Nature
Pages 401
Release 2021-07-03
Genre Computers
ISBN 3030774147

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This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of HCI-Games 2021, Part II are organized in topical sections named: Serious Games; Gamification and Learning; Mixed and Virtual Reality Games.

The Out-of-Home Immersive Entertainment Frontier

The Out-of-Home Immersive Entertainment Frontier
Title The Out-of-Home Immersive Entertainment Frontier PDF eBook
Author Mr Kevin Williams
Publisher Gower Publishing, Ltd.
Pages 217
Release 2014-06-28
Genre Business & Economics
ISBN 1472426975

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Digital Out of Home Entertainment is transforming the customer experience in shops, cinemas, museums; almost any environment where consumers are congregating. This book provides a 'state of play' exploration of the successes, the emerging new applications and the strategies that inform them--and is an essential guide for entertainment executives as well as those involved in retailing, the hotel industry, mobile communications, museums and heritage.

Coming Attractions?

Coming Attractions?
Title Coming Attractions? PDF eBook
Author Philip E. Meza
Publisher Stanford University Press
Pages 202
Release 2007
Genre Social Science
ISBN 9780804756600

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Looks at the future of Hollywood in the wake of rapid technological innovation, examining the potential opportunities, for both the entertainment and high-tech industries, of new digital and Web formats in terms of the creation, distribution, and consumption of entertainment products, and arguing that the two industries must work together if they are both to succeed.

The Simulation Hypothesis

The Simulation Hypothesis
Title The Simulation Hypothesis PDF eBook
Author Rizwan Virk
Publisher Bayview Books, LLC
Pages 324
Release 2019-03-31
Genre Computers
ISBN

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The Simulation Hypothesis, by best-selling author, renowned MIT computer scientist and Silicon Valley video game designer Rizwan Virk, is the first serious book to explain one of the most daring and consequential theories of our time. Riz is the Executive Director of Play Labs @ MIT, a video game startup incubator at the MIT Game Lab. Drawing from research and concepts from computer science, artificial intelligence, video games, quantum physics, and referencing both speculative fiction and ancient eastern spiritual texts, Virk shows how all of these traditions come together to point to the idea that we may be inside a simulated reality like the Matrix. The Simulation Hypothesis is the idea that our physical reality, far from being a solid physical universe, is part of an increasingly sophisticated video game-like simulation, where we all have multiple lives, consisting of pixels with its own internal clock run by some giant Artificial Intelligence. Simulation theory explains some of the biggest mysteries of quantum and relativistic physics, such as quantum indeterminacy, parallel universes, and the integral nature of the speed of light. Recently, the idea that we may be living in a giant video game has received a lot of attention: “There’s a one in a billion chance we are not living in a simulation” -Elon Musk “I find it hard to argue we are not in a simulation.” -Neil deGrasse Tyson “We are living in computer generated reality.” -Philip K. Dick Video game technology has developed from basic arcade and text adventures to MMORPGs. Video game designer Riz Virk shows how these games may continue to evolve in the future, including virtual reality, augmented reality, Artificial Intelligence, and quantum computing. This book shows how this evolution could lead us to the point of being able to develop all encompassing virtual worlds like the Oasis in Ready Player One, or the simulated reality in the Matrix. While the idea sounds like science fiction, many scientists, engineers, and professors have given the Simulation Hypothesis serious consideration. Futurist Ray Kurzweil has popularized the idea of downloading our consciousness into a silicon based device, which would mean we are just digital information after all. Some, like Oxford lecturer Nick Bostrom, goes further and thinks we may in fact be artificially intelligent consciousness inside such a simulation already! But the Simulation Hypothesis is not just a modern idea. Philosophers like Plato have been telling us that we live in a “cave” and can only see shadows of the real world. Mystics of all traditions have long contended that we are living in some kind of “illusion “and that there are other realities which we can access with our minds. While even Judeo-Christian traditions have this idea, Eastern traditions like Buddhism and Hinduism make this idea part of their core tradition — that we are inside a dream world (“Maya” or illusion, or Vishnu’s Dream), and we have “multiple lives” playing different characters when one dies, continuing to gain experience and “level up” after completing certain challenges. Sounds a lot like a video game! Whether you are a computer scientist, a fan of science fiction like the Matrix movies, a video game enthusiast, or a spiritual seeker, The Simulation Hypothesis touches on all these areas, and you will never look at the world the same way again!

Entertainment Weekly The Ultimate Guide to Fantastic Beasts

Entertainment Weekly The Ultimate Guide to Fantastic Beasts
Title Entertainment Weekly The Ultimate Guide to Fantastic Beasts PDF eBook
Author The Editors of Entertainment Weekly
Publisher Time Home Entertainment
Pages 112
Release 2018-11-16
Genre Biography & Autobiography
ISBN 1547845767

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Entertainment Weekly Magazine presents Fantastic Beasts