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IEEE Communications magazine: entertainment everywhere
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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?
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?.
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