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Entertainment Technology: Past, Present and Future


The entertainment usually associated with doing something that amuses us, something we can do alone or with others, to entertain or have fun in our spare time, or perhaps something that relaxes us or make us laugh. This is how the forms of entertainment and be entertained, have changed throughout history In ancient Rome, for example, a person could relax in the thermal baths or attend games of the gladiators or chariot races. During the Renaissance people amused, mostly, with art, music and theater. Of course, training has never been available to all. For example, in medieval dance and circus acts of minstrels and exhibition of animals primarily they accounted for the upper classes and royalty.
In recent Centuries entertainment has progressively deployed to the global population, with many kinds of recreational activities that have become common; from reading books or visiting museums and historical places to play sports or travel the world.
Certainly all fields of entertainment have witnessed virtually a technological evolution that has contributed to making fun is more accessible, more comfortable and more accessible to the population. But when we think where technology plays currently the main role in entertainment. We generally find that the entertainment business tops the list, with the industries of television, music, video games and watch streaming movies in each of these fields, technological changes have historically been the source of major Innovations. Of course, one look at the past can help us envision the future evolution of entertainment technologies.
Evolution or Revolution.
Observing technological rafters with the current look, the different branches of entertainment may seem to follow a common evolutionary path. However some technologies on the horizon promising entertainment be truly revolutionary, as well as the introduction of MPEG standards, GPU-based graphics processors and other disruptive innovations.
For example, it is expected that the content is increasingly personalized, with increasing satisfaction and experiences becoming more interactive and capable of being adapted to the expectations of the audience. This has begun to happen with social systems and intelligent entertainment learning the habits and preferences of users and use them to find other related content that may be of interest.
The devices we use to access the content must also adapt to user expectations, particularly in terms of flexibility. The distinction between the roles of TVs, game consoles, mobile devices, e-book readers are increasingly ephemeral, to the extent that users often expect that technology allows them to use their smart TVs to Watch Online Movies, keep in touch with friends and playing multiplayer video games.

The purpose of displacing the contents of traditional devices is also shared by virtual and augmented reality technologies. These technologies combined with innovative solutions for visualization, (including ultra high definition 4K screens and curved screens and holographic), more generally for displaying the content of other senses (smell playback, and other haptic positioning by style), are helping content developers to create environments increasingly addictive.
The new devices and new games will require new input mechanism, allowing even more effective paradigms and intuitive interaction. The devices are on track to be controlled by touch, voice, eyes, and brain and hands, and bodily gestures command. Complete environments will be transformed into interactive game rooms created through screens designed and controlled by some means of interaction based on natural commands, wearable sensors or handheld devices.

Technological changes for entertainment as a whole.
Of course the entertainment is not just telling stories or listen to music. It is something related to sports, the arts and many other recreation and leisure activities.
Countless application examples illustrate the relationship between these worlds and their visions are becoming more linked. For example interactivity is progressively extended to all objects of entertainment, including toys. Robots are benefiting from synergies with other industries and obtaining control capabilities and more powerful interaction. The museums and historic sites are implementing sensor technologies, mobile and computer graphics and are being transformed into intelligent information spaces that are aware of the behaviors and interests of individual visitors and are able to feed them with the right information at the moment appropriate. In many sports the sensors and monitoring systems are used to monitor the performance of the athletes and record game statistics and augmented reality solutions are improving live sports.


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