Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

IEEE Communications magazine: entertainment everywhere

View through CrossRef
FEATURE TOPIC: ENTERTAINMENT EVERYWHERE: System and Networking Issues in Emerging Network-Centric Entertainment Systems BACKGROUND: The experience of bringing the Internet into our lives deeply is now shared by millions of people. Take the USA, for example. It is reported that more than a fifth of American households has a high-speed, always-on, Internet access, and an increasing number of them is exploiting wireless technologies to distribute the broadband connection throughout the rooms of their homes. With such a high-speed, always-on, connection a drastic revolution is coming in the way people watch movies and news, listen to music, and play games. This change has been driven fundamentally by two dominant factors: First, the technological advances of computer-based digital multimedia technology (high quality video and sound) have provided consumers with good motivations to upgrade their home entertainment systems (e.g., from mechanical VHS tape drives to digital DVD). Second, (wireless) networking technologies have enabled the possibility to shift what they first consumed on their desktop PC in the office to their digital TV equipment in the living room, as well as to the front pockets in their jackets. All these mean that in an entertainment-equipped house we might easily find a broadband entertainment center built on the top of a Cat-6 Ethernet cable infrastructure or on a Wi-Fi network. Such an entertainment platform might be comprised, for example, of a connection from the computer to the digital stereo or the TV devices, as well as of an interconnected PlayStation2 or XBox governed by programmable TiVo equipment for online play. In essence, what is really new, nowadays, is that we know what tomorrow's entertainment technology will bring to us: a "magic box" where every game ever thought, every movie ever made, every song ever sung, plus news, sport events and shows, will be available for instant enjoyment with just one click on a button. While interest for conducting research in this area was moderate for a long time, recently, instead, great opportunities have arisen in academia, as well as in industry, for developing researches in the field of computer-based entertainment systems, especially focused on the provision of networking and system support to entertainment. Obviously, all these exciting technological advances have raised a number of interesting research questions: How can the Internet native language (i.e. the TCP/IP protocol) take over this complex scenario for scaling the delivery of entertainment contents to very large numbers of users? How can digital entertainment be delivered efficiently to small devices such as PDAs and cell phones? How can new system development styles, like the peer-to-peer style for example, have influence on the architecture of computer-based entertainment systems? How can the employed protocol be integrated to optimize the distribution of entertainment contents?
Association for Computing Machinery (ACM)
Title: IEEE Communications magazine: entertainment everywhere
Description:
FEATURE TOPIC: ENTERTAINMENT EVERYWHERE: System and Networking Issues in Emerging Network-Centric Entertainment Systems BACKGROUND: The experience of bringing the Internet into our lives deeply is now shared by millions of people.
Take the USA, for example.
It is reported that more than a fifth of American households has a high-speed, always-on, Internet access, and an increasing number of them is exploiting wireless technologies to distribute the broadband connection throughout the rooms of their homes.
With such a high-speed, always-on, connection a drastic revolution is coming in the way people watch movies and news, listen to music, and play games.
This change has been driven fundamentally by two dominant factors: First, the technological advances of computer-based digital multimedia technology (high quality video and sound) have provided consumers with good motivations to upgrade their home entertainment systems (e.
g.
, from mechanical VHS tape drives to digital DVD).
Second, (wireless) networking technologies have enabled the possibility to shift what they first consumed on their desktop PC in the office to their digital TV equipment in the living room, as well as to the front pockets in their jackets.
All these mean that in an entertainment-equipped house we might easily find a broadband entertainment center built on the top of a Cat-6 Ethernet cable infrastructure or on a Wi-Fi network.
Such an entertainment platform might be comprised, for example, of a connection from the computer to the digital stereo or the TV devices, as well as of an interconnected PlayStation2 or XBox governed by programmable TiVo equipment for online play.
In essence, what is really new, nowadays, is that we know what tomorrow's entertainment technology will bring to us: a "magic box" where every game ever thought, every movie ever made, every song ever sung, plus news, sport events and shows, will be available for instant enjoyment with just one click on a button.
While interest for conducting research in this area was moderate for a long time, recently, instead, great opportunities have arisen in academia, as well as in industry, for developing researches in the field of computer-based entertainment systems, especially focused on the provision of networking and system support to entertainment.
Obviously, all these exciting technological advances have raised a number of interesting research questions: How can the Internet native language (i.
e.
the TCP/IP protocol) take over this complex scenario for scaling the delivery of entertainment contents to very large numbers of users? How can digital entertainment be delivered efficiently to small devices such as PDAs and cell phones? How can new system development styles, like the peer-to-peer style for example, have influence on the architecture of computer-based entertainment systems? How can the employed protocol be integrated to optimize the distribution of entertainment contents?.

Related Results

Depth-aware salient object segmentation
Depth-aware salient object segmentation
Object segmentation is an important task which is widely employed in many computer vision applications such as object detection, tracking, recognition, and ret...
IEEE first workshop on networking issues on multimedia entertainment
IEEE first workshop on networking issues on multimedia entertainment
GLOBECOM 2004—Satellite Workshop November 29th 2004 Dallas, TX, USA The growing availability of digital contents and the simultaneous cost reductions ...
Understanding entertainment value: an investigation into the subjectivity of people who experience entertainment
Understanding entertainment value: an investigation into the subjectivity of people who experience entertainment
The purpose of this doctoral dissertation and the research presented herein is to test and refine a general method of observing, capturing, describing and comparing subjective view...
Understanding entertainment value: an investigation into the subjectivity of people who experience entertainment
Understanding entertainment value: an investigation into the subjectivity of people who experience entertainment
The purpose of this doctoral dissertation and the research presented herein is to test and refine a general method of observing, capturing, describing and comparing subjective view...
Analysis of "Chinese Style" Packaging with the Example of Time Fengjun, Easy Entertainment, and Lehua Entertainment
Analysis of "Chinese Style" Packaging with the Example of Time Fengjun, Easy Entertainment, and Lehua Entertainment
With the rise of international entertainment culture in recent years, Chinese entertainment companies have also started to develop, but there is still a gap in research on the "Chi...
BIBLIOGRAFAS KĀRLIS EGLE IR ŽURNALAS „LATVJU GRĀMATA“ (1922–1931)
BIBLIOGRAFAS KĀRLIS EGLE IR ŽURNALAS „LATVJU GRĀMATA“ (1922–1931)
The magazine “Latvju Grāmata” is the first monthly magazine in the Latvian language covering literary criticism, book science and bibliography. During the ten years of the existenc...
The relationships of fashion leadership, fashion magazine content and loyalty tendency
The relationships of fashion leadership, fashion magazine content and loyalty tendency
PurposeThe purpose of this study is to examine the influence of fashion magazine content on consumer loyalty behavior and to analyze the differences in fashion magazine content pre...
Alūziju izmantojums žurnāla “Ir” virsrakstos
Alūziju izmantojums žurnāla “Ir” virsrakstos
In the press language studies, relatively little attention is paid to the titles in the printed press. Therefore, titles in the magazine “Ir” were studied and analysed from the poi...

Back to Top